Search found 208 matches

by The Phoenixian
Mon Sep 22, 2014 12:33 am
Forum: Show your Creations
Topic: About electronic circuits production
Replies: 19
Views: 9725

Re: About electronic circuits production

I'm between games, so these are only mockups. No modules. http://i.imgur.com/0KaBBpi.png http://i.imgur.com/BM0Ozuz.png 2nd red inserter removing is a must to keep up with Mk2 AMs. If you're using speed modules, then this wouldn't keep up. But if you're using speed modules on general circuit produc...
by The Phoenixian
Sun Sep 21, 2014 10:21 pm
Forum: Show your Creations
Topic: About electronic circuits production
Replies: 19
Views: 9725

Re: About electronic circuits production

I am haivng trouble visualizing what you are describing, but i agree that iron plate isnt the botteneck in in the OPs second pic, the bottleneck would be the long-handed inserters being too slow, correct? So what is the "best" electronic circuit design that is easily expandable and effici...
by The Phoenixian
Sun Sep 21, 2014 9:47 pm
Forum: Show your Creations
Topic: Factorio Trailer - Preview
Replies: 6
Views: 3326

Re: Factorio Trailer - Preview

Hmm... Assuming you wanted to show the buildup of a factory in your trailer as opposed to the maturity of a factory that is seen in the official trailer: Your music choice was good and fits the buildup idea quite well but I think you should see if you can show the growth of the factory itself throug...
by The Phoenixian
Sun Sep 21, 2014 1:10 am
Forum: Balancing
Topic: Science Pack Balancing
Replies: 18
Views: 21785

Re: Science Pack Balancing

Personally, I'm of the opinion that Science packs are less about being a resource cost in and of themselves and more about pushing the player to add certain facilities and production lines to their factory. On which note, how well do you think adding all their variants of teir 2 modules to the produ...
by The Phoenixian
Sat Sep 20, 2014 10:48 pm
Forum: Ideas and Suggestions
Topic: Mining and Resource-Harvesting Robots
Replies: 16
Views: 8323

Re: Mining and Resource-Harvesting Robots

Rather than balancing based on mining speed alone, why not use power requirements as well? If it's 2x2, or larger it would make sense that a robot might be too large and have to much energy requirements to charge up at a roboport, or even be unable to fly at all. Thus it makes sense that the best fu...
by The Phoenixian
Tue Sep 16, 2014 1:39 am
Forum: Ideas and Suggestions
Topic: Valuable Byproducts
Replies: 0
Views: 1531

Valuable Byproducts

The idea here is simple, right now production lines are fairly linear but what if some recipes, especially high volume recipes, produced waste byproducts which could be used in other sections of the factory. Here's two illustraive examples, which don't work for their own reasons but are simple enoug...
by The Phoenixian
Tue Sep 16, 2014 1:37 am
Forum: Ideas and Suggestions
Topic: Advanced Ore Processing
Replies: 24
Views: 13037

Re: Advanced Ore Processing

[snip] I think the end product growth would be better to be exonential instead of linear 2× 3× and 4×. Maybe using tier 1 ore processing would yield 50% more products, tier 1 and 2 combined would yield 150% more products and tierl 1, 2 and 3 would yield 300% of more stuff. This would be to compensa...
by The Phoenixian
Sun Aug 24, 2014 7:32 am
Forum: Implemented Suggestions
Topic: Disable alert for damaged wall
Replies: 3
Views: 3492

Re: Disable alert for damaged wall

hmm, while i do agree that later game when you get flooded with 300 notifications from 15 different attacks at the same time does get annoying, early game i want that information the way it is now. A setting in the options would work just fine for something like this though. Because when it comes d...
by The Phoenixian
Sat Aug 23, 2014 9:48 pm
Forum: Ideas and Suggestions
Topic: Laser turret cooldown to encourage defenses to be mixed
Replies: 17
Views: 6706

Re: Laser turret cooldown to encourage defenses to be mixed

That still doesn't matter. I can put laser towers 5 deep with small electrical poles and 7 deep with medium electrical poles. Does it cost more? I dunno, how much would it cost in materials, time, and effort to put belts around your entire base and continuously using up ammo? It's not worth it unle...
by The Phoenixian
Sat Aug 23, 2014 5:50 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: Introducing Factory No. 6
Replies: 7
Views: 6471

Re: Introducing Factory No. 6

but i agree with kerbal, water tank + backup steam is the way eco friendly biter killing maniacs roll nowadays :D even got a more or less compact design posted ^^ - you save coal - you have less pollution = less big biters Eco friendly? Pshaaaw! That's factory five talk. guess i schould have lerned...
by The Phoenixian
Sat Aug 23, 2014 5:40 pm
Forum: Ideas and Suggestions
Topic: Laser turret cooldown to encourage defenses to be mixed
Replies: 17
Views: 6706

