Search found 195 matches

by Cribbit
Wed Oct 16, 2019 6:14 pm
Forum: Ideas and Suggestions
Topic: Suggestions to improve biter experience for both new and experienced players
Replies: 18
Views: 966

Re: Suggestions to improve biter experience for both new and experienced players

Against blue biters, damage dealt per bullet roughly doubles with each upgrade level... the issue is that you're still much better off rushing oil and flame turrets rather than getting all the pre-blue science damage upgrades... (also, AP ammo is pretty much wasted on small and medium biters and al...
by Cribbit
Wed Oct 16, 2019 6:07 pm
Forum: Balancing
Topic: Power switches should be 1x1
Replies: 43
Views: 2256

Re: Power switches should be 1x1

I really wanted to make a 2-gap (2 tiles from reactor to first heat exchanger) fuel loading that relied on inserters that shut themselves off as soon as they grabbed fuel, and then finished their swing on another signal. With a 3 gap or with chests instead of power off you can pretty easily get it ...
by Cribbit
Thu Oct 10, 2019 5:21 am
Forum: Balancing
Topic: Power switches should be 1x1
Replies: 43
Views: 2256

Re: Power switches should be 1x1

finishing a swing despite being disabled Cutting power works mid-swing. I realize that, and it was the reason for posting this. Specifically also for nuclear circuitry :) I really wanted to make a 2-gap (2 tiles from reactor to first heat exchanger) fuel loading that relied on inserters that shut t...
by Cribbit
Wed Oct 09, 2019 2:18 am
Forum: Ideas and Suggestions
Topic: Car aligns to cardinal directions
Replies: 31
Views: 5669

Re: Car aligns to cardinal directions

Yeah. As long as it takes, use this mod: Better vehicle control https://forums.factorio.com/forum/viewtopic.php?f=87&t=8976 (Which reminds me to go through all 0.11 mods, that are meanwhile converted :) ) Bumping this rather than suggesting again. Would love to see something like this in base game,...
by Cribbit
Tue Oct 08, 2019 8:11 pm
Forum: Gameplay Help
Topic: Drill pollution
Replies: 27
Views: 1263

Re: Drill pollution

Modules are in a weird state IMO. They boil down to three use cases: 1. Eff1 to reduce pollution, primarily on pumpjacks and miners. It's not cost effective to use anything higher, just a question of 2 vs 3 (since the last one is only partially effective due to the 80% cap) 2. Eff1 to reduce electri...
by Cribbit
Tue Oct 08, 2019 7:15 pm
Forum: General discussion
Topic: Are layers seperately threaded?
Replies: 7
Views: 571

Re: Are layers seperately threaded?

It's a wonderfully complex problem but not an impossible one.

I'm curious if it's possible to identify and define distinct blocks of area and put each area on its own thread. For example, train pathing probably doesn't need to be on the same thread as inserters deciding to take items.
by Cribbit
Tue Oct 08, 2019 7:06 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.69] Map upgrade corrupted map
Replies: 4
Views: 672

Re: [0.17.69] Map upgrade corrupted map

Hi, this log does not contain the crash - it was probably in the "-previous" one. Oops, I can re-do and reupload. But it looks like the map files were able to be used to recreate it? I looked into this and it looks like the issue is related to the Electric Network corruption due to an armor-with-gr...
by Cribbit
Tue Oct 08, 2019 6:11 pm
Forum: Balancing
Topic: Power switches should be 1x1
Replies: 43
Views: 2256

Re: Power switches should be 1x1

Zoom can go pretty far, I'm sure it could go further.

Also, power switches do not need to have separate input/output, but could simply be whether to connect all inputs or not. Vs ariths etc that actually have distinct input/output.
by Cribbit
Mon Oct 07, 2019 6:39 pm
Forum: Balancing
Topic: Power switches should be 1x1
Replies: 43
Views: 2256

Power switches should be 1x1

Or be able to set inserters to stop mid-swing from circuit network control, rather than finishing a swing despite being disabled. It feels like this behavior is more a purposeful design choice though, and something that can be "made" if power switches were small enough to fit into designs.
by Cribbit
Sun Oct 06, 2019 9:53 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.69] Map upgrade corrupted map
Replies: 4
Views: 672

