Search found 108 matches
- Thu Feb 23, 2017 12:37 pm
- Forum: Balancing
- Topic: Module Balance (Mostly Efficiency)
- Replies: 38
- Views: 11053
Re: Module Balance (Mostly Efficiency)
Well, it kind of depends on what you mean by "speed". If you have something you need more than one producer of, like green/red circuit assemblers, copper cables, or furnaces producing metal, than there's functionally no difference in having 2 assemblers/furnaces producing at speed 1, and 1...
- Thu Feb 23, 2017 10:57 am
- Forum: Balancing
- Topic: Module Balance (Mostly Efficiency)
- Replies: 38
- Views: 11053
Re: Module Balance (Mostly Efficiency)
I saw you mentioned an excel sheet but I didn't see a link, I guess I just missed it o.O Yeah those numbers look right, so at 6, it's be ((100 + 740)/(100+240)*1.4) = 176% energy/item; for mixed its nearly dead even at 101% I was just saying the numbers I'd use them at (cost savings in energy buildi...
- Thu Feb 23, 2017 4:47 am
- Forum: Balancing
- Topic: Module Balance (Mostly Efficiency)
- Replies: 38
- Views: 11053
Re: Module Balance (Mostly Efficiency)
Here's the thing syrchalis, balancing eff 2/3 only makes sense when considering a mix of speed and productivity. Mostly because eff1 handle all other cases well enough perfectly or in the case of two slots, good enough. And as ben says, speed + prod mix has a synergy in reducing energy costs. Becaus...
- Thu Feb 23, 2017 4:34 am
- Forum: General discussion
- Topic: Which turrets are best?
- Replies: 37
- Views: 26195
Re: Which turrets are best?
Okay, technically due to rounding I guess it can. Geeze how long is that save file? @Deadly bagel, even though 1.000 is supposed to be impossible as a straight up evolution amount, you're also forgetting the shift factor, which makes effective evolution higher than 1.0 commonplace. Common end-game e...
- Wed Feb 22, 2017 9:18 am
- Forum: Ideas and Suggestions
- Topic: Gun turret area
- Replies: 2
- Views: 1270
Re: Gun turret area
Yeah but who uses gun turrets when they have blueprints researched? XD
- Wed Feb 22, 2017 5:41 am
- Forum: Implemented Suggestions
- Topic: 0.15 Infinite Researches: Perhaps Add Inf Lab Research Speed
- Replies: 2
- Views: 1478
Re: 0.15 Infinite Researches: Perhaps Add Inf Lab Research Speed
So after reading that 0.15 will be adding certain infinite researches (only 3, because there are others that would become too powerful, or too detrimental to UPS, if they were allowed to be infinite), Where's the source on it only being three? Edit: Actually, from FF introducing it: "This chan...
- Wed Feb 22, 2017 12:46 am
- Forum: Ideas and Suggestions
- Topic: Auto turn trains when placing them
- Replies: 19
- Views: 6072
Re: Auto turn trains when placing them
Even in the worst case scenario Tekky it's going to be right half the time, which isn't much worse for your scenario than if it was not implemented. Meanwhile everyone else is happy.
- Tue Feb 21, 2017 9:24 pm
- Forum: General discussion
- Topic: Challenge: Build the fastest glider (and win something!)
- Replies: 72
- Views: 36747
Re: Challenge: Build the fastest glider (and win something!)
As others said, there's not much room for improvement on the existing one, and tweaking someone else's design isn't too fun xD. But I'd welcome, say, a challenge on a rapid expansion recursive bueprint given a starting save file.
- Tue Feb 21, 2017 8:30 pm
- Forum: General discussion
- Topic: Which turrets are best?
- Replies: 37
- Views: 26195
Re: Which turrets are best?
If gun turrets had 400hp->2000hp it'd mean a single line would be adequate defense late game, which would make them... terrible still but better and more easily supplied! I think that'd be a neat change since it'd give newbies a bit more warning when their lone turret is getting wrecked by 40 small ...
- Tue Feb 21, 2017 7:14 pm
- Forum: Balancing
- Topic: Module Balance (Mostly Efficiency)
- Replies: 38
- Views: 11053
Re: Module Balance (Mostly Efficiency)
Well, the reason I went with -200 was with the same logic benseidel was using, I was thinking "what would make me use these in a real game". For instance, in a no-biter world, the only values that make sense would be when the amount of energy reduction per item exceeds the cost saved in so...
