Search found 99 matches

by mudcrabempire
Sat Aug 03, 2019 5:21 pm
Forum: General discussion
Topic: Are Bitters unnecessary?
Replies: 56
Views: 9954

Re: Are Bitters unnecessary?

As far as I see it, the purpose of biters is to add complexity and challenge to the game. Think about it: Factorio is inherently a game without goal or purpose. Mine resources to build stuff to mine more resources to [infinite loop]. So the whole point is to make that infinite loop fun and interesti...
by mudcrabempire
Sat Jul 27, 2019 6:22 pm
Forum: Gameplay Help
Topic: Getting item stuck in cursor
Replies: 11
Views: 991

Getting item stuck in cursor

I don't know what update it was, but there was an update, some time ago that made your inventory reserve a space whenever you take something out of it, so you can always put it back and free your cursor. It's not foolproof though, I just found a way to still get stuck with a full inventory and a ful...
by mudcrabempire
Thu Jul 25, 2019 1:00 pm
Forum: Balancing
Topic: Balance of Marathon Death world
Replies: 32
Views: 4135

Re: Balance of Marathon Death world

From my experience (which is from 1.6 so it doesn't include the new pollution mechanics, but the basics should be the same): -Everything that reduces pollution (as mentioned already, but you can't stress this enough). --Special mention to efficiency modules. Put them in everything with a slot. Espec...
by mudcrabempire
Tue Jul 23, 2019 2:15 pm
Forum: Ideas and Suggestions
Topic: Remove flamethrower ammo from the game
Replies: 17
Views: 1457

Re: Remove flamethrower ammo from the game

While I would support flamethrower turrets and handheld/vehicle flamethrowers to be more similar in ammo usage (turrets use 3 liquid/s while flamethrower ammo costs 100 liquid and 5 steel bars per second), remember that fluids are essentially a free and infinite resource. Therefore anything based so...
by mudcrabempire
Sat Jul 13, 2019 6:01 am
Forum: Ideas and Suggestions
Topic: You won't like but here's what would fix fluids:
Replies: 31
Views: 1841

Re: You won't like but here's what would fix fluids:

I don't think they're being used to make up for a deficiency. Pumps are actually used irl for the exact same purpose as they're being used in game. This is far from an "arbitrary" requirement. And anyway, what would happen to pumps in an instant flow system? If they're not needed for pump...
by mudcrabempire
Thu Jul 11, 2019 12:59 am
Forum: Ideas and Suggestions
Topic: You won't like but here's what would fix fluids:
Replies: 31
Views: 1841

Re: You won't like but here's what would fix fluids:

Hmm, it has the charm of a problem being solved with a sledgehammer (solving problems with a sledgehammer does have some charm). Pros: -It would work -Perfomance and easy to code -I probably wouldn't be able to tell the difference Cons: -I've never built anything large, there may be large-scale effe...
by mudcrabempire
Thu Jul 11, 2019 12:07 am
Forum: Balancing
Topic: turret rework
Replies: 16
Views: 2615

Re: turret rework

So, I made a mod for testing these settings and they pretty much do what I want them to. I did notice an issue with perfect aim for flamethrower turrets: If the turrets aim to where the biters will be, they often shoot to a point very close to themselves (since the biters are running at them). This ...
by mudcrabempire
Wed Jul 10, 2019 9:54 pm
Forum: Ideas and Suggestions
Topic: Database of Replays for Machine Learning
Replies: 12
Views: 1031

Re: Database of Replays for Machine Learning

The amount of data needed for machine learning is huge . If I remember correctly, the Dota2 bot developed by OpenAI is processing millions of games per day . And more data is almost always better (you still have to do quality control). So we are talking here about amounts of data where "manuall...
by mudcrabempire
Mon Jul 08, 2019 6:21 am
Forum: Ideas and Suggestions
Topic: Adding redprints and greenprints prints to blueprint library
Replies: 13
Views: 1386

Re: Planners: allow saving upgrade/deconstruction planners to the blueprint library

I can't possibly be the only person to think this. :) You aren't. When I started using the new planners I totally tried putting them in my library, fully expecting it to work. I'm not using them so often, so it's not a big problem for me, but I can relate. It feels like you should be able to do it.
by mudcrabempire
Thu Jul 04, 2019 6:10 am
Forum: Balancing
Topic: turret rework
Replies: 16
Views: 2615

