Search found 1069 matches

by Engimage
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...
by Engimage
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Forum: Outdated/Not implemented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 ...
by Engimage
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...
by Engimage
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...
by Engimage
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...
by Engimage
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...
by Engimage
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...
by Engimage
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
viewtopic.php?f=6&t=28904
by Engimage
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...
by Engimage
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

mattj256 wrote: Suggestion #1: put two different circuit or logistic conditions into the power switch: one to turn ON and one to turn OFF.
This ^^ is a best solution to prevent switch from jiggling around exact condition.
by Engimage
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...
by Engimage
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.
by Engimage
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...
by Engimage
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...
by Engimage
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...
by Engimage
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...
by Engimage
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...
by Engimage
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...
by Engimage
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...
by Engimage
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...

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