Search found 107 matches
- Wed Jul 31, 2019 6:12 pm
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 158836
Re: Friday Facts #305 - The Oil Changes
Trains are by far more complicated to setup in a normal to a big factory. You need to learn chained signal, deadlocks, etc. If you want to rebuild you train track it will take a lot more than place your tanks elsewhere. Your just need a pump for that... And no in-game tutorials whatsoever can help y...
- Wed Jul 31, 2019 4:58 pm
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 158836
Re: Friday Facts #305 - The Oil Changes
I think it could be good to have a little pool like: First question : Are you good with Basic Oil tech changes ? (only Basic oil recipe) * Yes * No, but I have propositions * No * I don't know, let's see what happens Second question : Are you good with recipe changes ? (except Basic Oil, considering...
- Tue Jul 30, 2019 9:11 pm
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 158836
Re: Friday Facts #305 - The Oil Changes
Sure, having two outputs presents the "multiple outputs can block" early on, while not reducing the amount of things you need to do/worry about almost at all. Basic oil processing can still get stuck and that way it feels unsustainable, and the player just wants to rush advanced oil proce...
- Sun Jul 28, 2019 2:09 pm
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 158836
Re: Friday Facts #305 - The Oil Changes
I like the idea of changing how oil is produced : I always thought that Advanced Oil was not mandatory at all, since the gain is pretty thin and you can transform coal into whatever you need (and there's a lot of unused Coal in every map). Removing all of other input is ok. But you need to add signi...
- Fri Jul 19, 2019 6:13 pm
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 120373
Re: Friday Facts #304 - Small bugs; Big changes
Quick question, because I don't remember start a new map very frequently, I saw that Gun turret damage research disappeared.
As the wiki is stated it as been archived : https://wiki.factorio.com/Gun_turret_damage_(research)
Question : since which version ? can't find it ...
As the wiki is stated it as been archived : https://wiki.factorio.com/Gun_turret_damage_(research)
Question : since which version ? can't find it ...
- Fri May 17, 2019 8:39 pm
- Forum: News
- Topic: Friday Facts #295 - New design for the chemical plant
- Replies: 77
- Views: 23052
Re: Friday Facts #295 - New design for the chemical plant
Very nice looking !
And you should keep the coloring, because it pushes the player to be Eco-sensitive, or if he don't want that, he have to move his chemical plant elsewhere.
And you should keep the coloring, because it pushes the player to be Eco-sensitive, or if he don't want that, he have to move his chemical plant elsewhere.
- Wed Apr 24, 2019 6:52 pm
- Forum: Energy Production
- Topic: Tileable exchanger setup for 2xN reactor
- Replies: 8
- Views: 2527
Re: Tileable exchanger setup for 2xN reactor
It's not tileable at all since you don't include 2 parameters : If you add 4 reactors, the gain from proximity is not taken in account, so you lost many energy You didn't add Turbines which in an 8 core scenario would need around 194 Turbines for 112 Heat exchanger Plus, you use to many lost copper...
- Wed Apr 24, 2019 6:16 pm
- Forum: Energy Production
- Topic: Tileable exchanger setup for 2xN reactor
- Replies: 8
- Views: 2527
Re: Tileable exchanger setup for 2xN reactor
It's not tileable at all since you don't include 2 parameters : If you add 4 reactors, the gain from proximity is not taken in account, so you lost many energy You didn't add Turbines which in an 8 core scenario would need around 194 Turbines for 112 Heat exchanger Plus, you use to many lost copper ...
- Thu Apr 04, 2019 6:43 pm
- Forum: Balancing
- Topic: Blue science pack take too long!
- Replies: 3
- Views: 1408
Re: Blue science pack take too long!
Agree.
I have like :
5 Red
7 green
15 blue
5 purple
2 yellow but with massive beacons boost
I've just launched the rocket on a new game 0.17
I think your first suggestion is quite good.
I have like :
5 Red
7 green
15 blue
5 purple
2 yellow but with massive beacons boost
I've just launched the rocket on a new game 0.17
I think your first suggestion is quite good.
- Wed Apr 03, 2019 7:00 pm
- Forum: Balancing
- Topic: blue and yellow assembler are worse than grey
- Replies: 42
- Views: 8032
Re: blue and yellow assembler are worse than grey
An efficiency beacon costs 480kW at all times to stay active. In order for it to be effective it needs to reduce the cost of production by at least 480kW. An eff3 reduces energy demand by 60% of the base, or half of that strength when in a beacon. 1 / 30% eff, *480kW power => You need to cover 1.6M...
