Search found 108 matches
- Tue Jul 31, 2018 7:30 am
- Forum: Gameplay Help
- Topic: Send items from one belt onto 3 belts, sequentially
- Replies: 8
- Views: 2646
Re: Send items from one belt onto 3 belts, sequentially
Lav's build is the simplest, but I think you can further scrap the combinator and the wires. Inserters are coded so as to alternate when picking from the same scarce source.
- Tue Jul 31, 2018 7:09 am
- Forum: General discussion
- Topic: How about persistant blueprints?
- Replies: 8
- Views: 1940
Re: How about persistant blueprints?
I think a more obvious and useful step to preppare anything like a blackprint is implementing the possibility to edit a blue print. As for black print, I'm not a huge fan of hidden information, so the way I would go about it is with a blackprint beacon to put on the corner of each area you want blac...
- Mon Jul 30, 2018 9:59 am
- Forum: General discussion
- Topic: Best Factorio feature
- Replies: 15
- Views: 5178
Re: Best Factorio feature
For me, it's construction bot (along blueprint).
- Mon Jul 30, 2018 9:51 am
- Forum: General discussion
- Topic: Aren't construction bots available too late?
- Replies: 88
- Views: 31206
Re: Aren't construction bots available too late?
Wait, speedrunners use bots nowadays? Since about 3 month ago, but they used to use bots in 0.15 too. I've always thought construction bots were a must for speedrun, but that's an unsubstantiated opinion. Fortunately, someone better than me, rain9441 I think, proved this point and changed the Meta ...
- Sun Jul 29, 2018 7:36 pm
- Forum: General discussion
- Topic: Assign values to signal
- Replies: 2
- Views: 1332
Re: Assign values to signal
if ('0' == 1) '0'=101 else if ('1' == 1) '1'=101 There are ways to translate this idea directly into combinators. For example, you can run, for each element in the set and in parallel, the instruction : if '0' =/= 1 and '1' == 1, '1' = 'blue' (exemple instruction for '1') To implement the above ins...
- Sun Jul 29, 2018 5:47 am
- Forum: General discussion
- Topic: Aren't construction bots available too late?
- Replies: 88
- Views: 31206
Re: Aren't construction bots available too late?
I don't know what you're calling "late". Speed runners have their first construction bots at 1h30, and a decent fleet 2 hours in. I just got mine in a new game in 3h30 without try harding. In my book, that's very early. Yes technically, for speed runners, that's like at 2/5 of their time s...
- Thu Jul 26, 2018 8:54 pm
- Forum: Ideas and Suggestions
- Topic: Enhanced radar range
- Replies: 2
- Views: 1394
Re: Enhanced radar range
Arguably, it already exists in vanilla. https://youtu.be/pDLIkfSLTmU?t=116 https://www.reddit.com/r/factorio/comments/7jqzg7/i_made_a_long_range_radar/ (the range of artillery is infinitely upgradable) This mod does pretty much what you describe and a bit more in the same spirit : https://mods.facto...
- Tue Jul 10, 2018 12:24 pm
- Forum: General discussion
- Topic: The hardest mode yet
- Replies: 9
- Views: 3302
Re: The hardest mode yet
Now that we have map previews it is way more relevant! How so? If anything Map preview allows you to spot and avoid island spawn without wasting loading time. You spawn in the very center of the preview (a spawn indicator would greatly help though). Yes, some maps are amazing except for that little...
- Tue Jul 10, 2018 11:47 am
- Forum: Gameplay Help
- Topic: inserter issues
- Replies: 2
- Views: 1282
Re: inserter issues
sometimes placing an inserter *this has happened more and more lately im not sure if it is for beta but when i place an inserter down it wont work i pick it up a few times and place it down in the same spot and then it works fine anybody know the reason this might be happening Burner inserters need...
- Mon Jul 09, 2018 2:55 pm
- Forum: Balancing
- Topic: Shotgun is embarrassingly bad right now
- Replies: 77
- Views: 31201
Re: Shotgun is embarrassingly bad right now
I don't have any problem with shotgun being "weak". How often are shotguns used in regular wrarfare, compared to SMG, rocket launchers, tanks or even flamethrowers? Maybe someone already mentionned this, but shotgun are incredibly more ressource effective than regular ammo, at least vs low...
