Search found 6831 matches
- Wed Sep 27, 2023 9:36 pm
- Forum: Balancing
- Topic: Ammo rebalance
- Replies: 21
- Views: 746
Re: Ammo rebalance
[Koub] Moderator-me here. I'd rather not see words like stupid or worthless around here. Please stay polite and don't force me do some active moderation.
- Wed Sep 27, 2023 6:00 pm
- Forum: Balancing
- Topic: Ammo rebalance
- Replies: 21
- Views: 746
Re: Ammo rebalance
I didn't bother accounting for the health regeneration, which, for a medium biter, is 0.01 per tick. It's negligible on a couple rounds, but it's a 0.6 per second, so 84 bullets with no regen, translating into 8.4s firing, that's an additional 8.4 times 0.6 HP, so 5.04 HP regenerated during the firs...
- Wed Sep 27, 2023 5:02 pm
- Forum: Balancing
- Topic: Ammo rebalance
- Replies: 21
- Views: 746
Re: Ammo rebalance
But I'm not really against 4-10-24 damage (I'm neutral so far). I'm just against your reasoning. If you argued that 8 damage for red ammo vs 5 for yellow is a fairly small upgrade compared to the damage research bonuses (I haven't checked those numbers) and that the cost for such a small damage bon...
- Wed Sep 27, 2023 5:45 am
- Forum: Balancing
- Topic: Ammo rebalance
- Replies: 21
- Views: 746
Re: Ammo rebalance
The way I'm used to seeing things is that higher tiers should be better in some, but not all ways. Assembling machine 3 is better at speed, at module slots, but if time and space didn't matter, Assembling machine 1s would do the job better for less resources. Same thing with belts : 3 yellow belts a...
- Mon Sep 25, 2023 7:51 pm
- Forum: Balancing
- Topic: Ammo rebalance
- Replies: 21
- Views: 746
Re: Ammo rebalance
... I can't figure out the way you calculated your stuff. I did a sanity check, and things don't seem to match. Take the simplest example : small biter (15 HP, no DR, no res%), with a yellow magazine. With a gun, you'd need the 7th damage upgrade to OS a small biter (200% bonus, 5 base damage, 15 t...
- Mon Sep 25, 2023 11:50 am
- Forum: News
- Topic: Friday Facts #376 - Research and Technology
- Replies: 326
- Views: 28577
Re: Friday Facts #376 - Research and Technology
Hello. Then I have a simple question about quality. If I have a simple production facility at my base, for example, assembly machines, and I am not currently interested in their quality. Will they stack into one pile regardless of rarity or will they start taking up 5 times more space? If I just or...
- Sun Sep 24, 2023 9:25 am
- Forum: Technical Help
- Topic: The game crashed, has it been fixed yet?
- Replies: 1
- Views: 77
Re: The game crashed, has it been fixed yet?
The game is very stable. Provide more info on your crash if you want help.
- Sat Sep 23, 2023 6:45 am
- Forum: General discussion
- Topic: The big question: Are you going to try v2?
- Replies: 17
- Views: 675
Re: The big question: Are you going to try v2?
No doubt I will
- Fri Sep 22, 2023 1:50 pm
- Forum: General discussion
- Topic: Quality level names poll
- Replies: 10
- Views: 517
Re: Quality level names poll
Grey, Green, Blue, Purple, Orange quality. Or level 1-5 quality I'm also fine with the RPG flavoured quality names, I've seen the uproar against them, but they're awfully universally understood. they might not be "immersive", but they have the advantage that most people will understand the...
- Fri Sep 22, 2023 1:34 pm
- Forum: Ideas and Suggestions
- Topic: No power signal in a better position.
- Replies: 3
- Views: 222
Re: No power signal in a better position.
Not exactly what OP asks for, but https://mods.factorio.com/mod/No_Power_Icons addresses the issue differently.
- Fri Sep 22, 2023 5:54 am
- Forum: Questions, reviews and ratings
- Topic: craft under mouse (no holding)
- Replies: 2
- Views: 122
Re: craft under mouse (no holding)
https://mods.factorio.com/mod/craft-under-mouse ?
[Koub] Moved to Mod questions, reviews, and ratings
[Koub] Moved to Mod questions, reviews, and ratings
- Thu Sep 21, 2023 7:15 pm
- Forum: General discussion
- Topic: Expansion hype thread - Any updates on when/if there will be an expansion?
- Replies: 84
- Views: 14547
- Wed Sep 20, 2023 5:30 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 724
- Views: 73696
Re: Friday Facts #375 - Quality
I am no expert on statistics, but I know that casinos are able to precisely predict how much money they will make in relation to winnings payouts because of the way an average becomes more precise given the number of iterations. I'm OK with playing in a casino if I'm the one who wins every time, an...
- Mon Sep 18, 2023 5:48 pm
- Forum: Ideas and Suggestions
- Topic: Auto research queue
- Replies: 31
- Views: 8150
Re: Auto research queue
[Koub] Merged into older thread with same suggestion.
- Mon Sep 18, 2023 5:40 pm
- Forum: Ideas and Suggestions
- Topic: All achievements in one playthrough in the expansion
- Replies: 3
- Views: 279
Re: All achievements in one playthrough in the expansion
I don't agree with this statement. This condition isn't necessary for a game, neither to be good, nor to be enjoyable.
It's a nice cherry on top though, I do agree there's something awesome in just being able to 100% a game in one run.
- Mon Sep 18, 2023 6:32 am
- Forum: Ideas and Suggestions
- Topic: Dynamically change research queue default setting when making maps
- Replies: 3
- Views: 217
Re: Dynamically change research queue default setting when making maps
This has been addressed in the last FFF (https://factorio.com/blog/post/fff-376). When the expansion comes, it will be always on.
- Mon Sep 18, 2023 6:28 am
- Forum: Ideas and Suggestions
- Topic: Create module request when placing ghost over existing building
- Replies: 20
- Views: 4260
Re: Create module request when placing ghost over existing building
[Koub] Merged into older thread with same suggestion.
- Mon Sep 11, 2023 2:48 pm
- Forum: Outdated/Not implemented
- Topic: Train station priority to complement train station limits.
- Replies: 13
- Views: 3401
Re: Train station priority to complement train station limits.
I don't know if the issue behind this suggestion will be taken care of, but we've had recent news that there would be some improvements on the train system with the expansion, let's wait and see, before we reactivate anything.
- Sun Sep 10, 2023 7:05 am
- Forum: Frequently Suggested / Link Collections
- Topic: What do biters do in their spare time? (Pheromone pathfind)
- Replies: 32
- Views: 27862
Re: What do biters do in their spare time? (Pheromone pathfind)
This is a suggestion from the community, we have no clue about if something from here will make it to the actual game
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- Sat Sep 09, 2023 10:05 am
- Forum: Ideas and Suggestions
- Topic: Dynamically change research queue default setting when making maps
- Replies: 3
- Views: 217
Re: Dynamically change research queue default setting when making maps
For completeness, not the same suggestion, but suggestions trying to address the same issue : https://forums.factorio.com/viewtopic.php?f=6&t=81142 https://forums.factorio.com/viewtopic.php?f=6&t=66073 This "I forgot to set the option upon map creation again" has a long history :mr...