Search found 108 matches
- Sat Jul 01, 2017 6:05 am
- Forum: General discussion
- Topic: How to avoid that updates break saves?
- Replies: 5
- Views: 2662
Re: How to avoid that updates break saves?
stick to non-experimental versions ' Edit: actually more specifically if you're paranoid, stick to 0.14 which is the last "stable" build, the whole branch of 0.15 is new and will have bugs at various builds (then again, 0.15 is kickass, so you'd lose a lot of fun). That said, I don't reme...
- Fri Jun 30, 2017 5:46 pm
- Forum: General discussion
- Topic: The purpose of automation.
- Replies: 25
- Views: 9060
Re: The purpose of automation.
Yeah I just missed that point entirely. I simply can't read this -____- Please use the enter key sometimes. It's a wide forum and when I get to the end of the line, every time I lose my place and am missing whole sentences on account losing my place. Edit: Actually re-read it and that point was neve...
- Fri Jun 30, 2017 5:07 pm
- Forum: General discussion
- Topic: The purpose of automation.
- Replies: 25
- Views: 9060
Re: The purpose of automation.
Kinda hard to read this without paragraphs. Your eye just get lost trying to refind its position in the mess. As for a point to the game, well if you want to help, just make a mod that does this. If they like it, they might add it or use it as inspiration. But I honestly don't see a reason for a &qu...
- Thu Jun 29, 2017 4:24 pm
- Forum: Balancing
- Topic: Logistics net: Less research needed
- Replies: 73
- Views: 25716
Re: Logistics net: Less research needed
Ideally a solution would exist that would allow bots to be used for their intended purpose earlier: that is moving a select few items that are hard to bus as opposed to replacing your entire factory. I think a good quick and dirty balance would simply be moving cargo size upgrades to start at high t...
- Wed Jun 28, 2017 3:43 pm
- Forum: General discussion
- Topic: Hello from a new player!
- Replies: 7
- Views: 2656
Re: Hello from a new player!
I'd take a look at the guides on steam, they're pretty good. No self-promotion there, noooope :lol: But seriously, katherineofsky's main bus guide is both good, and may ruin the fun of the game at the same time for you haha. Think of it like reading tvtropes before making a film. You'll be thinking ...
- Sun Jun 25, 2017 5:06 pm
- Forum: General discussion
- Topic: Mass assembler ?
- Replies: 5
- Views: 2885
Re: Mass assembler ?
Managing the growing chaos is kind of the point of the game Hellatze, probably why they moved logistic network further down the line. Factorio would be a pretty dull game if you just had one giant assembler that inputs stuff and outputs stuff for each item type.
- Sun Jun 25, 2017 3:22 pm
- Forum: Balancing
- Topic: Electric Pole costs
- Replies: 18
- Views: 13859
Re: Electric Pole costs
EH, I'd continue the argument, but honestly you're right in the sense that this topic just isn't worth arguing about it's so trivial, I think any developers stopped reading by now anyways. If they read past the initial post even since the math is done and it's just a matter of whether they care to m...
- Sun Jun 25, 2017 2:26 am
- Forum: Balancing
- Topic: Electric Pole costs
- Replies: 18
- Views: 13859
Re: Electric Pole costs
You're kind of understating the costs of the medium electric pole Qon. Ignoring copper costs since it doesn't matter in 0.15, 1 medium pole is 20 iron turned into steel, or basically 2 green science. And you make hundreds and hundreds of poles. So we're talking like 2-3000 green science lost to pole...
- Sat Jun 24, 2017 1:09 pm
- Forum: Balancing
- Topic: Electric Pole costs
- Replies: 18
- Views: 13859
Re: Electric Pole costs
Inexpensive items being more useful than expensive ones kind of seems to be a theme in factorio in general: Examples: 1)Stone furnaces pretty much trump everything for a very long time. Steel > electric until you have 24/7 solar/nuclear, not just part time, and stone = steel whenever either coal or ...
- Fri Jun 23, 2017 6:05 pm
- Forum: General discussion
- Topic: 0.15 and Flare Stack Problem
- Replies: 35
- Views: 12477
Re: 0.15 and Flare Stack Problem
Even if there aren't many good automated solutions, unautomated solutions that have almost no upkeep aren't bad either. Just making a few hundred requester chests for solid fuel and shotgunning them every few hundred hours isn't that bad is it? Belts and chests are good too. 1000 iron chests/burner ...
