Search found 81 matches

by Kazuar
Sat Jul 12, 2014 9:38 pm
Forum: Balancing
Topic: Laser Turrets need upkeep
Replies: 42
Views: 38000

Re: Laser Turrets need upkeep

[...]I think the path of diminishing returns would be the best here[...] [...]It doesn't have to be a loading curve itself, it could be a simple efficiency mechanism like the rest of the game already uses. If efficiency is 0.8, the accumulator store 80 watts of every 100 wats you give it. Simple to...
by Kazuar
Fri Jul 11, 2014 5:54 pm
Forum: Balancing
Topic: Laser Turrets need upkeep
Replies: 42
Views: 38000

Re: Laser Turrets need upkeep

[...]Laser turrets also have 47% longer range than gun turrets (25 tiles vs the 17 tiles of gun turrets) which pretty much erases the damage advantage of gun turrets, as it means you can have up to 22 rows (!) of turrets firing even if you use 2 tiles thick walls and an additional tile of free spac...
by Kazuar
Thu Jul 10, 2014 6:11 pm
Forum: Balancing
Topic: Laser Turrets need upkeep
Replies: 42
Views: 38000

Re: Laser Turrets need upkeep

[...]guns get 240% bonus from research[...] Guns get 384% bonus from research - the bullet damage ugrade raises the ammo from 5 to 11(+120%), the turret damage upgrade then raises the damage from 11 to 24.2 (+120%) (2.2 * 2.2 = 4.84). In addition, even a fully upgraded laser turret has half the fir...
by Kazuar
Mon Jul 07, 2014 8:22 pm
Forum: Balancing
Topic: [0.10.x] Module cost inconsistency
Replies: 3
Views: 9439

Re: [0.10.x] Module cost inconsistency

haunted_1 wrote:intended
proof?
by Kazuar
Mon Jul 07, 2014 4:41 pm
Forum: Balancing
Topic: [0.10.x] Module cost inconsistency
Replies: 3
Views: 9439

[0.10.x] Module cost inconsistency

Bug Appearance The recipes for all modules are nearly identical, and only differ in the type of module (i.e. effectivity, productivity, speed) required or produced. Yet, the third tier of speed modules differ in cost from their other counterparts; while both productivity-3 and effectivity-3 require...
by Kazuar
Sun Jul 06, 2014 2:58 pm
Forum: Ideas and Suggestions
Topic: Map generation changes
Replies: 15
Views: 10799

Re: Map generation changes

I would discinct between scenarios, maps, and map-generation-key. It's all just some sub-type of a game. I was caught in some kind of roll, where I wrote what I thought, completly oblivous to the fact that Factorio already does what I described in the form of scenarios. :oops: My bad! You know, gra...
by Kazuar
Sat Jul 05, 2014 1:20 pm
Forum: Mods
Topic: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
Replies: 105
Views: 120949

Re: [MOD 0.10.x] Resource-Monitor-Mod v0.4.0

drs9999 wrote:
Kazuar wrote:I'd also like to get notified when resources are about to deplete, like: "Copper Patch NE #2 has dropped below 10% of its reserves"
Done ;)

Similar to the depleated message it can be turned on/off in the settings-tab
YES!!! You're awesome, good sir. Thank you so much!!
by Kazuar
Fri Jul 04, 2014 3:28 pm
Forum: Ideas and Suggestions
Topic: Map generation changes
Replies: 15
Views: 10799

Re: Map generation changes

Wow, what a huge chunk of suggestions :o Here's my own wall: [...]1) the map-generation-control should be made much easier. The devs already talked about it. I don't want to make too much prequisites, but I think it would be good to have some overall control like "No natives", "Super ...
by Kazuar
Fri Jul 04, 2014 11:50 am
Forum: Not a bug
Topic: [0.10.2] Insane amount of biters upon spawn
Replies: 15
Views: 6296

Re: [0.10.2] Insane amount of biters upon spawn

Just FYI, the frequency setting only refers to whether or not a base will exist in a certain area, NOT how many spawners the base will have. Not true. Lower frequency settings make bases rarer, but they also make them larger. It's just how coherent noise works. *snip* Interesting, I didn't know tha...
by Kazuar
Thu Jul 03, 2014 7:37 pm
Forum: Not a bug
Topic: [0.10.2] Insane amount of biters upon spawn
Replies: 15
Views: 6296

Re: [0.10.2] Insane amount of biters upon spawn

[...]Dont you agree that are WAY to many biters with Very low enemy bases? This wasn't directed at me, but I will say that I can't agree here. Just FYI, the frequency setting only refers to whether or not a base will exist in a certain area, NOT how many spawners the base will have. From the amount...
by Kazuar
Thu Jul 03, 2014 4:54 pm
Forum: Ideas and Suggestions
Topic: Ability to draw on map
Replies: 45
Views: 12115

