Search found 207 matches

by The Phoenixian
Sat Apr 09, 2016 4:33 am
Forum: News
Topic: Friday Facts #133 - The train struggle
Replies: 175
Views: 48233

Re: Friday Facts #133 - The train struggle

As someone who was concerned about the loader, I can say without reservation that I fully support this new inserter type. It meshes well with the current build system (which it obvious would) and no matter how it works in the specific, I imagine advanced users will find that uses for other inserter ...
by The Phoenixian
Thu Apr 07, 2016 7:40 am
Forum: Ideas and Suggestions
Topic: Teleporting (Ringworld-Teleporters)
Replies: 38
Views: 12806

Re: Teleporting (Ringworld-Teleporters)

As much as I like the Ringworld reference, I must disagree with this idea: It's not that fast transport isn't useful or possible to balance, it's just that the teleporting specifically doesn't really mesh with Factorio. It's a bit too far future, as opposed to Factorio's diesel-future aesthetic. Lik...
by The Phoenixian
Sun Apr 03, 2016 1:01 am
Forum: Ideas and Suggestions
Topic: S train track
Replies: 8
Views: 2481

Re: S train track

This probably won't be needed, as they're reworking rails and railway in 0.13 to only use straight rails, but with a sort of pathfinding algorithm, so that you click and hold on the point you want the track from, and then drag it to the point you want it to end, as far as I understand it. Anyhow th...
by The Phoenixian
Fri Mar 25, 2016 7:12 am
Forum: Ideas and Suggestions
Topic: Researchable item placement range increase for players
Replies: 3
Views: 832

Re: Researchable item placement range increase for players

Isn't this accomplished by portable roboports and shift clicking?
by The Phoenixian
Fri Mar 25, 2016 3:10 am
Forum: Balancing
Topic: Pump-jacks make way too much pollution
Replies: 20
Views: 5412

Re: Pump-jacks make way too much pollution

I really don't see why pollution needs to be a factor of material out. In real life, pollution increases as ore supply runs low because you're going after worse ores. What starts with high grade oil or native copper end up with pit mines to go after dirt and rock with a 0.1 percent copper content o...
by The Phoenixian
Thu Mar 24, 2016 11:15 pm
Forum: Balancing
Topic: Pump-jacks make way too much pollution
Replies: 20
Views: 5412

Re: Pump-jacks make way too much pollution

I really don't see why pollution needs to be a factor of material out. In real life, pollution increases as ore supply runs low because you're going after worse ores. What starts with high grade oil or native copper end up with pit mines to go after dirt and rock with a 0.1 percent copper content or...
by The Phoenixian
Thu Mar 24, 2016 10:58 pm
Forum: Frequently Suggested / Link Collections
Topic: Poll: Should belts use energy (and Offshore Pumps etc...)
Replies: 67
Views: 18637

Re: Poll: Should belts use energy (and Offshore Pumps etc...)

Alright, I haven't seen any ways to make this work, so I'll detail the best way I can think of to make belts use energy... and why I still don't think it's a good idea. --------------------- A large portion of the problem with belts drawing power is that if the belts themselves draw power, then it's...
by The Phoenixian
Tue Mar 22, 2016 10:16 pm
Forum: Ideas and Suggestions
Topic: Large poles should automatically connect Red&Green wires
Replies: 31
Views: 3892

Re: Large poles should automatically connect Red&Green wires

You place a power pole, then another next to it, and get a free wire between the 2 poles. Press Shift(I think, might be control) and left click, the wire is removed, it consumes a copper wire to put it back. Same with coloured wires, it consumes a coloured wire to wire it up, but you get nothing ba...
by The Phoenixian
Tue Mar 22, 2016 4:20 pm
Forum: Ideas and Suggestions
Topic: Large poles should automatically connect Red&Green wires
Replies: 31
Views: 3892

Re: Large poles should automatically connect Red&Green wires

I may point also to https://forums.factorio.com/viewtopic.php?f=6&t=14465 Make colored wire "free" (which makes sense, cause there is nearly no game-value added to produce wires) Indeed. In fact, IIRC, Wires are free when using a blueprint and robots. This is just a logical extension ...
by The Phoenixian
Mon Mar 21, 2016 6:37 pm
Forum: Frequently Suggested / Link Collections
Topic: Poll: Should belts use energy (and Offshore Pumps etc...)
Replies: 67
Views: 18637

Re: Poll: Should belts use energy (and Offshore Pumps etc...)

