Search found 168 matches
- 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.
- 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...
- 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.
- 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...
- 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.
- 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...
- Wed Jan 29, 2014 6:30 pm
- Forum: Implemented Suggestions
- Topic: Fast replace of modules
- Replies: 4
- Views: 2834
Re: Fast replace of modules
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.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.
- 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 ...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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 ...
- 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 ...
- 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
Chests as well. (Provider/requester/storage)ssilk wrote:Na, bots, too. For chests I'm not sure yet.
Cool.slpwnd wrote:This will be solved in the 0.9.
- 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...
- 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...
- 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...