Search found 190 matches

by Xeanoa
Wed Feb 01, 2017 1:51 pm
Forum: Ideas and Suggestions
Topic: Creating custom robotic networks
Replies: 6
Views: 2632

Re: Creating custom robotic networks

I thought about it and the main challenge to solve would be that logistic members (logistic chests, player, anything can connect to logistic network and set condition) can be assigned to only one network in the current system. This is how I think it would work: each roboport would have channel (def...
by Xeanoa
Wed Feb 01, 2017 12:21 pm
Forum: Ideas and Suggestions
Topic: chest sorting
Replies: 3
Views: 3218

Re: chest sorting

This should probably in suggestions.
I agree, I also had times where I wish I could autosort a chest. Maybe add a button to toggle on/off autosort per chest?
by Xeanoa
Mon Jan 30, 2017 6:29 pm
Forum: General discussion
Topic: soo 0.15.
Replies: 26
Views: 9791

Re: soo 0.15.

The only thing that really bugs me about performance is the autosave. With RAM speeds exceeding 50 GiB/s nowadays, why does it take several seconds to make a copy of the game-state to calculate a save from? From what I understand, autosave -pauses the game -creates a copy of the game-state -resumes ...
by Xeanoa
Sun Jan 29, 2017 3:35 pm
Forum: Ideas and Suggestions
Topic: Evolution Split
Replies: 9
Views: 3265

Re: Evolution Split

ssilk wrote:Well the need for placing concrete is already suggested a lot. Prerequisite is, that we have worms, that can tunnel. :)
Buildings not placed on concrete should start at half health and quickly deteriorate
by Xeanoa
Sun Jan 29, 2017 2:36 am
Forum: Ideas and Suggestions
Topic: Concrete and resources
Replies: 29
Views: 8290

Re: Concrete and resources

ssilk wrote:Not if they natives evolution is at 90% but you haven't researched power suits yet. :)
Well, a bit exaggerated, but possible.
It's time to start a new map then.
by Xeanoa
Sun Jan 29, 2017 1:56 am
Forum: Ideas and Suggestions
Topic: Concrete and bots
Replies: 34
Views: 10732

Re: Concrete and bots

Rseding91 wrote:There's already a solution to that: build more roboports.
How about making Roboports effective enough that you don't need clusters of 5-10 at a time?
by Xeanoa
Sat Jan 28, 2017 6:52 pm
Forum: Balancing
Topic: Flamethrower Balance
Replies: 5
Views: 2238

Re: Flamethrower Balance

When it doesn't matter, how much enemies you've taken out as long as it is not spawners, the you are pressured to seek ways of taking out those as quick as possible, and the enemy units become irrelevant in their endless respawn. Kiting the biters while working your way through the worms to get the...
by Xeanoa
Sat Jan 28, 2017 6:42 pm
Forum: Ideas and Suggestions
Topic: Concrete and resources
Replies: 29
Views: 8290

Re: Concrete and resources

ssilk wrote:This suggestion is a good idea, but not well thought through :), for example removing oil wells can become a heavy problem for newbies. I recommend to be more detailed with this suggestion.
You can always scout for more oil wells though.
by Xeanoa
Fri Jan 27, 2017 4:07 pm
Forum: Gameplay Help
Topic: Train acceleration and speed
Replies: 7
Views: 6998

Re: Train acceleration and speed

Optera wrote:snip
Well, that actually makes sense, because both trains should experience roughly the same amount of air pressure, and that will affect the single locomotive more.
by Xeanoa
Fri Jan 27, 2017 3:52 pm
Forum: Gameplay Help
Topic: Blueprints and robots
Replies: 3
Views: 1729

Re: Blueprints and robots

From what I understand they do it in some specific order BUT they may skip some if there's not enough robots. So you need as many construction robots as items being placed to see the actual order. This was posted a while back: https://www.reddit.com/r/factorio/comments/5c9hnv/factorio_roboterballet...
by Xeanoa
Fri Jan 27, 2017 3:28 pm
Forum: Pending
Topic: Rail not starting from correct place after deleting some...
Replies: 4
Views: 1716

Re: Rail not starting from correct place after deleting some...

Track builder also bugs out if you mine the track on which you pressed the arrow on.


Basically, you get some track in the middle of nowhere. Ideally, it should cancel the track building assistant.
by Xeanoa
Fri Jan 27, 2017 2:10 pm
Forum: Ideas and Suggestions
Topic: Train Drop-down menu
Replies: 2
Views: 1181

Re: Train Drop-down menu

Even in your first screenshot, the station list could be displayed completely without the need for scrolling or a scrollbar.

I fully support making use of the entire screen for selecting items from lists.
by Xeanoa
Thu Jan 26, 2017 8:45 pm
Forum: Ideas and Suggestions
Topic: 1 HP = Still fine (not) / Damaged entities should not work reliably and not cause disasters
Replies: 6
Views: 2334

Re: 1 HP = Still fine (not) / Damaged entities should not work reliably and not cause disasters

It's been like that though in almost every game since the dawn of time.

Sure, there are games and models that try to do it differently, but in my opinion it should stay the way it is.
by Xeanoa
Thu Jan 26, 2017 6:05 pm
Forum: General discussion
Topic: My prediction about .15
Replies: 3
Views: 1736

My prediction about .15

Is that as soon as we get a release date, 80% of the community will drop the game and stop playing until the day after patch day.
by Xeanoa
Thu Jan 26, 2017 6:01 pm
Forum: Ideas and Suggestions
Topic: Concrete and bots
Replies: 34
Views: 10732

Concrete and bots

Well, we've all there to witness how atrociously inefficient contruction bots are at placing concrete. It blocks other constructions because of the sheer amount of jobs it can accumulate quickly. I would like to see concrete(or any tile) to have a lower priority when the system checks where it can d...
by Xeanoa
Thu Jan 26, 2017 3:58 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Adv. circuit "sphere"
Replies: 13
Views: 15566

Re: Adv. circuit "sphere"

how copper cable production can keep up with so many boosted advanced circuits? Copper cable assembler has 4 affected beacons, but advanced circuits has dozens. 4 vs 5-6? Also It looks nice, but I think that 1 express belt input for 1 copper cable with 400% is more than enough. If you look at the b...
by Xeanoa
Thu Jan 26, 2017 2:16 pm
Forum: Ideas and Suggestions
Topic: Evolution Split
Replies: 9
Views: 3265

Re: Evolution Split

I need to ask what is the Gameplay-Value of this? For me, it would seem to make biters a little less boring. That's already worth a lot. Anyway, everything together is certainly a lot overkill. I like the points made about time, pollution and spawner kills. That makes for a great little vanilla div...
by Xeanoa
Thu Jan 26, 2017 2:18 am
Forum: General discussion
Topic: Factorio and overclocking
Replies: 5
Views: 2553

Re: Factorio and overclocking

That probably means your RAM timings are too tight.
by Xeanoa
Mon Jan 23, 2017 4:26 pm
Forum: Resolved Problems and Bugs
Topic: Desync when robots build blueprint
Replies: 16
Views: 4792

Re: Desync when robots build blueprint

Recently moved several complexes around with large blueprints to make space for rails, but only changing location, not rotation, at we didn't get the expected desyncs, so I can confirm that.
by Xeanoa
Mon Jan 23, 2017 4:07 pm
Forum: Resolved Problems and Bugs
Topic: Desync when robots build blueprint
Replies: 16
Views: 4792

Re: Desync when robots build blueprint

I understand it as: Building the blueprint not in the original rotation causes it.

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