Search found 108 matches

by greep
Sun Feb 19, 2017 7:47 pm
Forum: General discussion
Topic: Which turrets are best?
Replies: 37
Views: 26322

Re: Which turrets are best?

Short answer: Laser turrets.

Long answer: Definitely laser turrets.
by greep
Sat Feb 18, 2017 11:20 pm
Forum: Balancing
Topic: Increase bot energy by 10x-40x
Replies: 0
Views: 871

Increase bot energy by 10x-40x

Currently, there's many situations where bots will get stuck in slow-state, having run out of energy. The two most common situations are large non-rectangular logistic networks, and the player moving while personal roboport bots are out doing stuff, I'm sure there's other situations as well. However...
by greep
Sat Feb 18, 2017 10:50 pm
Forum: General discussion
Topic: Module Math
Replies: 5
Views: 5837

Re: Module Math

Right, but that never actually happens in a realistic scenario :P If it's only one deposit, you aren't going to waste 20+ x3 modules, and if it's more than one deposit, you won't be able to fit more than about 8. I seem to average, like, 3 beacons per deposit in real games. I actually wonder if at a...
by greep
Fri Feb 17, 2017 9:16 am
Forum: General discussion
Topic: Idea: Replace "research" with "prototyping"
Replies: 16
Views: 5582

Re: Idea: Replace "research" with "prototyping"

Suggestions that touch core game mechanics ike research cannot be aimed to improve veteran players' experience at the expense of newer players, especially in a game like factorio where so few players make it to end game. In that case this would be godawful, as most players can't even get the automat...
by greep
Fri Feb 17, 2017 9:05 am
Forum: General discussion
Topic: What does your mega-base actually produce?
Replies: 21
Views: 14415

Re: What does your mega-base actually produce?

Prod/Speed3 modules are a good resource sink before you hit megabase levels. Getting all your assamblers/derriks beaconed and proded up is hours of work, adding smelters takes dozens of hours if you've got hundreds and are expanding to build more modules faster. Of course, since they explode your ef...
by greep
Sat Feb 11, 2017 11:24 pm
Forum: Balancing
Topic: Smaler Robot Stacksize
Replies: 8
Views: 3098

Re: Smaler Robot Stacksize

This actually makes sense with what the OP suggests, then, as a 50->10 stack size would mean 70 bots per roboport, above your 50 rule of thumb, with some wiggle room. That being said, not sure it'd work in practice due to construction bots, even with 20 stack size. You'd have to have dedicated slots...
by greep
Sat Feb 04, 2017 6:27 am
Forum: General discussion
Topic: Best way to kill a lot of biter nests?
Replies: 15
Views: 11603

Re: Best way to kill a lot of biter nests?

It should. Most of us are talking about laser turrets, not personal laser defenses, though. However, one reason you might not see dps increases for either is if you're not using accumulators for turrets or don't have a fusion reactor for personal laser.
by greep
Tue Jan 31, 2017 2:53 am
Forum: General discussion
Topic: Train bandwidth Questions
Replies: 34
Views: 14699

Re: Train bandwidth Questions

Two things. First, you pretty much answered your own question: I am guessing this is mostly caused by the fact that I don't have any stack inserter bonus. At what stack bonus do trains become useful? https://wiki.factorio.com/Inserter_capacity_bonus_(research) I.e. at max research you have 6 times t...
by greep
Sun Jan 22, 2017 3:18 pm
Forum: Balancing
Topic: Trains vs conveyors?
Replies: 108
Views: 80581

Re: Trains vs conveyors?

Yeah it's getting old now xD For the record, like I said, I use trains anyways because multi-lane long distance belts will probably just melt your laptop.
by greep
Sun Jan 22, 2017 3:15 am
Forum: Balancing
Topic: Trains vs conveyors?
Replies: 108
Views: 80581

Re: Trains vs conveyors?

Sure but that's no different than a train station. If active providers are full you need to build more storage chests, otherwise your trains stop emptying.