[0.17.69] Map upgrade corrupted map

Map was saved on 0.16.51 Upgraded to .17.69 seemingly successfully. Saved the game, exited. Came back later, map won't load, gets the "please submit log" error after full green bar. Mods: LTN 1.8.0, which upgraded to LTN 1.11.1 (which added OpteraLib 0.1.8 as a dependency) This is repeatable - I wen...
by Cribbit
Fri Oct 04, 2019 12:30 am
Forum: Balancing
Topic: Attacking biters with turrets makes all weapons pointless
Replies: 197
Views: 65485

Re: Attacking biters with turrets makes all weapons pointless

I used to be very anti-turret creep, but after attacking more bases in other ways I don't think it's a big deal at all. I think people don't realize that pretty much all weapons in the game are rather OP. Until you face larges, you can clear bases with just grenades and explosive rockets, and faster...
by Cribbit
Fri Oct 04, 2019 12:15 am
Forum: Ideas and Suggestions
Topic: "Settings paste" should do modules as well
Replies: 1
Views: 131

"Settings paste" should do modules as well

The shift-right-click to copy, shift-left-click to paste thing, eg copy recipe between assemblers or circuit network settings between inserters.

It would be awesome if this also did modules. It's a pain to add modules when you're not filling all slots with the same module.
by Cribbit
Sat Sep 28, 2019 11:03 pm
Forum: Duplicates
Topic: Items on belt freeze when attempting sushi
Replies: 1
Views: 143

Items on belt freeze when attempting sushi

https://i.imgur.com/csC9mPU.png Belts are set to read belt, hold. Inserters are set to enable/disable, active when red/green science = 0. Can't take a video but basically the belt is spinning while the items stay still. You can see the top (red sci) inserter trying to drop an item. Picking up the i...
by Cribbit
Fri Oct 12, 2018 5:33 pm
Forum: Balancing
Topic: Laser turrets shouldn't be so spammable
Replies: 7
Views: 1378

Re: Laser turrets shouldn't be so spammable

The lack of supply chain needed for laser turrets means they are incredibly spammable. Nuclear power becomes a tipping point where base defense is as easy as spamming laser turrets everywhere. The lack of supply chain also makes them effectively smaller than gun turrets as you don't need to insert ...
by Cribbit
Thu Sep 27, 2018 7:34 am
Forum: Balancing
Topic: Chutes: End game
Replies: 10
Views: 1571

Re: Chutes: End game

So it's a 90 degree loader that can only load from one side of the belt?

I don't really see how this is different from a loader, or why we need it over inserters.
by Cribbit
Tue Sep 11, 2018 5:57 pm
Forum: This Forum
Topic: Forum update to phpBB 3.2
Replies: 120
Views: 17731

Re: Today's forum skin update

This upgrade was much needed. I know the old design was familiar but this finally gets us in line with modern forums.
by Cribbit
Thu Sep 06, 2018 7:19 pm
Forum: Balancing
Topic: Laser turrets shouldn't be so spammable
Replies: 7
Views: 1378

Re: Laser turrets shouldn't be so spammable

It would be interesting to have a big central laser generator and you have to route the beam using mirrors around your base. All with running into beam kills you and with underground optic mirrors. You could alsl route it into a steam generator optionally. And the turrets would just be autonomous m...
by Cribbit
Thu Sep 06, 2018 1:41 pm
Forum: Balancing
Topic: Laser turrets shouldn't be so spammable
Replies: 7
Views: 1378

Re: Laser turrets shouldn't be so spammable

One could argue that the whole point of Factorio is to spam everything. It's always about "more" and "faster" and dealing with the complexity it brings. I think that's the issue I have right now. There is no additional complexity to adding N + 1 laser turrets. Yes, you need more power, but except f...
by Cribbit
Thu Sep 06, 2018 1:17 pm
Forum: Balancing
Topic: Artillery too powerful even for late game?
Replies: 12
Views: 2730

Re: Artillery too powerful even for late game?

I think you understimate how overpowered the equivalent late game technologies are. Laser in a power armor with a couple of shield modules let you literally run through biter bases obliterating them where you walk. Shells are expensive and the additional waves of attacks can be difficult to fight, ...
by Cribbit
Wed Sep 05, 2018 6:27 pm
Forum: Balancing
Topic: Laser turrets shouldn't be so spammable
Replies: 7
Views: 1378

Laser turrets shouldn't be so spammable

The lack of supply chain needed for laser turrets means they are incredibly spammable. Nuclear power becomes a tipping point where base defense is as easy as spamming laser turrets everywhere. The lack of supply chain also makes them effectively smaller than gun turrets as you don't need to insert a...

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