Search found 289 matches
- Wed Jan 17, 2018 8:28 pm
- Forum: General discussion
- Topic: Thesis: Its trains that replace belts
- Replies: 12
- Views: 5974
Re: Thesis: Its trains that replace belts
I think I understand what you mean. It's the interconnecting/logistic part between different productions of the game that is fun. Belts have that function in normal bases and is often replaced by trains in megabases. Could this also imply that more powerful belts would make the game more boring and ...
- Tue Jan 16, 2018 10:01 pm
- Forum: Ideas and Suggestions
- Topic: Train to train loading --> bigger chests (1x2)
- Replies: 20
- Views: 4481
Re: Train to train loading --> bigger chests (1x2)
snap@T55984=3370x3438-7.44921875-74.48046875,z2.jpg although I'm surprised by the beauty of it :o , I'd love a little more throughput :lol: Imagine the time it would take to transfer an almost full wagon of copper wires :shock: You can fit at least 4 stack inserters between the wagons that is 27.7 ...
- Tue Jan 16, 2018 8:17 pm
- Forum: Ideas and Suggestions
- Topic: Train to train loading --> bigger chests (1x2)
- Replies: 20
- Views: 4481
Re: Train to train loading --> bigger chests (1x2)
The diagonal tracks is beautiful. How could I not come up with that idea. Now I have to build a megabase without neither bots and belts so Kovarex have to nerf inserters to.
- Tue Jan 16, 2018 4:28 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 312968
Re: Friday Facts #225 - Bots versus belts (part 2)
Another two ways to make using logistic robots more complex (balanced?) at mid/late game: #1 Weight/Complexitivity restriction for logistic robots. Let's assume what robots is a stupid worker what can't handle with heavy or complex parts. In another words - they can move only common/simple parts (o...
- Mon Jan 15, 2018 4:38 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 312968
Re: Friday Facts #225 - Bots versus belts (part 2)
one thing I've noticed is that the roboport performs 3 distinct functions: define the area of the network store and deploy robots provide recharge points IF you split them up in separate entities (maybe with tiers for a few of them) you could make robots more of a puzzle than the current spam-robop...
- Mon Jan 15, 2018 3:04 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 312968
Re: Friday Facts #225 - Bots versus belts (part 2)
What about let requester chests only be able to request one type of items. Would that only make them more annoying or making the bot logistics slightly more challenging?
- Fri Jan 12, 2018 9:20 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 312968
Re: Friday Facts #225 - Bots versus belts (part 2)
I didn't reply in the last FFF. In fact I was just waiting to see if I could think of something to provide my 2cents. On the «Bots vs Belts aftermath» of Kovarex Its true that after setting up the bots you have like a «strong spell» that you can use but I think that the costs are in a different dim...
- Fri Jan 12, 2018 8:01 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 312968
Re: Friday Facts #225 - Bots versus belts (part 2)
I think you have overestimated how OP and easy to use bots are. In mid game they are slow and eat a lot of power so it's better to use belts if you can. Then you have to be careful not to build to big logistics network where the have a tendency to derp around and fly far away for some silly thing......
- Fri Jan 12, 2018 2:49 pm
- Forum: Ideas and Suggestions
- Topic: PvP claim territory game mode
- Replies: 0
- Views: 347
PvP claim territory game mode
The new PvP Production challenge is quite fun but the only real interaction between the teams is battle and destroying things. I don't think the fighting fits Factorio. So instead i propose another interaction by claiming territory. The rules should be something like this 1. You can only build in yo...
- Wed Jan 10, 2018 6:06 pm
- Forum: Releases
- Topic: Version 0.16.16
- Replies: 100
- Views: 44542
Re: Version 0.16.16
I never had any problems with the "unintuitive" splitters and I appreciate if black magic is possible in the game, even if I couldn't come up with it myself or understand how it works. It makes it me feel like there always is more stuff to figure out. If it is for optimization and cleaner ...