As for yellow belts I meant only regarding very low resources across the board. Otherwise multiple red/blue belts of course.
by greep
Sat Jan 21, 2017 6:13 am
Forum: General discussion
Topic: Best way to kill a lot of biter nests?
Replies: 15
Views: 11603

Re: Best way to kill a lot of biter nests?

Yeah it gets pretty disgustingly powerful when you have mk2 and half a dozen personal roboports. They'll probably nerf it, but then again they're also going to nerf behemoths so people don't get stuck like this :D
by greep
Sat Jan 21, 2017 3:33 am
Forum: General discussion
Topic: Best way to kill a lot of biter nests?
Replies: 15
Views: 11603

Re: Best way to kill a lot of biter nests?

Cheapest way pre-behemoth is probably fully upgraded shotgun and an exoskeleton if you're low on oil. But 63 hours in you probably have behemoths, so I'd say turret spam. Make a smallish blueprint of lasers (3x3 or 4x4), bring along a roboport or a few, a chest to be filled with a few dozen turrets ...
by greep
Sat Jan 21, 2017 12:48 am
Forum: Ideas and Suggestions
Topic: Hand Crafting Speed Module
Replies: 17
Views: 7014

Re: Hand Crafting Speed Module

Hah, you're right. I'm still thinking of filters as smart inserters which were the only ones that could connect to the logistic network and have conditions xD
by greep
Fri Jan 20, 2017 11:26 pm
Forum: Balancing
Topic: Trains vs conveyors?
Replies: 108
Views: 80581

Re: Trains vs conveyors?

I don't get why people think because you're using belts that you suddenly lose the ability to share the line with separate resources. That only is true on the assembler level, not the long distance shipping level, and that seems to be the recurring reasons why people think trains are more flexible t...
by greep
Fri Jan 20, 2017 6:32 am
Forum: Implemented Suggestions
Topic: Don't sound the alarm again if the biters are already dead
Replies: 35
Views: 10898

Re: Don't sound the alarm again if the biters are already dead

Or just go hardcore and give no alerts, alerts as they currently exist are kind of wizardry in a tech game when you think about it :twisted: Still, any time when an alarm is playing twice is a situation when you should probably be looking at the map for attack markers anyways since that usually mean...
by greep
Fri Jan 20, 2017 6:05 am
Forum: Ideas and Suggestions
Topic: Hand Crafting Speed Module
Replies: 17
Views: 7014

Re: Hand Crafting Speed Module

This just goes completely against the design of the game. By the time you have 500+ logi bots you should never have to craft again, just build one assembler for every item in the game, filter inserter limit them to output no more than 20-2000 depending on the item, and every time you want something ...
by greep
Fri Jan 20, 2017 3:41 am
Forum: Gameplay Help
Topic: Energy efficiency vs production rate ballance
Replies: 5
Views: 1978

Re: Energy efficiency vs production rate ballance

You can also check the wiki: https://wiki.factorio.com/Inserter I believe "drain" is the energy use when idle, energy consumption when not. As you can see, idle is not even a single kilowatt, compared to 90kW for an active assembler. Edit: ah the other way around. Unless this is incorrect,...
by greep
Thu Jan 19, 2017 4:26 am
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 433
Views: 202167

Re: Parrallel processing in games & applications

Well, I think you're overestimating the average ability of a software developer when you say that the reason they don't use multithreading is because the chips only offer good single threaded throughput. Your average game developer has a BS in computer science, has "exposure" to parallel ...
by greep
Wed Jan 18, 2017 5:08 am
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 433
Views: 202167

Re: Parrallel processing in games & applications

Software developers focus on single threaded throughput, because the chips only offer good single threaded throughput and the chips only offer good single threaded throughput because the software designers focus on it. If the software industry stopped thinking that multithreading is mutually exclus...
by greep
Wed Jan 18, 2017 4:39 am
Forum: Balancing
Topic: Assemblers... tier 1, 2 and 3
Replies: 6
Views: 3639

Re: Assemblers... tier 1, 2 and 3

Well, I don't think the game should be balanced over an achievement. If anything, the achievement should be more generous and use a round number like 200. Which is still orders of magnitude less than in a normal game which would be around 50,000 crafts. Edit: Ah thought you were saying the achieveme...

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