Search found 137 matches

by Syrchalis
Wed May 31, 2017 9:56 am
Forum: General discussion
Topic: even faster conveyor ?
Replies: 16
Views: 4737

Re: even faster conveyor ?

I think all that's needed is roboport upgrade research.

Faster recharging and more recharge spots.
by Syrchalis
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...
by Syrchalis
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...
by Syrchalis
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...
by Syrchalis
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...
by Syrchalis
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
Screenshot
by Syrchalis
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...
by Syrchalis
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...
by Syrchalis
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...
by Syrchalis
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...
by Syrchalis
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 ...
by Syrchalis
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...
by Syrchalis
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 ...
by Syrchalis
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 ...
by Syrchalis
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.
by Syrchalis
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...
by Syrchalis
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...
by Syrchalis
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...
by Syrchalis
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...
by Syrchalis
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...

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