- Fri Jan 05, 2018 8:30 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 288009
Re: Friday Facts #224 - Bots versus belts
Bots is great for building and fetch stuff. That makes it easier to build complex and fun stuff and benefit the gameplay with toning down grindy building, so we can use more of the time designing and effectively use blueprints. logistics bot for replacing belts on the other hand makes that we don't ...
- Wed Jan 03, 2018 5:27 pm
- Forum: News
- Topic: Friday Facts #223 - Reflections on 2017
- Replies: 116
- Views: 37662
Re: Friday Facts #223 - Reflections on 2017
Pipes take space. Lots of space. The 0.15 screenshot is part of larger set of chemical plants. If I wanted to deliver everything to it with pipes, I would have to run dozen of them. Or more, I have no idea how much fluid a pipe can move or how to optimize it. Truth to be told, I don't care. With be...
- Sat Dec 30, 2017 11:24 am
- Forum: News
- Topic: Friday Facts #223 - Reflections on 2017
- Replies: 116
- Views: 37662
Re: Friday Facts #223 - Reflections on 2017
About the fluid wagons and barrels balance. I think I just do long distance piping, that is simple and works quite well after the 0.15 buff to pipes.
- Sat Dec 30, 2017 11:20 am
- Forum: News
- Topic: Friday Facts #223 - Reflections on 2017
- Replies: 116
- Views: 37662
Re: Friday Facts #223 - Reflections on 2017
How do you see it's a male?menschmaschine wrote: Uhm, so that means we won't get other than male playermodels...
- Tue Dec 26, 2017 3:49 pm
- Forum: News
- Topic: Friday Facts #222 - Christmas avalanche
- Replies: 130
- Views: 47156
Re: Friday Facts #222 - Christmas avalanche
About fluid handling balance! I think fluid handling is less satisfying to deal with than when you see stuff moving around on belts and inserters moving. The reason is probably just the lack of animations and information on what is going on. So it is good that fluid handling is less important in the...
- Sat Dec 23, 2017 10:30 am
- Forum: News
- Topic: Friday Facts #222 - Christmas avalanche
- Replies: 130
- Views: 47156
Re: Friday Facts #222 - Christmas avalanche
What do you mean with that inserters will compress? I think all this little things that we can optimize in the Factorio is great and makes the game interesting to play in the long run. I think belts shouldn't be automatically be compressed but be something you after playing for while see and think -...
- Thu Nov 23, 2017 8:29 am
- Forum: General discussion
- Topic: annoying landfill sound
- Replies: 8
- Views: 2861
Re: annoying landfill sound
The SFX can get pretty loud when you place big patches at once. It's just the nature of the same sound overlapping itself. Never had an issue with that - but that doesn't mean that no other could have one with it. Hm, you do know that you can change the size of placed landfill? Placing bigger tiles...
- Wed Nov 22, 2017 7:04 pm
- Forum: General discussion
- Topic: annoying landfill sound
- Replies: 8
- Views: 2861
annoying landfill sound
The landfill sound is so load and annoying so when I do much landfill I turn off the sound. Any others that think the landfill noise is bad and have to be changed?
- Sun Nov 19, 2017 10:22 am
- Forum: Ideas and Requests For Mods
- Topic: Gears as entities (loose idea)
- Replies: 3
- Views: 1154
Gears as entities (loose idea)
Gears are iconic and in the logo of the game, and it's so satisfying to see stuff moving around the the factory. But in the game the gears are only recipe items. So I propose an mod that ad gears and drive shafts as "buildings" that transmit torque and rotation. We could for example make e...
- Thu Nov 16, 2017 9:15 pm
- Forum: Ideas and Requests For Mods
- Topic: Industrial robot (loose idea)
- Replies: 1
- Views: 553
Industrial robot (loose idea)
The inserters in Factorio looks a little like industrial inserters but is not that versatile. Instead the magic happens inside the black boxes called assemblers. Could we make something like industrial robots that assemble things in Factorio? Can we have like one robot that places 1 gear + 2 pipes +...