- Sun Jul 08, 2018 10:21 pm
- Forum: Gameplay Help
- Topic: Need help: combinator generating GUID
- Replies: 3
- Views: 1232
Re: Need help: combinator generating GUID
Are you trying to make something like a random or a pseudo random generator? Mesuring a time dependant on player interaction in ticks like you do looks like the best idea. You would never lower the chance of a duplicate down to zero, but you can lower it to a practical zero by combining several rand...
- Sun Jul 08, 2018 12:12 pm
- Forum: Gameplay Help
- Topic: Evolution Settings help please
- Replies: 5
- Views: 11244
Re: Evolution Settings help please
A common motif among every vanillia difficulty settings is that mobs only get weaker as time goes. This is to be expected as this is a game about automation and mob is just another part of the game to automate. Some ways to delay the attacks in the base game : Make the starting area bigger (it can m...
- Sun Jul 08, 2018 12:17 am
- Forum: Balancing
- Topic: Personal roboport should be available with green science
- Replies: 2
- Views: 1530
Re: Personal roboport should be available with green science
I think personal robot port has only very niche applications, compared to droping a real robot port and not having to babysit construction and waiting for lost robots. I have no issue with robotport being hidden behind a technology fence, they are not necessarilly easy to use and beginners should no...
- Sat Jul 07, 2018 10:51 pm
- Forum: Balancing
- Topic: Solar panels less of a no-brainer
- Replies: 378
- Views: 195861
Re: Solar panels less of a no-brainer
The balance between the three sources of energy is fine IMO. Steam is good for growth, solar panel is the most expansive setup by an order of magnitude, but requires no upkeep, and Nuclear is almost best of both world and the most compact at the cost of higher tech requirement and highly complex set...
- Sat Jul 07, 2018 10:15 pm
- Forum: Balancing
- Topic: Attacking biters with turrets makes all weapons pointless
- Replies: 233
- Views: 131311
Re: Attacking biters with turrets makes all weapons pointless
What about turret construction time? You drop the turret and it takes anywhere from 10 seconds to several minutes before being effective. Construction is automatic, it does not take any of your time, it is just a delay. Turret are still just as effective as a defense but more tedious to creep with. ...
- Sat Jul 07, 2018 4:30 pm
- Forum: Ideas and Suggestions
- Topic: Enemies +
- Replies: 28
- Views: 7880
Re: Enemies +
Have you tried death world? marathon deathworld? or even harder custom settings? PvP servers? Also, bear in mind this is a sandbox game about automation, not a RPG about combat. It is normal for monsters to be a problem you can automate away (and thus normal that they are harder at the beginning tha...
- Sat Jul 07, 2018 3:15 am
- Forum: Ideas and Suggestions
- Topic: Bot pathing for big bases
- Replies: 33
- Views: 12826
Re: Bot pathing for big bases
Is simple, restrict bot movement along the lines of the roboport connections How would they go from S to E in that example? They would not be allowed? Even disreguarding path finding, I consider it bad practice to have a single big logistic network.Bots are nowhere as capable as train when it comes...
- Thu Jul 05, 2018 2:26 pm
- Forum: Gameplay Help
- Topic: How to evaluate pollution?
- Replies: 34
- Views: 13174
Re: How to evaluate pollution?
Migrants who won't even pay for our wall.
- Thu Jul 05, 2018 8:04 am
- Forum: Gameplay Help
- Topic: How to evaluate pollution?
- Replies: 34
- Views: 13174
Re: How to evaluate pollution?
A base that doesn't need defenses doesn't need laser turrets Stop the presses, we have a breakthrough! :lol: But it still needs gunt turrets, the risk is too high. If you only need to defend against small biters, you don't need laser turrets. If you only defend against migrants, you don't need lase...
- Tue Jul 03, 2018 10:47 am
- Forum: Gameplay Help
- Topic: How to evaluate pollution?
- Replies: 34
- Views: 13174
Re: How to evaluate pollution?
But it still needs gunt turrets, the risk is too high.bobucles wrote:Stop the presses, we have a breakthrough!A base that doesn't need defenses doesn't need laser turrets
And if you only need to defend against small biters, you don't need laser turrets either.