Search found 178 matches

by Nemoricus
Sat Oct 29, 2016 3:03 am
Forum: General discussion
Topic: Establishing a Perimeter
Replies: 8
Views: 3112

Re: Establishing a Perimeter

Biters migrate from existing bases to new positions. So, since the interior is clean, it will remain clean forever more.
by Nemoricus
Fri Oct 28, 2016 6:23 pm
Forum: News
Topic: Friday Facts #162 - Theme Art Again
Replies: 173
Views: 63343

Re: Friday Facts #162 - Theme Art Again

I agree with the removal of the alien artifacts, but I definitely want the Biters to STAY around. KEEP THE BITERS. They add a sense of challenge and fun to the game. I think the biters need to be improved with: more types/variety more progression (more levels of difficulty, might be somewhat relate...
by Nemoricus
Thu Oct 27, 2016 9:55 pm
Forum: News
Topic: Friday Facts #161 - Infinite Research and Blueprint Library
Replies: 105
Views: 50050

Re: Friday Facts #161 - Infinite Research and Blueprint Library

On infinite research...I'm generally against the idea. It's true that it's a resource sink, and the game does need more of those, but anything like bullet damage and such has effects on combat balance, potentially making it entirely trivial after a while. What I'd prefer to see are more scoring item...
by Nemoricus
Thu Oct 27, 2016 9:48 pm
Forum: Balancing
Topic: Crafting speed too high?
Replies: 9
Views: 3258

Re: Crafting speed too high?

(Preface: all of this applies before blueprints are used) All of the inserters craft nearly instantly. With a mod like HandyHands, there really is no need to make an inserter production chain for building. Also, a single assembly plant 2 assembler can sustain building for a good long while. Maybe t...
by Nemoricus
Wed Oct 26, 2016 3:54 am
Forum: News
Topic: Friday Facts #161 - Infinite Research and Blueprint Library
Replies: 105
Views: 50050

Re: Friday Facts #161 - Infinite Research and Blueprint Library

I'm not sure I'd necessarily agree with more powerful radar. Having used the Big Brother mod, I've discovered that revealing too much territory can play havoc with the biter expansion behaviour. What could stand to changed is the random nature of the scanning. Right now, on an already-scanned area,...
by Nemoricus
Mon Oct 24, 2016 5:45 pm
Forum: News
Topic: Friday Facts #159 - Research revolution
Replies: 248
Views: 104132

Re: Friday Facts #159 - Research revolution

Are the new science pack recipes set in stone? I ask this because the High Tech science pack puzzles me. It already has 3 PUs which contain a total of 240 copper cables and a speed module which contains 49 copper cables, then you have to add another 30 additional copper cables. Is that just to have...
by Nemoricus
Mon Oct 17, 2016 2:31 pm
Forum: Ideas and Suggestions
Topic: Add Train-Logistics
Replies: 47
Views: 28215

Re: Add Train-Logistics

I like the idea of logistics trains. The only thing I'd like to add is the idea of telling the whole train that it's an iron train, or a copper plate train, or an electric/advanced circuit train. Setting each stack filter in every wagon sounds like it would be very tedious.
by Nemoricus
Wed Oct 12, 2016 6:28 pm
Forum: This Forum
Topic: Anyway to increase the 10 posts per page display?
Replies: 11
Views: 3891

Re: Anyway to increase the 10 posts per page display?

Hm. What does Klonan say? I suppose it doesn't hurt to see more pages... this is 2016 after all... I will look at maybe increasing it to 20, depending on what the server statistic shows for the last couple months I'm curious about why this is a server setting, rather than a user configurable settin...
by Nemoricus
Mon Aug 29, 2016 4:43 am
Forum: Not a bug
Topic: [Pending] [Oxyd] 2-stage Manual Crafting
Replies: 5
Views: 2068

Re: [Pending] [Oxyd] 2-stage Manual Crafting

This is one of those situations where two different sets of behaviors can be both expected and desirable. For example, if I want to make 20 inserters and 20 long-handed inserters, the current behavior means that I can be reasonably sure that I'll end up with both, rather than the later long handed i...
by Nemoricus
Thu Aug 04, 2016 7:37 pm
Forum: Ideas and Suggestions
Topic: Auto research queue
Replies: 32
Views: 10258