- Mon Feb 20, 2017 11:21 pm
- Forum: Balancing
- Topic: Module Balance (Mostly Efficiency)
- Replies: 38
- Views: 11053
Re: Module Balance (Mostly Efficiency)
Well, regarding efficiency3, that might involve making weird changes to UI/description and stuff for the special case, it seems weird to just tack on a special case to a tier for one module. One problem I see mechanics wise it it kind of makes them a no brainer for high density beacons setups (each ...
- Mon Feb 20, 2017 10:44 pm
- Forum: Ideas and Suggestions
- Topic: Roboport Robot filter
- Replies: 22
- Views: 11744
Re: Roboport Robot filter
Unless I'm mistaken, couldn't this also be "solved" by increasing the bot limit instead? Instead of 7 stacks of 50, 7 stacks of 999. The thread someone made regarding lowering the stack size was about recharging, although I admit I'm not sure that's even how recharging code works. I person...
- Mon Feb 20, 2017 3:25 pm
- Forum: General discussion
- Topic: Active Provider Chests?
- Replies: 16
- Views: 10814
Re: Active Provider Chests?
What bugs me is that the active provider chests feel like they were implemented for a reason but I just can't find that reason. The only thing that comes close are train unloading stations if you want a robot-based factory - but that's just so niche... . Well, I think that does justify their existe...
- Mon Feb 20, 2017 3:16 pm
- Forum: General discussion
- Topic: Which turrets are best?
- Replies: 37
- Views: 26195
Re: Which turrets are best?
Well, behemoth biters take 100+ piercing rounds at max damage, or 1000 iron, 200 copper. For one behemoth. Lasers look a lot cheaper at that stage. Pre- behemoth, sure gun turrets feel cheaper, but why build for the short term? :) Edit: Ah hrm, forgot bullets per magazine that'd change a lot. It's s...
- Mon Feb 20, 2017 8:29 am
- Forum: General discussion
- Topic: Active Provider Chests?
- Replies: 16
- Views: 10814
Re: Active Provider Chests?
Ah yeah I remember one other use I had. Most items I make are filter inserter limited to only pull out of the assembler if their item < X amount. However, green circuits and gears in particular are used basically everywhere, so accidentally overbuilding isn't a concern to me as I expand, and they're...
- Mon Feb 20, 2017 4:22 am
- Forum: Outdated/Not implemented
- Topic: Optimize Drone Movement
- Replies: 58
- Views: 29731
Re: Optimize Drone Movement
Well, with recharge time is proportional to flight time as per my comment, this basically changes nothing about bot productivity and wouldn't really affect a map where the whole map was one giant full network for instance. It would only affect U/L shaped network viability, and depending on current i...
- Mon Feb 20, 2017 4:15 am
- Forum: Ideas and Suggestions
- Topic: Escape small island
- Replies: 33
- Views: 11685
Re: Escape island
Well, either why, just replace "generate a new map" with "do stuff to map to make it playable" in my comment. I don't have much of an opinion on that part.
- Mon Feb 20, 2017 3:57 am
- Forum: Outdated/Not implemented
- Topic: Optimize Drone Movement
- Replies: 58
- Views: 29731
Re: Optimize Drone Movement
This sounds like a hack. It'd be fixed if drones didn't have frequent recharges in the first place. I made a suggestion in the balance forum regarding this. But alternatively, I don't see why bots need limited energy at all. They should just have essentially infinite energy, and make a recharge chec...
- Mon Feb 20, 2017 3:38 am
- Forum: Ideas and Suggestions
- Topic: Escape small island
- Replies: 33
- Views: 11685
Re: Escape island
I honestly don't see why a map scan would be an issue. I think the factorio devs can figure out how to do a map scan for islands, it'd just be a simple recursive flood fill that backs out if it reaches X tiles or a pathfinding with similar effect. It could also count stone/iron/copper/coal/oil and g...
- Mon Feb 20, 2017 12:17 am
- Forum: General discussion
- Topic: Active Provider Chests?
- Replies: 16
- Views: 10814
Re: Active Provider Chests?
There's a few uses I can't remember atm, but one big one is a hack to let your logistic bots handle storage box moving. Normally if you deconstruct a storage area holding millions of ore, you'll have to wait either wait hours for your construction bots to handle it or make a few thousand of them. Ho...