I think all that's needed is roboport upgrade research.
Faster recharging and more recharge spots.
Search found 137 matches
- Wed May 31, 2017 9:56 am
- Forum: General discussion
- Topic: even faster conveyor ?
- Replies: 16
- Views: 4737
- Wed May 31, 2017 8:45 am
- Forum: General discussion
- Topic: Reward for killing biters
- Replies: 37
- Views: 13602
Re: Reward for killing biters
I think the only needed reward for killing the aliens is the space you get for your base. You're not on that planet to massacre its natives, you're there to build your factory. If the natives are on the way, it's okay to negociate with them to convince them to free some space for your base. I agree...
- Wed May 31, 2017 12:24 am
- Forum: General discussion
- Topic: Reward for killing biters
- Replies: 37
- Views: 13602
Re: Reward for killing biters
I don't miss having pink dots all over the map and tons of them taking up space back at the main base. Alien science could have been cooler with the new infinity mechanic... or if you could use those pink eggs to make fuel. As I said, I dont want alien artifacts or science back. I just want there t...
- Tue May 30, 2017 3:10 pm
- Forum: Resource Spawner Overhaul
- Topic: [0.15.*] Feedback topic
- Replies: 128
- Views: 42892
Re: [0.15.*] Feedback topic
Hey, is there any news on how the crude oil minimum works? The patch 0.15.0 said: Infinite resource minimal yield is calculated using the initial resource amount and the prototype minimum yield. So does that mean if minimal yield is 20% it isn't actually 20%? Instead it's something like 20% of initi...
- Tue May 30, 2017 2:43 pm
- Forum: General discussion
- Topic: Reward for killing biters
- Replies: 37
- Views: 13602
Re: Reward for killing biters
you can adjust their evolution rate now at a start of new game. Sure, but evolution rate isn't my problem. I honest would appreciate harder biters, but there is no really satisfying solution at the moment for that. What I care about is that the interaction with biters in nearly any way is mostly te...
- Tue May 30, 2017 2:33 pm
- Forum: General discussion
- Topic: Fluid wagon vs Cargo wagon comparison: Transporting fluids
- Replies: 39
- Views: 23098
Re: Fluid wagon vs Cargo wagon comparison: Transporting fluids
Can't you just make a row of pumps on the middle of the wagon to have all tanks on one side? In other words - use pumps as pipes.
Like this:
___________Tank <- Pump <- Wagon
Tank <- Pump/Pump/Pump <- Wagon
___________Tank <- Pump <- Wagon
Like this:
___________Tank <- Pump <- Wagon
Tank <- Pump/Pump/Pump <- Wagon
___________Tank <- Pump <- Wagon
Screenshot
- Tue May 30, 2017 2:19 pm
- Forum: General discussion
- Topic: Reward for killing biters
- Replies: 37
- Views: 13602
Re: Reward for killing biters
The evolution factor increases when you emit pollution (and when you destroy spawners and when time passes). The presence of spawners inside or outside the pollution cloud have no effect. Trees and other pollution absorption have no effect. Actually, unless I'm wrong, the pollution cloud have liter...
- Tue May 30, 2017 1:16 pm
- Forum: Balancing
- Topic: Smooth out the assembler tiers
- Replies: 16
- Views: 4674
Re: Smooth out the assembler tiers
I would focus less on the MK3 assemblers. Their spot in the game is pretty good, because they are late-game, not easy to get, expensive, but fast, efficient and have 4 module slots to make them worthwhile to use in most cases. MK2 assemblers are in the best spot overall, because they are fairly chea...
- Tue May 30, 2017 1:03 pm
- Forum: Implemented Suggestions
- Topic: Crude oil minimum scaling with distance
- Replies: 12
- Views: 3968
Re: Crude oil minimum scaling with distance
Maybe I should focus more on how I came to this idea so you can understand my reasoning better. The changes with the patch were a mix of good and bad, mostly good, but also bad side effects. Good: Oil wells don't deplete that quickly anymore -> Starting yield matters more Higher minimum yield to mak...
- Tue May 30, 2017 8:42 am
- Forum: General discussion
- Topic: Reward for killing biters
- Replies: 37
- Views: 13602
Reward for killing biters
With alien science gone I feel the distinct lack of a reward when taking out biters. The biters themselves didn't give any rewards before, which I felt was a negative experience, but now even the spawners don't. It feels like it downgraded the biters from something you clear in bulk to stock up on a...