Re: Auto research queue

To clarify, it's not about automatically researching all technologies. It's about automatically queuing the prerequisite technologies for one particular technology. If I want, say, Automation 2, I'd like to be able to tell the game to research that, and if I don't have Electronics, it will automatic...
by Nemoricus
Thu Aug 04, 2016 12:20 pm
Forum: Ideas and Suggestions
Topic: Auto research queue
Replies: 32
Views: 10258

Auto research queue

Since Factorio can read a tech tree and display, it seems reasonable to me that you should also be able to select a late tech, and have the game automatically queue all unresearched prerequisites. For example, if you wanted to research Follower Robot Count 5 and only researched up to Follower Robot ...
by Nemoricus
Thu Jul 14, 2016 3:03 pm
Forum: Not a bug
Topic: [0.13.8] Placing concrete opens entities
Replies: 5
Views: 1849

Re: [0.13.8] Placing concrete opens entities

If that's the case, should the concrete also be placed? It seems to me that only one of two things should happen. Either 1) the concrete is placed, or 2) the GUI is opened. The fact that both happens seems odd.
by Nemoricus
Mon Jun 13, 2016 7:30 pm
Forum: General discussion
Topic: Why do inserters prefer far side of the belt?
Replies: 9
Views: 6708

Re: Why do inserters prefer far side of the belt?

If you watch inserters taking items from a belt that's using both lanes, you'll see that an inserter takes a little longer to grab an item from the near side of the belt. This is because it needs to retract a little to reach those items. Now, I don't know if they were designed that way for a reason,...
by Nemoricus
Fri May 20, 2016 6:52 pm
Forum: News
Topic: Friday Facts #137 - The release scarecrow
Replies: 197
Views: 71230

Re: Friday Facts #137 - The release scarecrow

Regular inserters also have a niche in this system, for those situations where throughput doesn't matter and you have power.
by Nemoricus
Mon May 09, 2016 8:42 pm
Forum: News
Topic: Friday Facts #137 - The release scarecrow
Replies: 197
Views: 71230

Re: Friday Facts #137 - The release scarecrow

Out of curiosity, what happens when a rapid inserter tries to move items that have a stack size less the inserter's stack bonus? Like, say, roboports? Will it move when it has a full stack of roboports, or will it wait until it has as many roboports as its stack size will allow? Also, what happens w...
by Nemoricus
Sat Apr 09, 2016 3:34 am
Forum: News
Topic: Friday Facts #133 - The train struggle
Replies: 175
Views: 73411

Re: Friday Facts #133 - The train struggle

I don't envy the dev team the challenges of making the trains the same length in both directions. Whatever solution they come up with is still going to be a compromise... And to be honest, I much prefer the loader. It has clear uses in high throughput situations, while not being useful for loading o...
by Nemoricus
Sat Mar 26, 2016 2:52 am
Forum: News
Topic: Friday Facts #131 - Roadmap shuffle
Replies: 114
Views: 56419

Re: Friday Facts #131 - Roadmap shuffle

I like a lot of what I've read in this update, but there's one thing I'm curious about. Will trains be able to make decisions about which stations to visit without the player having to manually assign all of them? IE, if I want my trains to ship iron, can I tell them to visit stations that have a su...
by Nemoricus
Mon Mar 21, 2016 7:54 am
Forum: Gameplay Help
Topic: Robots fill far away storage chests?
Replies: 9
Views: 7937

Re: Robots fill far away storage chests?

I would like a system like that for which roboport is used if a robot wants to recharge - distance and already waiting robots will be taken into account. How about the same for storage chest? Item will be stored in chests which already contain some of the item type, but only if they are not too far...
by Nemoricus
Mon Mar 07, 2016 12:46 pm
Forum: News
Topic: Friday Facts #128 - Back down to earth
Replies: 422
Views: 203885

Re: Friday Facts #128 - Back down to earth

I find the degree of controversy around loaders and unloaders to be interesting, given that I see a lot of differences between them and inserters that make each distinct in usage. Now, there are some assumptions that I'm making about how they'll work: They can only load/unload from chests and maybe ...
by Nemoricus
Thu Dec 17, 2015 11:50 am
Forum: General discussion
Topic: Train car length changes depending on orientation?
Replies: 95
Views: 45155

Re: Train car length changes depending on orientation?

The latter causes the trains to look awkwardly stupid no matter how much one fiddles around with the sprites taken from the game. To solve the problem first the x and y axis have to be made identical and then the z-axis scaling matched to the one of everything else. That should actually fix the not...

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