Search found 197 matches

by Cribbit
Mon Oct 21, 2019 6:10 pm
Forum: Ideas and Requests For Mods
Topic: Turrets that deploy combat robots
Replies: 2
Views: 555

Re: Turrets that deploy combat robots

I'm 99% sure this exists.
by Cribbit
Mon Oct 21, 2019 5:57 pm
Forum: Ideas and Suggestions
Topic: Pumps should have an option to not propagate fluid type
Replies: 4
Views: 473

Re: Pumps should have an option to not propagate fluid type

Definitely support, I've been thinking about making a simple valve mod.
by Cribbit
Mon Oct 21, 2019 5:14 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 187221

Re: [MOD 0.17] Industrial Revolution

Are you open to allowing other programmers to help out with production? I'd be willing to take on whatever tasks you felt like shunting and am familiar with good practices, following code style, github/PRs, etc. Totally understand if not, I just want to see this mod grow to its fullest potential &am...
by Cribbit
Mon Oct 21, 2019 2:10 pm
Forum: General discussion
Topic: Getting that itch to play Factorio yet again.
Replies: 2
Views: 532

Re: Getting that itch to play Factorio yet again.

The modding community is stronger than every. Do a vanilla rocket, then try Industrial Revolution or one of the other big mods. They're getting to practically be games of their own.
by Cribbit
Mon Oct 21, 2019 12:44 pm
Forum: Gameplay Help
Topic: Train speed formula
Replies: 18
Views: 4678

Re: Train speed formula

So https://calculatorio.com/train_acceleration/ is accurate then? I've been thinking of forking that and adding some graphs around throughput, speed curve, time to travel X distance etc I had been putting it off but https://www.reddit.com/r/factorio/comments/dktywi/maximizing_trains_with_spreadsheet...
by Cribbit
Sat Oct 19, 2019 4:25 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 187221

Re: [MOD 0.17] Industrial Revolution

Loved the first part. Only complaint is that my first map didn't have iron anywhere remotely close to my base - after walking for a while I eventually had to turn on cheats, clear a 1500 radius on the map and only then found some at the very edge, behind biter bases. Maybe resource generation should...
by Cribbit
Fri Oct 18, 2019 3:25 pm
Forum: Ideas and Suggestions
Topic: Fire resistant construction robots
Replies: 8
Views: 2231

Re: Fire resistant construction robots

You can use the circuit network to turn the roboport off/on and detect enemies in range by oil consumption from the flamethrower.

While we're tweaking flamethrowers can we increase their min range and make flames not kill landmines? Make landmines actually feasible.
by Cribbit
Fri Oct 18, 2019 2:30 pm
Forum: General discussion
Topic: Niggles and nitpicking - player preferences
Replies: 66
Views: 8974

Re: Niggles and nitpicking - player preferences

A tileable/blueprintable reactor means finding the surroundings too, related to the 300 wide tile comment. I've seen some reactors normally built on lakes so the water pumps go to the heat exchangers with no pipes, but I don't know if you can auto-landfill under everything else. Non-lake reactors a...
by Cribbit
Fri Oct 18, 2019 1:22 pm
Forum: General discussion
Topic: Niggles and nitpicking - player preferences
Replies: 66
Views: 8974

Re: Niggles and nitpicking - player preferences

My biggest game has two separate nuclear plants because I don't copy blueprints and didn't want to mess things up while I added more reactors and stuff. After 2x3 the average return per additional reactors is poor and gets poorer, so I only imagine by culture or by "must be infinitely tileable...
by Cribbit
Fri Oct 18, 2019 1:19 pm
Forum: Ideas and Suggestions
Topic: Flame Thrower Turret Drain
Replies: 2
Views: 332

Re: Flame Thrower Turret Drain

While we're tweaking flamethrowers can we increase their min range and make flames not kill landmines? Make landmines actually feasible. I don't think flamethrowers will ever consume a significant amount of oil but at least they should consume enough that you have to actually fuel them. Right now yo...
by Cribbit
Fri Oct 18, 2019 2:50 am
Forum: General discussion
Topic: Criticism: Belt Immunity Equipment
Replies: 38
Views: 5585

