Search found 136 matches

by roman566
Sun Nov 08, 2015 12:54 pm
Forum: News
Topic: Friday Facts #111 - Long term plans
Replies: 93
Views: 64285

Re: Friday Facts #111 - Long term plans

The only real reason against colonizing such planet like in Factorio is not moral but practical on - by excavating resources from an empty rock you save money on security. Same with colonization. EDIT Got the quote I was looking for If the air, water, or biota are hostile, and you can't find a solut...
by roman566
Sat Nov 07, 2015 7:45 pm
Forum: News
Topic: Friday Facts #111 - Long term plans
Replies: 93
Views: 64285

Re: Friday Facts #111 - Long term plans

Personally I was thinking about various ships player could build to escape the planet. A normal shuttle for those who want to leave NOW!, a yacht/frigate/cruiser/battleship for those who have time and resources. Every ship would require some additional research to build and much more resources than ...
by roman566
Sat Nov 07, 2015 1:37 pm
Forum: News
Topic: Friday Facts #111 - Long term plans
Replies: 93
Views: 64285

Re: Friday Facts #111 - Long term plans

How is getting home safe after personally beating death, an entire planet of hostile beings and hopelessness itself into submission not a worthy goal? I say that after fighting to survive, alone, on a hostile planet, lightyears from help, all anyone would ever really want is to get home safe and th...
by roman566
Fri Oct 30, 2015 9:23 pm
Forum: Mods
Topic: [MOD 0.12.x] Bergius Process
Replies: 50
Views: 63467

Re: [MOD 0.12.x] Bergius Process

I have noticed that it's impossible to use Productivity Modules with mod recipes. Is there a way to fix it?
by roman566
Fri Oct 30, 2015 5:30 pm
Forum: Ideas and Suggestions
Topic: Coal in the (current) late game.
Replies: 7
Views: 13625

Re: Coal in the (current) late game.

I think no one will go for build limit for solar panels. There is no way to tell 'this is enough'. I have several thousand of them and it's not enough. Someone else could win the game with less than 1k solar panels. Limiting the amount of certain buildings is simply against the sandbox idea of the g...
by roman566
Thu Oct 29, 2015 6:26 pm
Forum: Ideas and Suggestions
Topic: Coal in the (current) late game.
Replies: 7
Views: 13625

Coal in the (current) late game.

The problem with coal is that player will either need tons of it if relying on Steam Engines, or very little of it if player went solar and uses coal only in plastic production. That is why I am proposing an option to use coal to create petroleum products. It is a technology available in RL so why n...
by roman566
Sat Oct 24, 2015 6:24 pm
Forum: Not a bug
Topic: [0.12.13]Trains stop after hitting aliens.
Replies: 1
Views: 3265

[0.12.13]Trains stop after hitting aliens.

Just like in the title, when encountering a large enemy group, train, rather than run over them, stops and enemies gets stuck between carriages. I even had a situation when enemy AI crashed as they ignored both the train, that somehow left, and me when I was right next to them. They just stood there...
by roman566
Fri Oct 23, 2015 3:44 pm
Forum: General discussion
Topic: Diesel loco, which uses coal
Replies: 18
Views: 18095

Re: Diesel loco, which uses coal

This never happens IRL because 99.9% of locomotives are perfectly bidirectional and carrying the "rear-facing" (locomotives have no rear or front end, trains do) ones as dead weight is a waste, as we can observe in Factorio. Which means that Factorio is using locomotives belonging to that...
by roman566
Wed Oct 14, 2015 7:21 am
Forum: Gameplay Help
Topic: Tips, Designs, & Tricks
Replies: 210
Views: 259739

Re: Tips, Designs, & Tricks

That's... nice, I guess. Did you take into account the fact that a player with a base requiring 200+ steam engines just to power turrets will simply not care about paying more iron etc to build stuff? At that point in the game it's 'how easy and fast is to set up 400 accumulators' vs how 'easy and f...
by roman566
Tue Oct 13, 2015 9:03 pm
Forum: Gameplay Help
Topic: Tips, Designs, & Tricks
Replies: 210
Views: 259739