- Mon May 29, 2017 5:12 pm
- Forum: Implemented Suggestions
- Topic: Crude oil minimum scaling with distance
- Replies: 12
- Views: 3968
Re: Crude oil minimum scaling with distance
The idea was to implement crude oil distance scaling properly. I feel like only increasing the starting yield is an incomplete solution. There is no comparison to ores, because ores get richer and as far as I know bigger with distance. Oil fields increasing in size is definitely also increasing the ...
- Mon May 29, 2017 12:18 pm
- Forum: Implemented Suggestions
- Topic: Crude oil minimum scaling with distance
- Replies: 12
- Views: 3968
Crude oil minimum scaling with distance
Since 0.15 crude oil properly scales with distance from spawn now. This is great, especially since it doesn't deplete rapidly anymore. I think it would be logical if the minimum yield would scale with distance as well instead of being a constant. From a realism standpoint that makes no sense of cour...
- Fri Mar 17, 2017 2:45 pm
- Forum: Balancing
- Topic: Factorio Design Issues
- Replies: 25
- Views: 7730
Re: Factorio Design Issues
I assume you haven't been reading the Friday Facts, nuclear power in 0.15 is going to be the endgame power source and it will be more interesting as "add more power" won't be so simple, you need to consider the layout of the reactor for optimal power production. And do you really believe ...
- Fri Mar 17, 2017 2:25 pm
- Forum: Balancing
- Topic: Module Balance (Mostly Efficiency)
- Replies: 38
- Views: 11052
Re: Module Balance (Mostly Efficiency)
Haven't read the whole conversation yet, but I wanted to point out a rather nice use of T3 Efficiency modules: In assem3s you can run 3xEff3 and 1xSp3, and get 150% speed and +70%-150%=20% energy cost, which lowers energy cost per item even further than w/ 2x T2 Eff, to 13.(3)% of base and you get ...
- Wed Mar 08, 2017 10:32 pm
- Forum: Ideas and Suggestions
- Topic: Small improvements for healthbars (clarity)
- Replies: 3
- Views: 887
Re: Small improvements for healthbars (clarity)
Yeah it's a really small thing, but it does quite a bit for clarity. Effort/effect ratio is definitely good.
- Wed Mar 08, 2017 5:52 pm
- Forum: News
- Topic: Friday Facts #159 - Research revolution
- Replies: 248
- Views: 104644
Re: Friday Facts #159 - Research revolution
Could something be done about the overall ratio between copper and iron? With the projected science the discrepancy between iron ore cost versus copper cost means that setting up copper outposts are a side note to the ridiculous quantity of iron required. Something like changing the electric furnac...
- Sun Mar 05, 2017 9:49 pm
- Forum: Ideas and Suggestions
- Topic: Small improvements for healthbars (clarity)
- Replies: 3
- Views: 887
Small improvements for healthbars (clarity)
What I really hate about the current health bars is that a single point of damage makes the first square completely grey. It looks like the unit took quite a bit of damage when it might just be at 399/400 health. I take Starcraft here as example - what if you make the squares gradually grey out? Gun...
- Fri Mar 03, 2017 10:27 pm
- Forum: Ideas and Suggestions
- Topic: Make solar panels late game
- Replies: 5
- Views: 1979
Re: Make solar panels late game
Solar has barely any disadvantages (free, rather cheap, no pollution)... It's this way by design. Power production is not meant to be annoying. The game is about designing and building a factory - not Power Plant simulation 2017. I agree, no one wants that. I just want there to be some decision mak...
- Fri Mar 03, 2017 10:23 pm
- Forum: General discussion
- Topic: Pollution Problems
- Replies: 14
- Views: 5023
Re: Pollution Problems
lol "Please make the game harder" "Complain because you made the game too hard" Reminds me of people in KSP forums concerning career mode Oh and FYI the amount of pollution absorbed by a spawner determines the kind of Bitter/spitter sent (small, medium, large, behemith). The pol...
- Fri Mar 03, 2017 9:11 pm
- Forum: Ideas and Suggestions
- Topic: Make solar panels late game
- Replies: 5
- Views: 1979
Re: Make solar panels late game
That depends a lot on your map settings. I never had a trouble with coal running out. Most important plus of making accumulators late-game is that other energy sources can take over mid game. I believe solar is not suitable as a mid-game energy source (at least not on it's own - it's great as supple...