Search found 136 matches
- Sat Sep 26, 2015 7:35 pm
- Forum: Balancing
- Topic: Concrete stacks way too low.
- Replies: 59
- Views: 35189
Re: Concrete stacks way too low.
Decentralizing production? WATER!!! If concrete did not require it, yeah, it would work perfectly. Place dozen factories next to the spot, have robots deliver bricks and iron, wait some time and start building. But it requires water. Which cannot be carried by bots. That means long and annoying pipe...
- Sat Sep 26, 2015 2:43 pm
- Forum: Balancing
- Topic: Concrete stacks way too low.
- Replies: 59
- Views: 35189
Re: Concrete stacks way too low.
You know what would speed it up even more? Robots not having to fly through the entire factory but taking concrete from a storage next to the place where it is to be placed, but for that to work, player has to be able to carry it there. It would be very easy with an increased stack size, hint hint.
- Wed Sep 23, 2015 8:14 pm
- Forum: Balancing
- Topic: Concrete stacks way too low.
- Replies: 59
- Views: 35189
Re: Concrete stacks way too low.
The bottom line is that construction robots are bad at making large paths of concrete. Hence why player has to do it by hand and that's why I am postulating to make it easier and increase the size of concrete stack to 1k.
- Tue Sep 22, 2015 9:16 pm
- Forum: Ideas and Suggestions
- Topic: Player crafting speed research
- Replies: 30
- Views: 12665
Re: Player crafting speed research
The reason I crated this thread was because of the crafting time it takes to craft oil refineries. and other things that you need on-the-go that are not important enough to set up production for. This. There is really no need to set up factories to craft 2 refineries or something else that you need...
- Tue Sep 22, 2015 9:48 am
- Forum: Balancing
- Topic: Concrete stacks way too low.
- Replies: 59
- Views: 35189
Re: Concrete stacks way too low.
@Kane
Thanks for the offer but I prefer to play without gameplay changing mods. That's why I am trying to convince people in charge to change the size of the stack.
Thanks for the offer but I prefer to play without gameplay changing mods. That's why I am trying to convince people in charge to change the size of the stack.
- Tue Sep 22, 2015 9:47 am
- Forum: News
- Topic: Friday Facts #103 - Prototyping ahead
- Replies: 42
- Views: 35634
Re: Friday Facts #103 - Prototyping ahead
Sigh... I wanted to play the game without using exploits. So no 'pole of victory'. If I destroy a base that's because I plan on building something there, not because I plan to place a single electric pole so the base does not respawn. Now I know that's nearly impossible. I HAVE to kill all bases wi...
- Tue Sep 22, 2015 7:49 am
- Forum: News
- Topic: Friday Facts #103 - Prototyping ahead
- Replies: 42
- Views: 35634
Re: Friday Facts #103 - Prototyping ahead
Sigh... I wanted to play the game without using exploits. So no 'pole of victory'. If I destroy a base that's because I plan on building something there, not because I plan to place a single electric pole so the base does not respawn. Now I know that's nearly impossible. I HAVE to kill all bases wit...
- Tue Sep 22, 2015 7:21 am
- Forum: Balancing
- Topic: Concrete stacks way too low.
- Replies: 59
- Views: 35189
Re: Concrete stacks way too low.
If bots are allowed to place the tiles this should be trivial, but what is actually missing is the self-placing/expanding blueprints. Travel time. Bots are slower than player with PAMKII and can carry only ONE item. I tried them, then I quit. With 200 bots I would still make it faster by carrying 1...
- Mon Sep 21, 2015 8:54 pm
- Forum: Balancing
- Topic: Concrete stacks way too low.
- Replies: 59
- Views: 35189
Concrete stacks way too low.
For some small patches of concrete or small paths, 100 items in a stack is fine. For placing concrete in a base like this? yeah.jpg Not so much. Running back and forth between production facility is not fun. Especially for distant outposts that I also like to fill with concrete. I would really prefe...
- Mon Sep 21, 2015 8:31 pm
- Forum: News
- Topic: Friday Facts #103 - Prototyping ahead
- Replies: 42
- Views: 35634
Re: Friday Facts #103 - Prototyping ahead
Yeah... gun turrets... if I wanted to switch, I would need roughly 500-600 of those (assuming one row is enough). With attacks pretty much every couple seconds, my entire factory would have to be dedicated to nothing more than piercing rounds.
