Search found 135 matches

by bman212121
Sat Jan 06, 2018 6:07 pm
Forum: Bob's mods
Topic: Feedback
Replies: 361
Views: 101390

Re: Feedback

Second: raw speed modules/MK3 Beacons, i like them a lot, but OP module combined with OP Beacon... OP^2, kind of madness. Greater reach + more distribution efficiency + more slots = too much. Now it's too easy to obtain, for example- 400 prod. speed furnace in reasonable build. [Possible solution]:...
by bman212121
Sat Jan 06, 2018 5:15 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 288008

Re: Friday Facts #224 - Bots versus belts

This FFF had me shaking my head and definitely increasing my blood pressure. :x The logic here seems so flawed I don't even know where to begin. I guess to give more constructive criticism rather than rant I'll say this. If you think belts aren't good enough compared to bots, then buff the belts (m...
by bman212121
Fri Dec 01, 2017 6:56 pm
Forum: General discussion
Topic: Why defending is a dilemma and enemies need polish
Replies: 28
Views: 9432

Re: Why defending is a dilemma and enemies need polish

A way to fix this is some way to predict or affect the aliens' path ai. My suggestion is a structure or tower that attracts all aliens in a wide area and forces them to destroy that structure before any other that isn't attacking. To balance this, the tower would also cause affected aliens to becom...
by bman212121
Tue Nov 21, 2017 8:56 pm
Forum: General discussion
Topic: Small annoying things in Factorio
Replies: 33
Views: 9311

Re: Small annoying things in Factorio

I'd say most was already answered, but tress in the ore fields? That's what grenades are for. You only need to level them up like once and you can 1 shot the trees.
by bman212121
Tue Nov 21, 2017 6:28 pm
Forum: General discussion
Topic: Multiplayer server strategy for keeping everyone busy
Replies: 5
Views: 1920

Re: Multiplayer server strategy for keeping everyone busy

Thanks for the replies so far guys! Sounds like anyone who's played with several people so far just kind of do their thing and hope the others follow suit. We're planning on doing a lan party with 10 or so players all at the same location, so thankfully I don't have to worry about random griefers. I...
by bman212121
Tue Nov 21, 2017 4:55 am
Forum: General discussion
Topic: Multiplayer server strategy for keeping everyone busy
Replies: 5
Views: 1920

Multiplayer server strategy for keeping everyone busy

Hi everyone, I'm cruising through some of the threads and documentation for Factorio, but I'm not seeing strategies for multiple players. I'm curious if anyone has done a write up or possibly has ideas or insight into how they handle it. What I'm looking for specifically is how do servers that have ...
by bman212121
Sat Nov 18, 2017 7:25 pm
Forum: Pending
Topic: [15.37] Desync after loading
Replies: 1
Views: 619

[15.37] Desync after loading

Not exactly sure what's going on with this map. We've played on it for a while, then all of the sudden the game starts to desync players. My friend loaded in and as soon as I joined the map, he got desynced out. After he got back in the map ran for about a minute or so then both of us were dropped f...
by bman212121
Fri Oct 27, 2017 6:06 pm
Forum: News
Topic: Friday Facts #214 - Concrete rendering
Replies: 129
Views: 57450

Re: Friday Facts #214 - Concrete rendering

I agree with galibert that one of the useful features of the concrete is making the grid more visible so placement is easier. IMO concrete is not meant to be pretty but utilitarian in nature. It exists to provide a solid foundation to whatever sits on top of it, and is bland and smooth so it is not ...
by bman212121
Sun Oct 15, 2017 4:49 pm
Forum: News
Topic: Friday Facts #212 - The GUI update (Part 1)
Replies: 151
Views: 55324

Re: Friday Facts #212 - The GUI update (Part 1)

I definitely like the changes coming to the train network. I'm sure you guys will be able to figure out a way to make it much easier for the end user, so we can build train networks much faster. There were a few comments on how the search function might work for finding stations. Someone suggested o...
by bman212121
Fri Sep 01, 2017 9:14 pm
Forum: News
Topic: Friday Facts #206 - Workflow optimisation
Replies: 84
Views: 34676

Re: Friday Facts #206 - Workflow optimisation

Of the XKCD posts I would have picked this one first:

https://xkcd.com/303/
by bman212121
Sun Aug 27, 2017 10:01 pm
Forum: News
Topic: Friday Facts #205 - Teaching the things that everybody knows
Replies: 110
Views: 40816

