Search found 168 matches

by Holy-Fire
Mon Mar 10, 2014 8:02 pm
Forum: Resolved Problems and Bugs
Topic: [0.9.2] Production stats way off
Replies: 12
Views: 4774

Re: [0.9.2] Production stats way off

Originally reported for 0.8.8, it's 0.9.2 now and this is still happening.
by Holy-Fire
Mon Mar 10, 2014 5:42 pm
Forum: Modding help
Topic: Can you change the formula for crafting time?
Replies: 3
Views: 1613

Re: Can you change the formula for crafting time?

Sorry for thread-jacking, but I have a very similar question, also on the topic of balancing productivity modules. I want to change the formula for computing power consumption for a machine that has modules that modify the consumption. The current formula is: PowerConsumption = BasePower * (1 + Powe...
by Holy-Fire
Sat Feb 22, 2014 7:49 pm
Forum: Show your Creations
Topic: Great Starting Coal Setup
Replies: 5
Views: 10290

Re: Great Starting Coal Setup

Well, the 2nd drill (the one feeding the box) will eventually have a full internal storage, so the 1st drill (the one fed by the inserter) will stop working. So unless you do a lot of maintenance you only get 50% efficiency.
by Holy-Fire
Fri Feb 14, 2014 1:57 pm
Forum: Balancing
Topic: Module Reballance
Replies: 48
Views: 22462

Re: Module Reballance

Another thought I'd like to reiterate - The suggestion of multiplicative energy consumption penalty really balances out the dynamics. Let's say each prod module 3 triples (or quadruples, or whatever) energy consumption. So Normally you'd want to put maybe 1-2 modules, otherwise the extra consumption...
by Holy-Fire
Wed Jan 29, 2014 11:16 pm
Forum: Implemented Suggestions
Topic: Fix the transport belts already
Replies: 10
Views: 4743

Re: Fix the transport belts already

Of course I can work around these quirks... I just don't see how this makes sense from either a realism or gameplay viewpoint, and it leaves me spending mental energy on things I find neither interesting nor entertaining.
by Holy-Fire
Wed Jan 29, 2014 6:56 pm
Forum: Balancing
Topic: Module Reballance
Replies: 48
Views: 22462

Re: Module Reballance

I'll try to give an example. Let's assume the following: 1. In your chain A->B->C->D->E->F->G->H->I->J, A takes 1 iron / second, and each machine takes 1 item of the previous machine per second. Until machiine J outputs a product at a rate of 1 per second. 2. Each prod module gives +10% prod, but wi...
by Holy-Fire
Wed Jan 29, 2014 6:30 pm
Forum: Implemented Suggestions
Topic: Fast replace of modules
Replies: 4
Views: 2834

Re: Fast replace of modules

Garm wrote:while holding a new module in mouse shift-click old one to loot it into inventory, then right-click to insert new one.
If I understand you correctly, I need to go into the machine GUI to do that. I'm asking for a way to do it without going into the machine GUI.
by Holy-Fire
Wed Jan 29, 2014 6:26 pm
Forum: Balancing
Topic: Module Reballance
Replies: 48
Views: 22462

Re: Module Reballance

I understand your objections, and I will try to explain why we did the limitation to intermediate products. (Note that this applies for assembling machines, all other machines that support modules have no limitation, currently: Mining drill, Furnace, Lab) The problem is, that we have two different ...
by Holy-Fire
Tue Jan 28, 2014 8:28 pm
Forum: Implemented Suggestions
Topic: Fix the transport belts already
Replies: 10
Views: 4743

Fix the transport belts already

This is a thing that I (and possibly others) raised in the past, and I hope it will be solved already. Each type of belt has a maximum theoretic throughput. According to sslik's measurements (some of which I've reproduced independently) these are roughly 12 items/s for basic belt, 20 for fast and 30...
by Holy-Fire
Tue Jan 28, 2014 8:15 pm
Forum: Implemented Suggestions
Topic: Fast replace of modules
Replies: 4
Views: 2834

Fast replace of modules

When I have a row of machines which I want to load with modules, I can just select the modules, run between the machines and ctrl-click each. However, if the machines already have modules and I want to place better modules instead, I can't do that. I have to open the GUI of each machine and clear th...
by Holy-Fire
Tue Jan 28, 2014 7:48 pm
Forum: Balancing
Topic: Module Reballance
Replies: 48
Views: 22462

