Search found 354 matches

by leadraven
Sat Mar 23, 2019 9:51 am
Forum: Off topic
Topic: Satisfactory - 3D Factorio?
Replies: 69
Views: 57845

Re: Satisfactory - 3D Factorio?

It's similar to Factorio, in 3D. Satisfactory has a very limited scale. You can't build something truly big from a first person perspective. Also, as I know, map is handmade. The main difference in factory design is absence of inserters, belts are coming directly through assemblers (like in real li...
by leadraven
Fri Mar 22, 2019 10:13 pm
Forum: Balancing
Topic: Balancing of Capacities of Containers
Replies: 67
Views: 32416

Re: Nerf chest capacity

Good argument is for example possibility to build large production plants automatically. I can put things to provider chests, set up roboports, let bots work and after an hour or two they have built for example complete iron smelting unit with capacity of million plates in hour including railyards,...
by leadraven
Fri Mar 22, 2019 2:30 pm
Forum: Modding help
Topic: 0.17 Resource generation
Replies: 10
Views: 2805

Re: 0.17 Resource generation

I think it's because the spot-noise uses the same seeds for all resources. (seed0 = map seed, seed1 = 100), and doesn't make use of the resource name/order to seed the generation, so all spots will be on the same locations for each resource. Actually, resource_autoplace_settings uses id in some lin...
by leadraven
Fri Mar 22, 2019 2:25 pm
Forum: Balancing
Topic: Balancing of Capacities of Containers
Replies: 67
Views: 32416

Re: Nerf chest capacity

But most people don't play that way, which is why it shouldn't be that way in Vanilla. Imagine that since earliest versions of the game chests have low capacity (4-6-8, for example). And on the forum someone suggested to increase it 6 times (to current values). Would you support such a proposal? Or...
by leadraven
Fri Mar 22, 2019 1:23 pm
Forum: Balancing
Topic: Balancing of Capacities of Containers
Replies: 67
Views: 32416

Re: Nerf chest capacity

Hannu wrote:
Fri Mar 22, 2019 1:14 pm
Why you try to prevent others play with style they like because you feel it "wrong"?
Following your logic, let's just enable God-mode in vanilla. It fits perfectly into your arguments. Infinite chest for everyone! Why not?! Just don't use it if you don't want to.
by leadraven
Fri Mar 22, 2019 12:10 pm
Forum: Balancing
Topic: Balancing of Capacities of Containers
Replies: 67
Views: 32416

Re: Nerf chest capacity

from a gameplay perspective I don't think it matters. As I said, my main point is that "vanilla feels like a mod with huge chests". Nobody actually needs it. The only real use for huge chests is to manually move huge amounts of crafting materials. And that is a wrong behavior. Moving item...
by leadraven
Fri Mar 22, 2019 9:14 am
Forum: Balancing
Topic: Burner fuel values
Replies: 17
Views: 3898

Re: Burner fuel values

thereaverofdarkness wrote:
Fri Mar 22, 2019 9:02 am
Wow, sounds very cool. Thanks for sharing your experience.
by leadraven
Fri Mar 22, 2019 8:31 am
Forum: Balancing
Topic: Burner fuel values
Replies: 17
Views: 3898

Re: Burner fuel values

If you were to divide by 4 all the burn values, you'd have to devote 20% of your energy production to produce the energy needed for your factory. Yes, I also noticed this problem. It can be avoided by doubling coal mining speed. But, is it really a problem? Initial technologies are supposed to have...
by leadraven
Thu Mar 21, 2019 9:26 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1616
Views: 410762

Re: Simple Questions and Short Answers

Tekillaa wrote:
Thu Mar 21, 2019 7:10 pm
Hi, Landfill create a normal floor 100% speed, brick is 130% and concrete 140% so the behaviour is normal to go from 100% to 140%
No-no-no. Why concrete is placed on top of landfill, but replaces bricks?
by leadraven
Thu Mar 21, 2019 4:55 pm
Forum: General discussion
Topic: Lategame mining options are lacking
Replies: 129
Views: 32913

Re: Lategame mining options are lacking

We were talking about multiple mining outposts, that means late-game (automated satellites, modules mass-production etc). Replacing steel furnaces with electric ones in-place is insanity. They have absolutely different layouts. I replac burner smelter with railroad terminal, placing electric smelter...
by leadraven
Thu Mar 21, 2019 12:52 pm
Forum: Ideas and Requests For Mods
Topic: [Mod request] Exploding Chest.
Replies: 7
Views: 2052

Re: [Mod request] Exploding Chest.