Re: Laser turret cooldown to encourage defenses to be mixed

That still doesn't matter. I can put laser towers 5 deep with small electrical poles and 7 deep with medium electrical poles. Does it cost more? I dunno, how much would it cost in materials, time, and effort to put belts around your entire base and continuously using up ammo? It's not worth it unle...
by The Phoenixian
Thu Aug 21, 2014 4:58 pm
Forum: Ideas and Suggestions
Topic: Laser turret cooldown to encourage defenses to be mixed
Replies: 17
Views: 6706

Re: Laser turret cooldown to encourage defenses to be mixed

IMHO, this would only encourage people to pile up more laser turrets per area. How so? I heard a couple comments like this when I was talking about it on the IRC and I'd be curious to know exactly what you think would lead to that result. Let's say someone likes to put 3 laser turrets per electric ...
by The Phoenixian
Thu Aug 21, 2014 5:01 am
Forum: Ideas and Suggestions
Topic: Laser turret cooldown to encourage defenses to be mixed
Replies: 17
Views: 6706

Re: Laser turret cooldown to encourage defenses to be mixed

Turtle wrote:IMHO, this would only encourage people to pile up more laser turrets per area.
How so? I heard a couple comments like this when I was talking about it on the IRC and I'd be curious to know exactly what you think would lead to that result.
by The Phoenixian
Thu Aug 21, 2014 2:05 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: Introducing Factory No. 6
Replies: 7
Views: 6471

Introducing Factory No. 6

Despite having made many factories, it occurs to me that I have yet to actually show one. With that I present to you Phoenixian's Factory number six. http://i.imgur.com/TaANih2.png The first thing you'll notice is that between the ocean and the swamp, the base is extremely defensible. And the forest...
by The Phoenixian
Wed Aug 20, 2014 2:57 am
Forum: Ideas and Suggestions
Topic: Laser turret cooldown to encourage defenses to be mixed
Replies: 17
Views: 6706

Laser turret cooldown to encourage defenses to be mixed

So I had no idea whether to put this in suggestions or balancing... Since it's a solution to a problem rather than a problem to discuss, I'll put it here. Of all defenses, laser turrets are the only ones that do not require any significant form of upkeep. Walls are repaired, Mines are replaced, Guns...
by The Phoenixian
Mon Aug 18, 2014 2:03 am
Forum: Ideas and Suggestions
Topic: Cargo ship
Replies: 7
Views: 6175

Re: Cargo ship

I'm sure there're existing thread already: https://forums.factorio.com/forum/search.php?keywords=Ships&fid%5B0%5D=6 There's this one https://forums.factorio.com/forum/viewtopic.php?f=6&t=3521&p=25861&hilit=Ships#p25861 And https://forums.factorio.com/forum/viewtopic.php?f=6&t=20...
by The Phoenixian
Sun Aug 17, 2014 8:29 am
Forum: General discussion
Topic: Heresy!
Replies: 9
Views: 5329

Re: Heresy!

Now you may want to check this: https://forums.factorio.com/forum/viewtopic.php?f=5&t=5400 I see, but the thing about burner inserters, and other burner machines, Isn't that they are on par or competitive with electric equipment in any given capacity --- in fact in many ways I expect them to be...
by The Phoenixian
Fri Aug 15, 2014 8:58 pm
Forum: Ideas and Suggestions
Topic: Overflow inserter Idea
Replies: 5
Views: 2029

Re: Overflow inserter Idea

So how would the above image, combined with two smart inserters on the same wire network work? The first inserter would activate to move from the input to the output only if there were items in the chest. (Signalling a block) And the second would activate to move items back when the buffer chest was...
by The Phoenixian
Fri Aug 15, 2014 6:37 pm
Forum: General discussion
Topic: Heresy!
Replies: 9
Views: 5329

Heresy!

Ladies and gentlemen, I must admit to a horrid heresy. I am in the mid game, and I use burner mines and inserters extensively. http://i.imgur.com/NDxJIFx.png But in all seriousness, I find burner mines and inserters to be very useful for coal mines and steam plants when you're worried about power fa...
by The Phoenixian
Thu Aug 14, 2014 3:47 am
Forum: Ideas and Suggestions
Topic: Make trees more visible in map
Replies: 18
Views: 7565

Re: Make trees more visible in map

I think that should be some kind of layer, which I can switch on/off, like the pollution. Cause seeing forest on map is not useful, when you search for resources. *raised eyebrow* While knowing where trees are may not be useful in knowing where that coal vein is it's useful in most other common sit...

Go to advanced search