Re: Criticism: Belt Immunity Equipment

Maybe if efficiency could still go in beacons? To what end, though? There's no point now because of the beacon energy use, and the space the beacons waste is not really desirable even if that was re-tuned, since power's pretty cheap all told. Yeah. I still hate that despite the power increases, a p...
by Cribbit
Fri Oct 18, 2019 2:44 am
Forum: Balancing
Topic: Power switches should be 1x1
Replies: 43
Views: 4171

Re: Power switches should be 1x1

Don't want to pull off-topic from OP. A big complication with what's wanted here is not only do you need to watch a signal, you need to know which arm is active. That's an individual latch+power switch for each arm if switching power (two dimensions of information). Belt readers might be useful. If...
by Cribbit
Fri Oct 18, 2019 1:34 am
Forum: General discussion
Topic: Criticism: Belt Immunity Equipment
Replies: 38
Views: 5585

Re: Criticism: Belt Immunity Equipment

Beacons do much the same thing. I adore the space and resource efficiency they give over the long term, but the endless beacon ribbons are just irritating. Sure, there's the challenges of engineering the belts to drive them -- I'm pretty proud of my red circuit build -- but they're much more constr...
by Cribbit
Fri Oct 18, 2019 12:53 am
Forum: General discussion
Topic: Criticism: Belt Immunity Equipment
Replies: 38
Views: 5585

Re: Criticism: Belt Immunity Equipment

I'd love to see a "wheels!" module - 2x2 or exoskele sized - that:

1. Gives belt immunity
2. Increases the player's top speed, but gives them momentum (like a car)
3. Allows the player to run on train tracks for even higher top speed (I'm a train, yo)
by Cribbit
Fri Oct 18, 2019 12:51 am
Forum: General discussion
Topic: Criticism: Belt Immunity Equipment
Replies: 38
Views: 5585

Re: Criticism: Belt Immunity Equipment

alternatively, dont play belts. +1 for bots! :lol: Glugh, bots. They're so good they feel like cheating and they give pretty much every assembly layout a serious case of same-face. :( This is exactly why I hate bots. For all the intricacies of the early game, you unlock bots and then factorio feels...
by Cribbit
Fri Oct 18, 2019 12:44 am
Forum: General discussion
Topic: Niggles and nitpicking - player preferences
Replies: 66
Views: 8974

Re: Niggles and nitpicking - player preferences

I put eff1 modules in almost everything until it's ready for prod3 + beacons. Miners to reduce pollution in addition to electrical burden. Anything over 90kw gets 2, and over 120kw or so gets 3, since they're cheaper than a solar panel. I sphaget until it's time for prod3 + beacons. I space my miner...
by Cribbit
Fri Oct 18, 2019 12:38 am
Forum: Balancing
Topic: Power switches should be 1x1
Replies: 43
Views: 4171

Re: Power switches should be 1x1

Not that guy, but I never thought about a brownout alarm and then switch to back-up steam. Normally one compares steam engines and tanks vs accumulators for early storage, but steam turbines and tanks would be exceedingly efficient for late storage (2.425 GJ and 5.82 MW deliverable). Never ran out ...
by Cribbit
Thu Oct 17, 2019 9:18 pm
Forum: Balancing
Topic: Power switches should be 1x1
Replies: 43
Views: 4171

Re: Power switches should be 1x1

I explained 2-gap earlier. In the context of nuclear reactors it's a pretty straightforward concept - 2 tiles from reactor to the start of the first heat exchanger. You need this in order to have decently compact reactors without using a ton of pumps because steam starts to overrun pipe throughput....
by Cribbit
Thu Oct 17, 2019 6:32 pm
Forum: Balancing
Topic: Power switches should be 1x1
Replies: 43
Views: 4171

Re: Power switches should be 1x1

The "why" is fuel loading, namely the standard "steam buffer" nuclear where you only load more fuel (into every reactor at once) when you get low on steam. Generally, a belt rings the entire set of reactors. The easy method is to simply fill one side of the belt entirely with fu...
by Cribbit
Thu Oct 17, 2019 1:22 pm
Forum: Balancing
Topic: Power switches should be 1x1
Replies: 43
Views: 4171

Re: Power switches should be 1x1

The point is to only have a 2-gap. Of course it's an easier problem with a bigger gap. This only works with 1 power switch per reactor. You can't do that on a 2 gap, because switches are 2x2. You can't have roboports, because they're bigger than 2x2. You can't use long arm because it can't filter w...

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