Re: Scribbling around on the map

[...]Keep in mind that the Factorio devs are just a little indie team, so all non-critical ideas taking too much time are probably going to get axed in favour of those that can get done in a reasonable timeframe. Well, I've made the suggestion, so I am of course unswayably conviced this an absolutl...
by Kazuar
Wed Jul 02, 2014 4:52 pm
Forum: Ideas and Suggestions
Topic: Allow interaction with UI even when paused
Replies: 21
Views: 6738

Re: Allow interaction with UI even when paused

I understand what you mean, but when the game is paused, it is paused. You aren't supposed to interact with the game then. You could just pause the game as biters attack, start crafting bullets and capsules, then unpause with things crafting. That unbalances how the game is meant to be played. Ever...
by Kazuar
Wed Jul 02, 2014 4:28 pm
Forum: Ideas and Suggestions
Topic: Ability to draw on map
Replies: 45
Views: 12115

Scribbling around on the map

With multiplayer getting ever closer to become a reality, one might begin to think about what methods of player-to-player communication the game itself can offer; obviously, some kind of chat comes to mind - integrated VoIP would probably be complete overkill. However, there are also tools to assist...
by Kazuar
Wed Jul 02, 2014 3:38 pm
Forum: Ideas and Suggestions
Topic: Allow interaction with UI even when paused
Replies: 21
Views: 6738

Allow interaction with UI even when paused

So, one of my smaller pet peeves while playing the alpha was how, when we pause the game, UI elements refuse to respond as well. I do not understand the rationale behind this, and it has bugged me a few times when I was trying to plan my next moves. Hence, I suggest to allow such interactions with t...
by Kazuar
Wed Jul 02, 2014 2:23 pm
Forum: Gameplay Help
Topic: Furnace only holds two ores?
Replies: 9
Views: 4348

Re: Furnace only holds two ores?

Now, where are the gif-pictures for inserter-behaviour? :P On a serious note to the OP, in addition to the pointers given by other users before; in Factorio, factories become naturally bigger - the demo can only hint at this. If I recall correctly, the last demo mission included the electric power g...
by Kazuar
Wed Jul 02, 2014 12:57 pm
Forum: Implemented Suggestions
Topic: Increased scroll speed for map by zoom level
Replies: 8
Views: 3494

Re: Increased scroll speed for map by zoom level

This has been irritating me for a long time now so i thought i'd post. Trying to scroll the map takes ages, it would be nice if it moved faster the further you're zoomed out. I second this; moving across the map on the more zoomed out levels feels painfully slow to me. Subjectively, it seems the ma...
by Kazuar
Mon Jun 30, 2014 3:55 pm
Forum: Ideas and Suggestions
Topic: surveillance planes??
Replies: 8
Views: 3944

Re: surveillance planes??

Planes are slightly problematic, I think, since "plane" implies the requirement of an actual airstrip. Helicopters might work, though, but so would a "patrol robot" that you could just put into your roboport. For surveillance of your perimeters, we already have everything we'd ne...
by Kazuar
Mon Jun 30, 2014 3:34 pm
Forum: Ideas and Suggestions
Topic: Hot water Geysers / geothermic hot spots for water
Replies: 3
Views: 1851

Re: Small ideas

We need more alternatives to the actuell energy system. Steamengine only is boring and solarpanel is unbalanced, cause of its non-pollution and non-using-ressources. Geothermal is a fine way for little power in the beginning or for a outpost. Also Windenergy is much discussed. And not forget fissio...
by Kazuar
Sat Jun 28, 2014 2:03 am
Forum: Balancing
Topic: Adv. circuit - craftingTime rebalancing
Replies: 19
Views: 18245

Re: Adv. circuit - craftingTime rebalancing

ssilk wrote:You are pointing here at some interesting missbalancing which is in my eyes open to change, cause it is not very gameplay relevant, but - you are right - from the logic somehow distracting.

Why not make a balancing suggestion out of that?
I'm unsure to which point you refer to?
by Kazuar
Fri Jun 27, 2014 10:03 pm
Forum: Balancing
Topic: Adv. circuit - craftingTime rebalancing
Replies: 19
Views: 18245

Re: Adv. circuit - craftingTime rebalancing

Compare this to real world manufacturing ... company I used to work for. 40 presses feeding 4 kilns feeding 8 grinders. It really depends on the complexity of the step that you are on. It is VERY realistic to have one machine feeding a ton. Heck forming metal into wire is much faster than creating ...

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