- Fri Jun 23, 2017 11:57 am
- Forum: General discussion
- Topic: what the point researching robot speed ? (infinite research)
- Replies: 8
- Views: 4335
Re: what the point researching robot speed ? (infinite research)
Correct me if I'm wrong, but higher speed basically IS electric capacity, in a linear relationship even. If a robot had 10% battery left until it needed to recharge, it can move up to X distance based on speed. However, at 2x speed, X here is doubled. So it is as if you had 20% battery left, with th...
- Wed Jun 21, 2017 11:03 pm
- Forum: General discussion
- Topic: Do You Feel Full Logistic Behind Yellow Pushes Lasers Early?
- Replies: 28
- Views: 9424
Re: Do You Feel Full Logistic Behind Yellow Pushes Lasers Early?
Or just flat out increase their hp rather than have a research. Early game, it won't be noticeable much, since you either have enough gun power to kill the melee range biters before they start attacking, or you don't. Extra hp is more about spitter surviveability before repair bots can repair them. ...
- Wed Jun 21, 2017 10:31 pm
- Forum: Balancing
- Topic: Defender robots OR: red-headed stepchildren of rebalancing
- Replies: 5
- Views: 2836
Re: Defender robots OR: red-headed stepchildren of rebalancing
I think it'd have to be a damage upgrade rather than shooting speed or robot count upgrade (or all would be nice really), simply because you get defender bots right before big biters which completely outclass their 5 damage + bonuses: In a deathworld, that evolution rate is rampant and you'll need t...
- Mon Jun 19, 2017 5:19 pm
- Forum: General discussion
- Topic: Pollution is counter-intuitive?
- Replies: 37
- Views: 24357
Re: Pollution is counter-intuitive?
Well, most successful sandbox/survival games that are very long have difficulty drop off over time, it just seems to be what players want. It sucks losing a game 40 hours into it. That said, death worlds never drop off in difficulty until post-behemoth and increase over time due to the need to conqu...
- Mon Mar 20, 2017 9:31 am
- Forum: General discussion
- Topic: Best way to play?
- Replies: 7
- Views: 4279
Re: Best way to play?
No starting zone, very big enemy bases, high frequency.
- Sun Mar 19, 2017 3:41 am
- Forum: General discussion
- Topic: There is no spoon .. general plan
- Replies: 9
- Views: 6284
Re: There is no spoon .. general plan
If you are going for bots, or you've really planned out your rocket assembly without bots, you really don't need to worry so much about sceince. Get 10+ of each rocket assemblers full blast at 6 hours in and you're more than ready, you only will need about 8 blue science assemblers at most, you can ...
- Sun Mar 05, 2017 8:39 am
- Forum: General discussion
- Topic: Which turrets are best?
- Replies: 37
- Views: 25983
Re: Which turrets are best?
Gun turrets don't care about blackouts. Thats what convinced me. Feeding them with a belt is easier than it seems at first. Actually I think gun turrets are even just as vulnerable to simple mistakes bringing down the whole thing. Possibly more so than lasers. Ever accidentally miss one conveyor be...
- Fri Mar 03, 2017 7:13 pm
- Forum: General discussion
- Topic: Pollution Problems
- Replies: 14
- Views: 5001
Re: Pollution Problems
I think at least something needs to be done with desert biomes for newbies. It's not really cool to have the game be exponentially harder for reasons completely unknown to the player. Either a straight up reduction in desert difficulty, or a warning on map creation or something along those lines.
- Sat Feb 25, 2017 7:01 am
- Forum: Ideas and Suggestions
- Topic: Different pathfinding for rails
- Replies: 13
- Views: 4633
Re: Alternate pathfinding for rails
As above, there's no way the computer can magically know what you want. Custom pathfinding is not exactly simple, even if it is something like throwing a higher weight on straight rails. As a user, just blueprint everything complicated, blueprint your main track, and then you'll only use ghost mode ...
- Thu Feb 23, 2017 8:17 pm
- Forum: Balancing
- Topic: Module Balance (Mostly Efficiency)
- Replies: 38
- Views: 11003
Re: Module Balance (Mostly Efficiency)
Ah sure, my point was just a mixed 120 eff3 module setup doesn't save resources, it costs way more to build. And while one needn't necessarily balance them so they're "optimal", I wouldn't use them in mines, let alone assemblers or even furnaces at that rate; that's a wide range of potenti...