Infinity-chest is your friend.
by leadraven
Thu Mar 21, 2019 12:30 pm
Forum: General discussion
Topic: .17 coal power ratios
Replies: 26
Views: 8103

Re: .17 coal power ratios

mrvn wrote:
Thu Mar 21, 2019 12:23 pm
So are boilers really cheaper? One time cost for the tanks vs. constant cost for the extra power.
What do you mean? Boilers do not waste any energy.
And usually belts are long enough to be sufficient buffer. Moreover if you deliver fuel by train.
by leadraven
Thu Mar 21, 2019 12:17 pm
Forum: Balancing
Topic: Burner fuel values
Replies: 17
Views: 3898

Re: Burner fuel values

I tend to switch out of burner power generation pretty early. Only 72MW coal power and even that goes into backup mode as soon as I get solar panels and accumulators. After that I only burn coal in furnaces. The issue is more that you don't need to rely on coal power for long Solar power has it's o...
by leadraven
Thu Mar 21, 2019 12:05 pm
Forum: Off topic
Topic: How to build a Dyson Sphere
Replies: 15
Views: 10450

Re: How to build a Dyson Sphere

Yeah, it's a nice channel. Except cases when they get into politics... As I know, idea of a Dyson sphere is older then videogames . :) Actually, any source of power is limited. Sun is just the largest currently available, and the only sufficient for interstellar flights. Read also about ringworlds. ...
by leadraven
Thu Mar 21, 2019 11:34 am
Forum: Balancing
Topic: Burner fuel values
Replies: 17
Views: 3898

Re: Burner fuel values

It's very hard to make the game balanced both for "normal" (pre-oil) play, "advanced" (post-oil) play, and 10k Sci/min "megabases", t(h)read carefully ! Together we are smart, we can try! Moreover, both cases are unbalanced in the same way. Issue : if coal fuel value w...
by leadraven
Thu Mar 21, 2019 11:32 am
Forum: Ideas and Suggestions
Topic: Mining drill ore selection
Replies: 25
Views: 9069

Re: [0.17.x] Choosable electric miner resource

I'm using splitters.
But an option to choose... Also choose recipe in furnace!
by leadraven
Thu Mar 21, 2019 10:39 am
Forum: Ideas and Suggestions
Topic: Tunnel or bridges for trains
Replies: 112
Views: 36571

Re: Tunnel or bridges for trains

Tunnels/Bridges will increase rail network throughput greatly. Too greatly. Rail network will become too powerful. Currently it has at least some limits, and also it is an awesome puzzle.
by leadraven
Thu Mar 21, 2019 10:32 am
Forum: Balancing
Topic: Burner fuel values
Replies: 17
Views: 3898

Burner fuel values

Hello, factorians! I'm thinking about one more balancing nerf, but first I'd like to hear opinions of more experienced players. I didn't practice megabasing a lot, but in common games both coal and oil are used in crafting significantly more then for burning, even with burner-only power production. ...
by leadraven
Thu Mar 21, 2019 10:01 am
Forum: General discussion
Topic: .17 coal power ratios
Replies: 26
Views: 8103

Re: .17 coal power ratios

I'm also not a fan of perfect ratios. In fact I tend to use an excess of power generation relative to fuel anyway. Why: demand spike accommodation. Factory power demand tends to fluctuate, the fuel and water entering the poweplant has to meet the average demand, but the generation wattage has to me...
by leadraven
Thu Mar 21, 2019 9:16 am
Forum: Ideas and Suggestions
Topic: Sulfur concrete
Replies: 6
Views: 2226

Re: Sulfur concrete

Okey, let's talk more specific. Recipes, technologies, dependencies. In the reality, sulfur concrete is an alternative branch. By this logic, recipe must be ore+brick+sulfur. But I think linear progression of concrete quality is better from the game perspective. How to insert sulfur concrete into cu...

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