Search found 6831 matches

by Koub
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.
by Koub
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...
by Koub
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...
by Koub
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...
by Koub
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...
by Koub
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...
by Koub
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.
by Koub
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
by Koub
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...
by Koub
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.
by Koub
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
by Koub
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

Re: Expansion hype thread - Any updates on when/if there will be an expansion?

adam_bise wrote:
Thu Sep 21, 2023 6:43 pm
What are you guys hoping to see in tomorrow's FFF? I want to see these so-called "different military targets" :D
Not interested in military, but I could do with more QoL. There's no such thing as too much QoL :mrgreen:.
by Koub
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...
by Koub
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.
by Koub
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

Illiander42 wrote:
Sun Sep 17, 2023 2:14 pm
This needs to stay possible.
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.
by Koub
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.
by Koub
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.
by Koub
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.
by Koub
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 :).
by Koub
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...

Go to advanced search