Re: Tips, Designs, & Tricks

Have you tried using accumulators with boilers? They work quite well covering most sudden jumps in energy consumption in my bases. Unless you are using solar power, it's generally cheaper just to add more boilers / steam engines. Not really, 400 accumulators does not cost that much and can cover fo...
by roman566
Tue Oct 13, 2015 4:29 pm
Forum: Gameplay Help
Topic: Tips, Designs, & Tricks
Replies: 210
Views: 259739

Re: Tips, Designs, & Tricks

Does anyone know how many Electric Drills I need to keep a boiler running full time? Less than one... I'll take a quick stab at it. At full power a boiler is producing 390kW at 50% efficiency, and as such it is burning 780kW. One piece of coal is 8MJ. So it uses 780/8000=0.0975 coal per second (jus...
by roman566
Tue Oct 13, 2015 2:51 pm
Forum: Gameplay Help
Topic: Tips, Designs, & Tricks
Replies: 210
Views: 259739

Re: Tips, Designs, & Tricks

Does anyone know how many Electric Drills I need to keep a boiler running full time?
by roman566
Tue Oct 13, 2015 11:38 am
Forum: Ideas and Suggestions
Topic: Repairing items in inventory
Replies: 19
Views: 6749

Repairing items inside inventory.

Currently to repair an item you have to place it on the map and spam repair packs at it. I propose that all items taken into inventory will be automatically repaired (at the normal repair rate for RP) and stacked as long as repair packs are present.
by roman566
Tue Oct 13, 2015 10:49 am
Forum: News
Topic: Friday Facts #107 - The Wedding
Replies: 36
Views: 37978

Re: Friday Facts #107 - The Wedding

Come to think of it, what is the current plan for the very late game? Build space platform and a space ship to grab colonists or did something new came along?
by roman566
Tue Sep 29, 2015 6:50 pm
Forum: General discussion
Topic: Poll: Faster crafting speed?
Replies: 58
Views: 31037

Re: Poll: Faster crafting speed?

Nope. The whole point is to automate crafting. Your not suppose to do it in your pocket and in fact a few things should be considered removed rather then added late game or increase the crafting time on certain things. Like Crafting a satellite in your pocket is a joke. This would be a perfect mod ...
by roman566
Tue Sep 29, 2015 2:13 pm
Forum: Balancing
Topic: Concrete stacks way too low.
Replies: 59
Views: 39284

Re: Concrete stacks way too low.

You would have to increase it to insane levels for bots to be feasible, by insane I mean bot carrying 100 units of concrete. It's already pretty well established how false that is. First off, 150 construction bots is NOTHING. You can't expect anyone to take such a small fleet seriously. Secondly, y...
by roman566
Sun Sep 27, 2015 9:36 pm
Forum: Ideas and Suggestions
Topic: Player crafting speed research
Replies: 30
Views: 14613

Re: Player crafting speed research

@ssilk

Bulk item vs single item vs 'I need this NOW and not in ten minutes it will take me to run to the base, pick up missing stuff and run back'. This is where improved player crafting speed comes in. When you do not have the crafting line next to you and reaching it would take too much time.
by roman566
Sun Sep 27, 2015 9:26 pm
Forum: Balancing
Topic: Concrete stacks way too low.
Replies: 59
Views: 39284

Re: Concrete stacks way too low.

To be fair, the most effective and direct change is to increase the concrete laid down per trip. Doubling a bot's travel endurance affects everything. Construction bots already feel pretty good about building any other arbitrary thing so such a change is cooky at best. Doubling a construction bot's...
by roman566
Sat Sep 26, 2015 10:25 pm
Forum: Balancing
Topic: Concrete stacks way too low.
Replies: 59
Views: 39284

Re: Concrete stacks way too low.

I just want to ask one important question: who said that bots should be the best option for paving? You can make a blueprint and make pavement of 200x200 within seconds. Try that with the character: Running, running, running. :) In the begin it's fun, after some time it's ... ... still ten times fa...
by roman566
Sat Sep 26, 2015 7:48 pm
Forum: Ideas and Suggestions
Topic: Player crafting speed research
Replies: 30
Views: 14613

Re: Player crafting speed research

But hey, you'd spend more time researching the speed than crafting those two refineries anyway. Though why those take so much time to create compared to other factory component buildings is a mystery, yes. But it's not the player doing the researching, with proper automation all player has to do is...

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