Search found 1069 matches
- Fri Jul 29, 2016 2:41 pm
- Forum: Ideas and Suggestions
- Topic: Marker for Drills w/ No Resources
- Replies: 5
- Views: 3088
Re: Marker for Drills w/ No Resources
I think a special kind of a marker is a great idea. While AutoDeconstruct is a nice thing too having a marker is already a boost. To extend the idea I would propose to use the same marker on assemblers that are missing resources for construction for some time (to prevent blinking). This would help m...
- Fri Jul 22, 2016 8:07 am
- Forum: Outdated/Not implemented
- Topic: Get rid of different speed belts
- Replies: 8
- Views: 3707
Re: Get rid of different speed belts
I think free upgdrades a waaaay too bad. You still need to produce all the new stuff which will surely require much more materials and technologies compared to lower tiers. However upgrading stuff automatically makes a lot of sense. There is a mod "Upgrade Planner". It helps a lot in your ...
- Fri Jul 22, 2016 7:57 am
- Forum: Pending
- Topic: 13.9 Signals placed before rail don't work after rail placed
- Replies: 5
- Views: 2668
Re: [0.13.9] Signals placed by robots not working on juctions
You are placing signals right where junction is. In this case the signal point is merged from two different pieces of rail after they are built. This might require fix ofcourse but I would not recommend you placing signals in this manner in the first place. Place them where there is definitely 1 pat...
- Thu Jul 21, 2016 5:22 am
- Forum: News
- Topic: Friday Facts #147 - Multiplayer rewrite
- Replies: 68
- Views: 33194
Re: Friday Facts #147 - Multiplayer rewrite
To network "masters" :) If you are trying to suggest using UDP you probably never developed any client-server apps. While when applying UDP to VoIP or streams you can accept packet loss even if it is severe, in games like Factorio data loss is not acceptable at all so TCP is the only vali...
- Wed Jul 20, 2016 7:58 pm
- Forum: Balancing
- Topic: Efficiency modules need a downside
- Replies: 62
- Views: 27822
Re: Efficiency modules need a downside
The problem with efficiency modules having a "downside" is that kinda stops them from being efficiency modules. Efficiency can be measured many ways, but generally, if process A produces more output for some fixed amount of input than process B does with the same amount of input, then pro...
- Wed Jul 20, 2016 7:40 pm
- Forum: Balancing
- Topic: Take the magic out of the ballistic turret
- Replies: 13
- Views: 5253
Re: Take the magic out of the ballistic turret
I think Ballistic Turrets are just fine as they are. They already require handling of ammo so we don't need any more difficulties with them. However research on them is pretty unbalanced. There is no single concept on it right now. Ballistic turrets are effected by both gun research and ballistic tu...
- Wed Jul 20, 2016 7:27 pm
- Forum: News
- Topic: Friday Facts #147 - Multiplayer rewrite
- Replies: 68
- Views: 33194
Re: Friday Facts #147 - Multiplayer rewrite
To OP I am really glad and exited to hear that you will improve the multiplayer. Sure thing p2p is not any good when you aim to play over internet. So client-server architecture is the only option here. To network "masters" :) If you are trying to suggest using UDP you probably never deve...
- Tue Jul 19, 2016 6:41 am
- Forum: Ideas and Suggestions
- Topic: Hotbar suggestion - reduce confusion, shortcut to items
- Replies: 2
- Views: 1461
Re: Hotbar suggestion - reduce confusion, shortcut to items
This was suggested multiple times now. I think devs have to bring it up in the todo list.
Related
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- Sun Jul 17, 2016 7:53 am
- Forum: Ideas and Suggestions
- Topic: Be more clear about water production and usage
- Replies: 9
- Views: 3080
Re: Be more clear about water production and usage
I am pretty experienced and dedicated gamer. I know how to use forums and other sources and I have done a ton of research before I even started my first big base. That does not make the game itself more user friendly especially for the newcomers. While you can plan production based on in-game provid...
- Wed Jul 13, 2016 9:10 am
- Forum: Ideas and Suggestions
- Topic: Discuss: Power Switch should not "Blink"
- Replies: 71
- Views: 36365
Re: Power Switch have a Durability and need Maintenance
This ^^ is a best solution to prevent switch from jiggling around exact condition.mattj256 wrote: Suggestion #1: put two different circuit or logistic conditions into the power switch: one to turn ON and one to turn OFF.
