Search found 354 matches

by Theikkru
Sat May 04, 2019 5:30 pm
Forum: Ideas and Suggestions
Topic: Sense/detect/count biters/enemies for circuits somehow
Replies: 10
Views: 3525

Re: Sense/detect/count biters/enemies for circuits somehow

I should clarify: by "slow and unreliable", I mean from a circuit control perspective, in that other things I may want to prevent (like the turrets shooting) may or must happen before the alert signal comes in, not that it takes any arbitrary length of time to happen (though that may be th...
by Theikkru
Sat May 04, 2019 5:07 pm
Forum: Ideas and Suggestions
Topic: It can also be used to mine any kind of path, said no-one ever
Replies: 34
Views: 6548

Re: It can also be used to mine any kind of path

Deadlock989 wrote:
Sat May 04, 2019 4:52 pm
[Google]
I see no reason a game community or developers cannot define terminology with definitions or syntax local to the game. It happens all the time.
by Theikkru
Sat May 04, 2019 5:03 pm
Forum: Ideas and Suggestions
Topic: It can also be used to mine any kind of path, said no-one ever
Replies: 34
Views: 6548

Re: It can also be used to mine any kind of path

In Factorio, internal/external consistency is especially relevant because mods are so integral to the game experience, and modders are exposed to internal terms on a regular basis, so the internal ones better be consistent with external ones or modders and players that use them wouldn't be able to t...
by Theikkru
Sat May 04, 2019 4:45 pm
Forum: Ideas and Suggestions
Topic: It can also be used to mine any kind of path, said no-one ever
Replies: 34
Views: 6548

Re: It can also be used to mine any kind of path

Um... in that article they talk about how they want to make things MORE consistent, i.e. the game-speak. Case in point, the last FFF talked about the recent change of a lot of internal references from "player" to "character" to make things more consistent (despite the breaking of...
by Theikkru
Sat May 04, 2019 4:37 pm
Forum: Ideas and Suggestions
Topic: It can also be used to mine any kind of path, said no-one ever
Replies: 34
Views: 6548

Re: It can also be used to mine any kind of path

"Mining" isn't just about consistency, it also represents the "mining" bar that appears whenever you go to "mine" something, and why the process is not instantaneous like bot-mediated deconstruction is. The terminology "tile" and "path" is also very ...
by Theikkru
Sat May 04, 2019 3:59 pm
Forum: Ideas and Suggestions
Topic: Sense/detect/count biters/enemies for circuits somehow
Replies: 10
Views: 3525

Re: Sense/detect/count biters/enemies for circuits somehow

See: counting turret ammo use is slow and unreliable. My main point here is I want something that will work without having to shoot. What if I don't want to (or can't) kill the enemy or enemies immediately? On another note, I don't use lasers, and that's not compatible with the "Raining Bullets...
by Theikkru
Sat May 04, 2019 3:48 pm
Forum: Ideas and Suggestions
Topic: Roboports should output missing materials to circuit network / Roboports emit signals with missing blueprint items
Replies: 135
Views: 41120

Re: Roboports should output missing materials to circuit network

+1. Intricacies of internal implementation aside, it feels like a gross oversight that logistics networks can fulfill construction requests, but somehow cannot report how many remain unfulfilled within their range. As for the "why bother", I'd like to add that an important distinction betw...
by Theikkru
Sat May 04, 2019 3:05 pm
Forum: Ideas and Suggestions
Topic: Sense/detect/count biters/enemies for circuits somehow
Replies: 10
Views: 3525

Sense/detect/count biters/enemies for circuits somehow

I'd just like some way of directly detecting biters/enemies for circuit control purposes, since that would open up some interesting new ways to control a base (e.g. suspend rail/bot traffic, raise gates, conversely summon train to squash intruders, summon resupply train to outpost upon attack, adjus...
by Theikkru
Sat May 04, 2019 2:17 pm
Forum: News
Topic: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan
Replies: 124
Views: 55857

Re: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan

http://i.imgur.com/WmGOgX6.jpg Well played. On that note, I agree that your existing userbase is worth tapping alongside any attempted market expansion, since that is precisely the (increasingly rare) luxury afforded developers who cultivate a loyal following; some quality physical merchandise coul...
by Theikkru
Sat May 04, 2019 1:36 pm
Forum: Balancing
Topic: Early massive biter attack
Replies: 27
Views: 13928

