Search found 834 matches

by Aeternus
Wed Aug 22, 2018 11:43 pm
Forum: Balancing
Topic: Artillery too powerful even for late game?
Replies: 12
Views: 2621

Re: Artillery too powerful even for late game?

Not sure what could be done about it. Biter bases that get an "Artillery shield"? A "return to sender" Biter that spawns, and lobs something back to your factory in retaliation? Outranging and bombarding static targets will always win against those... What artillery could use is some weapon spread. ...
by Aeternus
Sat Aug 11, 2018 4:40 pm
Forum: Ideas and Suggestions
Topic: Specialized Oil Refineries
Replies: 2
Views: 304

Re: Specialized Oil Refineries

That's because the refineries aren't the only structure in that chain: Petrol: Most of the time you'll want a refinery complex to produce petrol - used for plastics and acid production. With chemical plants you can turn all heavy and light oil into petrol, causing your refinery cluster to have just ...
by Aeternus
Tue Aug 07, 2018 12:44 pm
Forum: Ideas and Suggestions
Topic: [0.16.51] Lost/lazy bots
Replies: 23
Views: 1863

Re: [0.16.51] Lost/lazy bots

mrvn wrote:Can one change the coverage area using lua at runtime?
Not sure if it can be done using lua, but it is done at runtime each time you add/remove a roboport. I am not much into Factorio modding yet so I simply do not know.
by Aeternus
Tue Aug 07, 2018 12:42 pm
Forum: Ideas and Suggestions
Topic: Railroad Nerf
Replies: 16
Views: 1631

Re: Railroad Nerf

if you are concerned with getting run over you can make a braking light to slow your trains so that you don't get run over. here is an example of my slow signal. example.jpg Neat design, but safer yet is to use a few circuit controlled gates to make a rail crossing that physically blocks the track ...
by Aeternus
Fri Aug 03, 2018 12:02 pm
Forum: Ideas and Suggestions
Topic: Railroad Nerf
Replies: 16
Views: 1631

Re: Railroad Nerf

What's the average real life length of trains? If I'm not misstaken, a typical cargo train in my own country is upwards of 20 cars, with typically 2 engines. In the US, given the distance they go, trains are far, far longer - upwards of 2KM in total length. For Factorio's purposes, that'd pose probl...
by Aeternus
Tue Jul 31, 2018 2:17 pm
Forum: General discussion
Topic: Challenge: Generic max-speed train unload
Replies: 80
Views: 11282

Re: Challenge: Generic max-speed train unload

I've ran into the issue described for my megabase that I wanted to get to 10k sci/min. Smelter feeding speed can become an issue. I was using 4-12 ore trains (4 engines, 12 cars monodirectional) - large trains, mainly to make sure that the trains can flatten any biter patrol without stalling out. Co...
by Aeternus
Tue Jul 31, 2018 2:03 pm
Forum: Ideas and Suggestions
Topic: [0.16.51] Lost/lazy bots
Replies: 23
Views: 1863

Re: [0.16.51] Lost/lazy bots

Yup. The personal roboport just needs a simple on/off toggle. Suggested implementation (should be scriptable if I understand how Factorio works): When on it uses it's normal coverage area based on the roboports you have in the armor. When off, coverage area drops to 0. (calculate/get the current cov...
by Aeternus
Tue Jul 31, 2018 1:53 pm
Forum: Ideas and Suggestions
Topic: Conveyor belt speed (blue)
Replies: 58
Views: 4215

Re: Any performance reason for blue belt to be at 40/s?

Prod mods in smelters is some new level of desperate. They are last on the wishlist, yes, but prod/speedmodded smelters make sense in a 10k sci megabase. Not so much in a "gonna launch my rocket and be done" game though. Needing to mine/train in 20% fewer minerals can make a big difference in a mas...
by Aeternus
Tue Jul 31, 2018 1:31 pm
Forum: Balancing
Topic: Power Armor Batteries
Replies: 12
Views: 2511

Re: Power Armor Batteries

The problem, the way I see it, is that batteries just load so damn slow, especially the MK2 variant. They are effective when charged, but not so much when you need to rapidly charge them. Why is there no means to have the power armor draw energy from the factory power grid (provided you're in a powe...
by Aeternus
Fri Jul 27, 2018 2:22 pm
Forum: News
Topic: Friday Facts #253 - Fans & Fun
Replies: 74
Views: 13451