My opinion is "Can you make it interesteing." MeduSalem brought up, with the idea of "expert mode": In a game like Factorio I'd quite like to see difficulty modes affecting not just health and damage but also things like recipes. Imagine if, at higher difficulty levels, steel was...
by The Phoenixian
Mon Mar 21, 2016 2:49 pm
Forum: Ideas and Suggestions
Topic: Large poles should automatically connect Red&Green wires
Replies: 31
Views: 3892

Re: Large poles should automatically connect Red&Green wires

This is a simple quality of life improvement for long distance circuit network connections. When placing large electric poles, they should automatically connect red and green wires to other large electric poles, and ONLY to other large poles. I think this is a fair trade to allow players to run wir...
by The Phoenixian
Mon Mar 21, 2016 2:25 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Yet another green cells build :)
Replies: 43
Views: 55136

Re: Yet another green cells build :)

I also dislike the long handed inserter sometimes... especially in combination with green circuits. They are just too slow to deal with the input/output. Either they are slowing the Iron ore input or the Circuit output. That's why I favor layouts similar to this one: OcLNt2b.jpg That one is a bit o...
by The Phoenixian
Mon Mar 21, 2016 1:16 pm
Forum: Ideas and Suggestions
Topic: Large poles should automatically connect Red&Green wires
Replies: 31
Views: 3892

Large poles should automatically connect Red&Green wires

This is a simple quality of life improvement for long distance circuit network connections. When placing large electric poles, they should automatically connect red and green wires to other large electric poles, and ONLY to other large poles. I think this is a fair trade to allow players to run wire...
by The Phoenixian
Mon Mar 21, 2016 12:38 pm
Forum: Ideas and Suggestions
Topic: Remove or Miniaturize Circuit Networks
Replies: 99
Views: 20321

Re: Remove or Miniaturize Circuit Networks

To expand on Twinsen's note: One of the most useful parts of the circuit network is that it allows you to throttle or stop production once a certain goal is met. Even today there's good use for it, as it allows you to have limited storage for oil products without complicated setups. That turns these...
by The Phoenixian
Mon Mar 21, 2016 9:56 am
Forum: Balancing
Topic: Research requirements should include needed items
Replies: 12
Views: 2356

Re: Research requirements should include needed items

It's worth considering with advanced circuits that the tech to unlock them is "advanced electronics" which, like all the "electronics" line of techs, is a gateway technology that leads to many more technologies. Requiring plastics for that would mean that all the research it lead...
by The Phoenixian
Sun Mar 20, 2016 1:01 pm
Forum: General discussion
Topic: Strangest save names
Replies: 12
Views: 3084

Re: Strangest save names

Let's see. There's "Distrubutism", a map where I tried to set everything far apart and link everything together via trains. There was a map that was "Oh dear" saved after a bug warped the terrain tileset. (reloading fixed it.) And "Factory5Revisit" (Would have been &quo...
by The Phoenixian
Sun Mar 20, 2016 1:31 am
Forum: Implemented Suggestions
Topic: Showing icons of science pack on technology
Replies: 14
Views: 3209

Re: Showing icons of science pack on technology

This does look interesting. I'll show it to Albert and see what he thinks. Nice :) Glad you like this idea ! Not a new idea, I've had it posted in my subforum before, but it is a very good idea non the less. Oh, I'm sorry, I didn't found it ! I really tried to look for, but... haven't found ^^"...
by The Phoenixian
Sat Mar 19, 2016 2:45 pm
Forum: Development Proposals
Topic: RTS direction
Replies: 183
Views: 105494

Re: RTS direction

I've been mulling over the RTS side of Factorio for a while and here's the conclusions I've made so far. 1: The logistics equipping and maintaining a fighting force, be it mobile or stationary, should be just as important as the combat itself. This fairly simple in concept; Tanks need fuel, lasers n...
by The Phoenixian
Fri Mar 18, 2016 10:09 pm
Forum: Balancing
Topic: Gun turrets working without eletricity
Replies: 44
Views: 5988

Re: Gun turrets working without eletricity

20kW is an incredibly small price to pay per turret (the specific value is up for debate though), and chances are you'll already have power poles in place for the inserters that put ammo in the turrets. So why introduce it then? I mean, it won't really make turret creep much harder (only a bit) and...
by The Phoenixian
Fri Mar 18, 2016 8:34 pm
Forum: Balancing
Topic: Overpowered strategies
Replies: 43
Views: 13216

Re: Overpowered strategies

How about that to deal with 3 overpowered strategies at once: Battery Deterioration.png Accumulators/Laser Turrets/Robots deteriorate their batteries and every now and then they have to be swapped with a new one. The deterioration of a battery could be similar to how repair packs/ammunition works w...

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