Re: turret rework

I found another issue with the multiple-turrets approach: Whatever turrets you choose, you need to keep your research up-to-date. In a difficult scenario you can afford to keep two turret types up-to-date at most, one of them necessarily being the flamethrower turret. So you play mono-turret plus so...
by mudcrabempire
Tue Jul 02, 2019 4:44 pm
Forum: Balancing
Topic: A couple of complaints about the Tank
Replies: 13
Views: 2266

Re: A couple of complaints about the Tank

The tank is strong while there are no big biters/spitters/worms. The tank is usefull after the early game, once you have a decent factory factorizing things and you want to do some large-scale territory clearing/expansion. Players with some experience playing in default mode can reach the tank and f...
by mudcrabempire
Tue Jul 02, 2019 3:39 pm
Forum: Balancing
Topic: Shotgun is embarrassingly bad right now
Replies: 77
Views: 16814

Re: Shotgun is embarrassingly bad right now

As far as I can tell, the shotgun and upgrades are not meant to be good in the long run. Its a weapon you get early, abuse it as long as you can and then ditch it once you get better options. The main strength of the shotgun is it's extremely good damage/resource ratio (provided all pellets hit). So...
by mudcrabempire
Mon Jun 24, 2019 7:30 pm
Forum: Balancing
Topic: turret rework
Replies: 16
Views: 2615

Re: turret rework

I don't mind it being solvable. It should be. I just thought maybe one could make the solution more interesting. I'm playing around with the modding stuff currently. Did the adjustions to the existing turrets and gave robots fire immunity, but I have yet to properly test it. Funnily enough, once I s...
by mudcrabempire
Sat Jun 22, 2019 11:57 pm
Forum: Balancing
Topic: turret rework
Replies: 16
Views: 2615

Re: turret rework

Well, my original motivation for writing this post was, that I played deathworld marathon to the point where I basically "won" the arms/evolution race and where just idly shooting rockets into space/expanding my territory. My strategy was gun turrets early, with minimal upgrades, barely ev...
by mudcrabempire
Sat Jun 22, 2019 7:23 pm
Forum: Balancing
Topic: turret rework
Replies: 16
Views: 2615

Re: turret rework

Actually when big and behemoth spitters start kicking in in high numbers, gun turrets alone really suffer from their limited range. Pairing each gun turret with a flamethrower turret really makes the difference in my experience. The fire aoe just soaks through all the spitters while gun turrets can...
by mudcrabempire
Wed Jun 19, 2019 11:14 pm
Forum: Balancing
Topic: Biter AI pathing makes game too easy.
Replies: 21
Views: 3968

Re: Biter AI pathing makes game too easy.

There is no reason why those creatures should have an innate sense of strategy. They may act instinctly, and their instinct can't have prepared them for you, an unpredictable external element to their environment that popped out of nowhere. From what I know, most animals instinctively make use of t...
by mudcrabempire
Wed Jun 19, 2019 10:48 pm
Forum: Balancing
Topic: turret rework
Replies: 16
Views: 2615

Re: turret rework

Huh. You're right. I never did the numbers on gun turret vs laser turret. I still think that gun turrets are ill-suited to the late-game, due to their low health and range and I still think that my points above are worth considering. But thank you for pointing this out to me. PS: Added a bit of text...
by mudcrabempire
Wed Jun 19, 2019 7:50 pm
Forum: Balancing
Topic: Biter AI pathing makes game too easy.
Replies: 21
Views: 3968

Re: Biter AI pathing makes game too easy.

I understand why you want smarter biters, but I'm not sure this would be fun. A very smart biters swarm could target strategic electric poles or intentionally block trains to destroy them, which can make the game very frustrating. This is not the kind of difficulty the game want to offer. I think t...
by mudcrabempire
Wed Jun 19, 2019 6:01 pm
Forum: Balancing
Topic: turret rework
Replies: 16
Views: 2615

turret rework

Note: Since I've changed my opinion quite a bit, I've decided to update my suggestion. The original post is further below. Gun turret: Gun turrets have good damage, when kept up-to-date with upgrades and ammunition, but they suffer from their low health and range. A small increase to the range (to ...
by mudcrabempire
Wed Jun 19, 2019 4:18 pm
Forum: Ideas and Suggestions
Topic: 0.17 Laser turret shooting speed
Replies: 10
Views: 1062

Re: 0.17 Laser turret shooting speed

This is wrong on so many levels. As far as I can tell, your arguments are good. But I still stand by mine and I could elaborate upon it, to which you could most likely also respond, at which point 5 other people could easily join the discussion with equally good arguments. Should be fun but we shou...

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