Re: Friday Facts #253 - Fans & Fun

Smooth looking double wall. Looks like that would be much more stable then a single wall. Consider adding a max HP bonus to walls with adjacent wall sections maybe? These graphics definately suggest that would hold up. The train fuel alert is also very handy once the train grid becomes... big. Good ...
by Aeternus
Mon Jul 23, 2018 10:48 am
Forum: Not a bug
Topic: [0.16.51] Unexpected Achievement in Peaceful Mode
Replies: 4
Views: 692

Re: [0.16.51] Unexpected Achievement in Peaceful Mode

Were you using gas shells perhaps? :lol:
by Aeternus
Mon Jul 23, 2018 10:42 am
Forum: Gameplay Help
Topic: Multiple Offshore Pumps to 1 pipeline
Replies: 10
Views: 2766

Re: Multiple Offshore Pumps to 1 pipeline

The tank/pipe connection isn't slow, it is just highly dependent on the level in the tank. Low tank level = low output pressure. Tanks make good buffers for pressure variations, refinery clusters for instance guzzle a large amount of fluid per production batch, causing sags in pressure. You'll eithe...
by Aeternus
Mon Jul 23, 2018 10:32 am
Forum: Ideas and Suggestions
Topic: Option to make server wait for slowest client
Replies: 15
Views: 1890

Re: Option to make server wait for slowest client

Or, if it hasn't been implemented yet, a manual slider to reduce UPS to a specific factor? It'll also allow you to slow down games for folks who want a more relaxed experience ('though honestly, Factorio's pace is fine).
by Aeternus
Mon Jul 16, 2018 2:43 am
Forum: Ideas and Suggestions
Topic: better fuel -> faster furnace?
Replies: 6
Views: 722

Re: better fuel -> faster furnace?

Wouldn't make much sense. The limitation of a furnace is generally limited not by how much fuel you burn to heat it, but by the maximum temperature the furnace will support, as well as the temperature needed to perform the desired task (such as smelting). Also, @darkfrei: Supplying a furnace with Ro...
by Aeternus
Mon Jul 16, 2018 2:39 am
Forum: Ideas and Suggestions
Topic: Steelseries Gamesense support (RGB Periphery)
Replies: 8
Views: 822

Re: Steelseries Gamesense support (RGB Periphery)

Maybe also USB controlled radiation dispenser support for when your nuclear plant goes boom or when you use nukes? If we're just throwing about crazy ideas... ;)
by Aeternus
Wed Jul 11, 2018 8:39 am
Forum: Ideas and Suggestions
Topic: Manual Toggle Combinator
Replies: 7
Views: 1318

Re: Manual Toggle Combinator

Workaround: Constant combinator with the desired value on it, toggle on/off at will. Second workaround: Constant combinator with the desired value on it, and a blank one. Ctrl/shift-rightclick to copy the blank and desired values also emulates this on/off function. Third workaround, for gating multi...
by Aeternus
Tue Jul 10, 2018 3:55 pm
Forum: Ideas and Suggestions
Topic: Steelseries Gamesense support (RGB Periphery)
Replies: 8
Views: 822

Re: Steelseries Gamesense support (RGB Periphery)

This would make Factorio biased towards a certain hardware brand, and one that isn't all that widely used. Waste of valuable dev time in my opinion.
by Aeternus
Tue Jul 10, 2018 7:40 am
Forum: Technical Help
Topic: What is most UPS unfriendly in Factorio?
Replies: 10
Views: 4222

Re: What is most UPS unfriendly in Factorio?

One thing I highly recommend is to turn off the smoke animations in the graphics. While not directly affecting UPS, it does put a strain on the graphics system, which on laptops usually is handled by the CPU these days. As for water trains: Not recommended. Nuclear plants just eat too much water to ...
by Aeternus
Wed Jul 04, 2018 11:07 am
Forum: Technical Help
Topic: The perfect Factorio computer
Replies: 35
Views: 3877

Re: The perfect Factorio computer

Factorio benefits from a fast harddrive (autosave on large maps), a lot of graphics memory and system memory. For megabases, a beefy CPU is also useful. Graphics card speed as far as I can tell isn't all that important. I'd slap together something like: Ryzen / I7 8 or 16 GB RAM. 8 should suffice, b...
by Aeternus
Wed Jul 04, 2018 10:53 am
Forum: Modding interface requests
Topic: Prototype property to stop inserters from "chasing" items
Replies: 17
Views: 1183

Re: Prototype property to stop inserters from "chasing" items

Or just increase the "collisionbox" size from where it can immediately grab an item, so it doesn't need to chase at all. Item magnetism/vacuuming of sorts. Make those inserters suck... in a good way ;) This would also make stack inserters run much quicker when grabbing stuff from a fast belt and mak...

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