Re: Friday Facts #205 - Teaching the things that everybody knows

I've played over 100 hours and have done 7 runs so far, but I still don't (fully) understand the following: Logistics robots I also never use any logistics robots. I've used them exactly once to try, but they are VERY slow. Simply putting down a belt+inserter is many factors faster. I simply don't ...
by bman212121
Sun Aug 27, 2017 9:23 pm
Forum: News
Topic: Friday Facts #205 - Teaching the things that everybody knows
Replies: 110
Views: 40816

Re: Friday Facts #205 - Teaching the things that everybody knows

After 350 hours into the game according to steam, I've still never: 1. Used the circuit network. 2. Figured out how fluid works 3. Done any complex train setups that use rail signals. I think the rail signals are probably intuitive enough that if I wanted to set that up, I could probably figure it o...
by bman212121
Fri May 26, 2017 4:58 am
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 302963

Re: [0.15.x] Bob's Mods: General Discussion

There is an error in that test. That test was made to find the throughput of the pumps, so what was important was in and out of a pump. You cant use the same test scenario here unless you actually increase the pipe distance for a reasonable amount. As I said on previous posts, if we are talking abo...
by bman212121
Wed May 10, 2017 1:59 am
Forum: Balancing
Topic: Logistics net: Less research needed
Replies: 73
Views: 22162

Re: Logistics net: Less research needed

This change takes away from the game, makes it less enjoyable. Forces a particular play style for longer, rather than giving choice. This is the price you have to pay for having progression in any game, otherwise why have a tech tree at all? If the game does not impose a path of progression then yo...
by bman212121
Sat May 06, 2017 5:44 pm
Forum: Balancing
Topic: Logistics net: Less research needed
Replies: 73
Views: 22162

Re: Logistics net: Less research needed

Yes, the logistics chests that are currently locked off are not that much of a leap in technology from the Passive Provider and Storage Chests we got unlocked with the bots, which makes the current requirements seem very artificial. The Requester and Active Provider Chests are really just taking th...
by bman212121
Sat May 06, 2017 5:38 pm
Forum: Balancing
Topic: Logistics net: Less research needed
Replies: 73
Views: 22162

Re: Logistics net: Less research needed

I'm surprised I don't see more people questioning this one. I posted in the FFF about this but I see it brought up here as well. On my map I researched everything I need to do robotics, and can build every item that I would need. I did all of that with Science pack 1 and Science pack 2. But Just to ...
by bman212121
Sat May 06, 2017 5:12 pm
Forum: Balancing
Topic: The Underground Belt Changes
Replies: 5
Views: 2268

Re: The Underground Belt Changes

I will say that if you play with Bob's mods, you'll have already been used to the increase in belt length. You can go even further with the higher belts in his mod, and it's never quite enough. Yes it makes it easier now to skip over 1 item, but what about 2? Or 3? There are many times where it come...
by bman212121
Sat May 06, 2017 4:31 pm
Forum: News
Topic: Friday Facts #189 - Specifying the 1.0
Replies: 169
Views: 64260

Re: Friday Facts #189 - Specifying the 1.0

I don't know if anyone has asked this yet or not, but I'm having a hard time understanding why the logistics system research requires 5 different types of science packs to unlock it. All of the items required to use it only require the first 2 science packs. It seems a bit overkill to require 3 new ...
by bman212121
Fri Mar 31, 2017 8:54 pm
Forum: News
Topic: Friday Facts #184 - Five years of Factorio
Replies: 87
Views: 37767

Re: Friday Facts #184 - Five years of Factorio

Have you guys given any thought about how the autosave works? In later gameplay it can take 15-20 seconds to save and if you autosave like every 2 minutes (since you are hunting biters) it get a little bit tedious. Shouldn't it be possible to just make a copy of the game state and saving that state...
by bman212121
Fri Mar 10, 2017 11:37 pm
Forum: News
Topic: Friday Facts #181 - Calm before the storm
Replies: 77
Views: 33734

Re: Friday Facts #181 - Calm before the storm

I can't see retroactively disabling the keys, because whomever bought the key would be the person hurt by that, not the streamer. That person might still be a loyal customer and thought they were getting a legitimate key because they were getting it from a well recognized source. Stede has the best ...

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