- Tue Apr 02, 2019 8:18 pm
- Forum: Balancing
- Topic: blue and yellow assembler are worse than grey
- Replies: 42
- Views: 8032
Re: blue and yellow assembler are worse than grey
Speaking of assemblers, anyone has done math about beacons ? Like is it better to have 6 AM3 with max beacons and SM3 (+ 500% speed if I remember well @max), or to have 36 assemblers ? If you put 16 SM3s (in 8 beacons) touching an AM3 (with 4 PM3s in it) you get good results for the power you spend...
- Tue Apr 02, 2019 6:27 pm
- Forum: Balancing
- Topic: blue and yellow assembler are worse than grey
- Replies: 42
- Views: 8032
Re: blue and yellow assembler are worse than grey
Speaking of assemblers, anyone has done math about beacons ? Like is it better to have 6 AM3 with max beacons and SM3 (+ 500% speed if I remember well @max), or to have 36 assemblers ? And does adding beacons with EM2 or EM3 (but less beacons) help, because it needs to eliminate 480kW at least ? (fo...
- Mon Apr 01, 2019 8:33 pm
- Forum: Ideas and Suggestions
- Topic: Slight reduction of rocket launch animation time
- Replies: 29
- Views: 5580
Re: Slight reduction time of the rocket launch animation
First time I read your post, I was : "??meh, what is he talking about, you can easily output infinite science pack under a minute and you can fill a rocket within a minute or so and max it out with stack inserters" I'm not a "SPM" guy, more a "it's ready when it's ready"...
- Tue Mar 26, 2019 8:58 pm
- Forum: Balancing
- Topic: A Deeper Look into Combat Robotics
- Replies: 37
- Views: 10141
Re: A Deeper Look into Combat Robotics
Built it, try it for the achievement, but it's useless and ineffective.
It's a factory setup I don't, and will not use.
Worse in 0.17
It's a factory setup I don't, and will not use.
Worse in 0.17
- Tue Mar 26, 2019 8:55 pm
- Forum: Balancing
- Topic: Kovarex Energy Price
- Replies: 17
- Views: 3034
Re: Kovarex Energy Price
Why? Nuclear's not even that good compared to solar anyway. No need to make it even worse. Doesn't make sense either. Centrifuges aren't energy intensive buildings. I think it's more complicated than that : - at start it's full Steam - then mix a bit of solar (but it's costly) until you have a need...
- Mon Mar 25, 2019 6:50 pm
- Forum: Balancing
- Topic: Kovarex Energy Price
- Replies: 17
- Views: 3034
Re: Kovarex Energy Price
We already discussed a lot on the matter, and here is some of my ideas : viewtopic.php?f=16&t=64575&start=20#p396566
This is still far from making it fair, but it's doing something.
This is still far from making it fair, but it's doing something.
- Sun Mar 17, 2019 11:02 pm
- Forum: Balancing
- Topic: productivity 1 speed penalty is too harsh
- Replies: 10
- Views: 1922
Re: productivity 1 speed penalty is too harsh
Tier 1 productivity module needs around 250 plates produced by electric furnace to be refunded, meanwhile a tier 3 PM needs 5k500 plates produced to be refunded. So it's not "free 6%" per module, since you need a lot more to produce a tier 3 PM. Here is the math for building Tier 3 product...
- Sun Mar 17, 2019 6:16 pm
- Forum: Pending
- Topic: [0.17.x] No more research queue
- Replies: 11
- Views: 2679
Re: [0.17.x] No more research queue
Thank you, I think in beta testing, while starting a new map, it's checked by default (I didn't change anythinng other than humidity and cliffs).
It must have change in a early change. I'll re-check every patch note.
See for your eyes :
It must have change in a early change. I'll re-check every patch note.
See for your eyes :
- Sun Mar 17, 2019 5:40 pm
- Forum: Pending
- Topic: [0.17.x] No more research queue
- Replies: 11
- Views: 2679
[0.17.x] No more research queue
Hello ! I don't really know if it's a bug or not, since i'm normally able to a queue once I launched a rocket (according to 0.17 patch note), but my new game in 0.17 always allowed me to queue research since the beginning. But since 0.17.13 or 0.17.14, I'm not sure when, I can't have a research queu...
- Thu Mar 14, 2019 7:56 pm
- Forum: Balancing
- Topic: blue and yellow assembler are worse than grey
- Replies: 42
- Views: 8032
Re: blue and yellow assembler are worse than grey
your balancing problem doesn't include many variables ... and first of, modules as said before. For example all my science pack are produced by lvl 3 assemblers with 4 productivity modules, so I can have up to 40% science pack. Combined with item needed with productivity modules and research labs wi...