Re: Module Reballance

We had a short talk about it, and this is the resolution we agreed on: - Nerfed down productivity modules. Best module productivity bonus changed: 15->10, it has slow down factor, and its usage in assembling machines is limited to intermediate products. Intermediate products for this purpose are: I...
by Holy-Fire
Wed Jan 22, 2014 8:07 am
Forum: Resolved Problems and Bugs
Topic: [0.9.2] Production stats way off
Replies: 12
Views: 4774

Re: [0.8.8] Production stats way off

Reported for quite a long time. https://forums.factorio.com/forum/viewtopic.php?f=7&t=1914 Seen this report, but I thought the title and description weren't clear enough. Also it focused on a different problem. The thing is, those values (I think it applies to power as well) are not exact value...
by Holy-Fire
Tue Jan 21, 2014 9:47 pm
Forum: Resolved Problems and Bugs
Topic: [0.9.2] Production stats way off
Replies: 12
Views: 4774

[0.9.2] Production stats way off

The production stats opened by pressing "P" seem to be way off. Hard to say what is wrong when almost nothing there is right. e.g., when "5s" is chosen, it shows "59" on the copper plate icon, which I suppose should mean I've produced 59 copper plates in the past 5 seco...
by Holy-Fire
Tue Jan 21, 2014 9:23 pm
Forum: Ideas and Suggestions
Topic: Accumulator priority based on charge level
Replies: 19
Views: 8435

Re: Accumulator priority based on charge level

I support this, except for the hardcoded 50%. If it gets in, it should be configurable; either per network or per accumulator, preferably both (accu settings first, defaults to network settings if none). I want it to be configurable as much as the next guy, but adding a new interface element is com...
by Holy-Fire
Mon Jan 20, 2014 9:34 pm
Forum: Ideas and Suggestions
Topic: Accumulator priority based on charge level
Replies: 19
Views: 8435

Accumulator priority based on charge level

tl;dr: If accumulator charge level is above 50%, prefer to use accumulators. Otherwise, prefer to use steam engines. Currently, the electric network gets power from its sources in the following priority: 1. Solar panels. 2. Steam engines. 3. Accumulators. Solar > Steam makes sure no coal is wasted ...
by Holy-Fire
Mon Jan 20, 2014 5:15 pm
Forum: Balancing
Topic: Module Reballance
Replies: 48
Views: 22462

Re: Module Reballance

I'll mention some suggestions I made here : 1. Make power consumption bonus/penalty multiplicative. So if you put 2 modules each with +50% power consumption, the total consumption will be x2.25 the normal (1.5 * 1.5). If on the other hand you put one +50% power module and one -50% power, your power ...
by Holy-Fire
Sun Jan 19, 2014 11:24 am
Forum: Resolved Problems and Bugs
Topic: [0.8.8] Overlapping Roboport supply zone too yelow
Replies: 6
Views: 1795

Re: [0.8.8] Overlapping Roboport supply zone too yelow

ssilk wrote:Na, bots, too. For chests I'm not sure yet.
Chests as well. (Provider/requester/storage)
slpwnd wrote:This will be solved in the 0.9.
Cool.
by Holy-Fire
Sat Jan 18, 2014 4:58 pm
Forum: Resolved Problems and Bugs
Topic: [0.8.8] Overlapping Roboport supply zone too yelow
Replies: 6
Views: 1795

[0.8.8] Overlapping Roboport supply zone too yelow

When a roboport or logistic chest is highlighted, the supply zone is marked in yellow. If there are multiple overlapping roboports, the yellow is stronger. If there are enough roboports, the screen is so yellow hardly anything can be seen. So if I build enough roboports to power all my logistic bots...
by Holy-Fire
Mon Jan 06, 2014 12:47 pm
Forum: Balancing
Topic: Beacons need to be altered.
Replies: 29
Views: 29005

Re: Beacons need to be altered.

In addition to what I wrote above, here's another scenario which might help carry the point across: Suppose there's a long production chain which is a simple 1-to-1. You have a machine turning 1 item A to 1 item B, a machine turning 1 B into 1 C, and so on. To start, you have a machine in every leve...
by Holy-Fire
Sun Jan 05, 2014 7:06 pm
Forum: Balancing
Topic: Beacons need to be altered.
Replies: 29
Views: 29005

Re: Beacons need to be altered.

You're stating the obvious and have completely missed the point of my comments. I am stating the obvious only because you claimed it's not true: Productivity modules' effectiveness increases exponentially with the length of assembling machine chain involved. This is an optical illusion. It isn't wh...

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