- Wed Jul 13, 2016 7:47 am
- Forum: Ideas and Suggestions
- Topic: Changing module concept
- Replies: 6
- Views: 1786
Re: Changing module concept
What is your suggestion here? One or two sentences please. If you took that much time to write that post this must be important to you, and I'm not understanding what you're trying to communicate. Added TL;DR section to the post TL;DR 1. Add cap to speed modules to prevent snowball stacking 2. Impr...
- Mon Jul 11, 2016 3:00 pm
- Forum: Ideas and Suggestions
- Topic: Changing module concept
- Replies: 6
- Views: 1786
Re: Changing module concept
Fixed a bit. Hope that is more structured and readable. However TL;DR makes no sense here.
- Mon Jul 11, 2016 8:09 am
- Forum: Ideas and Suggestions
- Topic: Changing module concept
- Replies: 6
- Views: 1786
Changing module concept
TL;DR 1. Add cap to speed modules to prevent snowball stacking 2. Improve Productivity module design to make it work clearly + added cap to prevent snowballs 3. Removed downsides from all modules 4. Split pollution from energy consumption for balancing purposes After some discussion on modules in t...
- Sun Jul 10, 2016 7:48 pm
- Forum: Balancing
- Topic: Efficiency modules need a downside
- Replies: 62
- Views: 27822
Re: Efficiency modules need a downside
IMO modules should not have such strong downsides. Using modules should be clearly beneficial for a player. The maximum positive effect should not be that dramatical but the hit should not be as well. Something like +30% beneficial -15% detrimental makes much more sense compared to what we have now...
- Fri Jul 08, 2016 10:20 pm
- Forum: Balancing
- Topic: Efficiency modules need a downside
- Replies: 62
- Views: 27822
Re: Efficiency modules need a downside
I further thought about uncoupling the Pollution attribute from Power Consumption... but I never got to upload my thoughts about the balancing for that until now: Balancing 1.png The values are up for debate but basically I think they would be alright for Level 3 Modules. Basically Productivity Mod...
- Fri Jul 08, 2016 12:53 pm
- Forum: Ideas and Suggestions
- Topic: Be more clear about pollution from modules
- Replies: 5
- Views: 2019
Re: Be more clear about pollution from modules
Different buildings have different base amounts of power usage and pollution. But if you give (for example) +100% to power usage, you'll increase pollution output by 100% as well. Same with efficiency modules reducing power usage. That would be multiplicative with any explicit pollution modifier fr...
- Fri Jul 08, 2016 8:40 am
- Forum: Balancing
- Topic: Chemical plants using (optional) fuel
- Replies: 3
- Views: 1667
Re: Chemical plants using (optional) fuel
I never thought about why plastic requires coal. Now that you mention using fuel to heat up chemical plants, that could’ve been it. Looking at real-life processes that doesn’t make too much sense though. Polymerization in plastic making, especially for ethylene, is exothermic so external heating is...
- Thu Jul 07, 2016 1:39 pm
- Forum: Ideas and Suggestions
- Topic: Advanced boilers
- Replies: 9
- Views: 2694
Re: Advanced boilers
Just increasing numbers on new boilers makes literally no sense for the game. Piercing ammunition. Fast inserter. Fast belt. Half of the research tree. Yeah there are no precedents for that in the game, so it makes no sense at all. Well maybe really little. With furnaces it made more sense as those...
- Thu Jul 07, 2016 11:45 am
- Forum: Balancing
- Topic: Chemical plants using (optional) fuel
- Replies: 3
- Views: 1667
Chemical plants using (optional) fuel
While thinking around oil processing I was trying to find a usage for Light oil apart from being just an intermediate product. Current recipes for Plastic and Sulfur require Coal as a component. Reading on the real world refining process I found that both processes require high temperature heating o...
- Thu Jul 07, 2016 9:57 am
- Forum: Ideas and Suggestions
- Topic: Adding well pumps
- Replies: 0
- Views: 460
Adding well pumps
Currently water in Factorio (vanilla) can be produced only by Offshore pumps. The water out of them is totally free and comes in enormous quantities. However it is required for things like Oil processing which might not have an access to open water in a reasonable distance. But Oil processing does n...