- Mon Sep 21, 2015 8:15 pm
- Forum: News
- Topic: Friday Facts #103 - Prototyping ahead
- Replies: 42
- Views: 35634
Re: Friday Facts #103 - Prototyping ahead
But where are your walls? Also fast and express belts can help keeping biters away. I do not loose turrets on meele range bitters. Not after the three row upgrade. I loose them on ranged ones. Last time I checked, walls did not stop those. Belts... yeah. tried that. Replace 'can' with 'might' and y...
- Mon Sep 21, 2015 6:21 pm
- Forum: News
- Topic: Friday Facts #103 - Prototyping ahead
- Replies: 42
- Views: 35634
Re: Friday Facts #103 - Prototyping ahead
I start to think that I will need the new turrets. I just decided to scrap another game due to not having enough oil to build enough turrets to defend my base. You would think that three rows of fully upgraded laser turrets would be enough to defend the base without loosing any turrets in the proce...
- Mon Sep 21, 2015 5:49 pm
- Forum: News
- Topic: Friday Facts #103 - Prototyping ahead
- Replies: 42
- Views: 35634
Re: Friday Facts #103 - Prototyping ahead
I start to think that I will need the new turrets. I just decided to scrap another game due to not having enough oil to build enough turrets to defend my base. You would think that three rows of fully upgraded laser turrets would be enough to defend the base without loosing any turrets in the proces...
- Sat Sep 19, 2015 12:21 pm
- Forum: General discussion
- Topic: Illumibitey confirmed -day/night cycle: artificial construct
- Replies: 24
- Views: 17621
Re: Illumibitey confirmed -day/night cycle: artificial construct
You are assuming that the planet exists in our reality. For all we know, the Player's race developed some sort of way to jump between dimensions. Such technology would explain how player can store hundreds of various items in the inventory, the inventory is a pocket dimension with even more differen...
- Sun Sep 13, 2015 7:27 pm
- Forum: General discussion
- Topic: Nuclear power in Factorio - clean or dirty?
- Replies: 80
- Views: 33728
Re: Nuclear power in Factorio - clean or dirty?
Did you read what I said? Fusion isn't more advanced than fission. That's like saying an apple is more advanced than an orange. Fusion just isn't suited for an earth-like environment, so fission has been prioritized when it comes to research. The two technologies have completely different pros and ...
- Sun Sep 13, 2015 5:50 pm
- Forum: General discussion
- Topic: Nuclear power in Factorio - clean or dirty?
- Replies: 80
- Views: 33728
Re: Nuclear power in Factorio - clean or dirty?
Given that there were natural fission reactors on Earth and an efficient fusion reactor requires degree of sophistication we still did not achieve I fail to see how they could be considered the same tech level. There are also natural fusion reactors - stars. It is also worth noting that fusion powe...
- Sun Sep 13, 2015 7:47 am
- Forum: General discussion
- Topic: Nuclear power in Factorio - clean or dirty?
- Replies: 80
- Views: 33728
Re: Nuclear power in Factorio - clean or dirty?
Given that there were natural fission reactors on Earth and an efficient fusion reactor requires degree of sophistication we still did not achieve I fail to see how they could be considered the same tech level. As for solar panels in space... their biggest issue is... space. If platforms to build at...
- Sat Sep 12, 2015 9:11 pm
- Forum: General discussion
- Topic: Nuclear power in Factorio - clean or dirty?
- Replies: 80
- Views: 33728
Re: Nuclear power in Factorio - clean or dirty?
One isn't really better than the other. They're different kind of nuclear reactions. Fusion generates more power, but also costs more power. You are talking about real life. Factorio isn't real life. You can put up to 4 small fusion reactors into the armor and run around in it. Sure, they provide l...
- Sat Sep 12, 2015 2:20 pm
- Forum: News
- Topic: Friday Facts #103 - Prototyping ahead
- Replies: 42
- Views: 35634
Re: Friday Facts #103 - Prototyping ahead
Really? It's slow, has terrible DPS and does not heal itself... Hardly OP.SomeDuder wrote: (Tank is already OP as it is)
- Fri Sep 11, 2015 7:58 pm
- Forum: News
- Topic: Friday Facts #103 - Prototyping ahead
- Replies: 42
- Views: 35634
Re: Friday Facts #103 - Prototyping ahead
I would really like to see a 'bunker' style turret for the late game defense. It does not matter what it it's armed with, it just needs tons of HP to survive the end game waves long enough for laser turrets to clear them out. Maybe even an option for slow self repair in form of putting repair packs ...