Re: Early massive biter attack

I think the game would make much more sense if evolution was driven by pollution *reaching* the nests and nests destroyed, without the current increases from "produced even if it does not reach nests" and "time passed". I like this insomuch as it's logical and consistent, but fr...
by Theikkru
Fri May 03, 2019 10:54 pm
Forum: Balancing
Topic: Early massive biter attack
Replies: 27
Views: 13928

Re: Early massive biter attack

Efficiency modules seem to do a pretty spectacular job in the longer term.
by Theikkru
Fri May 03, 2019 6:21 pm
Forum: News
Topic: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan
Replies: 124
Views: 55857

Re: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan

A couple that haven't been suggested yet: A showcase video of something ridiculously complicated (think Sandstorm or FactoRayO) but starting with a montage of its construction that begins zoomed in at 1× speed so that people who don't know how Factorio works can grasp the level of complexity...and t...
by Theikkru
Fri May 03, 2019 4:33 pm
Forum: Balancing
Topic: Later science should be much harder to process
Replies: 11
Views: 5007

Re: Later science should be much harder to process

What about just nerfing the research speed upgrades (and their costs)? If the bonuses went 10%,15%,20%,25%,30%,30% then things would start to look quite different at the top end.
by Theikkru
Fri May 03, 2019 4:20 pm
Forum: Balancing
Topic: Blue science pack take too long!
Replies: 3
Views: 2270

Re: Blue science pack take too long!

I think the automation and logistics packs are in a good place right now, especially considering that automation needs to be hand-crafted early on, so I wouldn't mess with those. Allow me to suggest 5/5,6/6,14/7,14/7,24/8,27/9
by Theikkru
Fri May 03, 2019 3:43 pm
Forum: Balancing
Topic: Early massive biter attack
Replies: 27
Views: 13928

Re: Early massive biter attack

Pretty sure this is just the game/devs teaching you that wanton pollution will be punished. The way I see it, either you take things a bit slower and manage your pollution, or you race for military expansion and pay the price in ammunition. I've also found that terrain (desert vs. grasslands) makes ...
by Theikkru
Fri May 03, 2019 3:28 pm
Forum: Balancing
Topic: A couple of complaints about the Tank
Replies: 13
Views: 5452

Re: A couple of complaints about the Tank

Gotta ++ this. I especially like the idea of braking force applying to the tank/car; not only does it appropriately gate useful functionality, it also adds flavor to a research that is rather 1-dimensional at the moment, and considered useless by many (not including me). The turret rotation has been...
by Theikkru
Fri May 03, 2019 2:43 pm
Forum: Outdated/Not implemented
Topic: Suggestion to change Whitelist/Blacklist terms
Replies: 57
Views: 16368

Re: Suggestion to change Whitelist/Blacklist terms

+1 to the "racist connotations argument is hogwash" camp. Let me point out that in Asian culture the exact opposite is true, with white being associated with lying, deceit, and malevolence, while black reflects honesty and integrity. Nonetheless, in neither culture do people get confused a...
by Theikkru
Fri May 03, 2019 11:11 am
Forum: Balancing
Topic: blue and yellow assembler are worse than grey
Replies: 42
Views: 13672

Re: blue and yellow assembler are worse than grey

As a member of the highly endangered Eco-Factorian subspecies I thought I'd post some statistics from my perspective, where priority goes to per-craft-minute (i.e. 1 minute of crafting at crafting rate 1) pollution, energy consumption, and productivity in that order. Listed below are the pollution a...
by Theikkru
Wed May 01, 2019 12:22 pm
Forum: Energy Production
Topic: Tileable exchanger setup for 2xN reactor
Replies: 8
Views: 4089

Re: Tileable exchanger setup for 2xN reactor

Have you tried overlapping the blueprint when you tile it horizontally? I have a hunch that you could shave off a column or two of heat pipe between exchanger columns without stifling the heat flow (though it would mess with the alignment with the reactors).
by Theikkru
Wed May 01, 2019 11:24 am
Forum: General discussion
Topic: Chest type for assembler output. What do you use and why?
Replies: 24
Views: 8128

Re: Chest type for assembler output. What do you use and why?

[...]the logistics system will pull any red belt out of storage and supply the blue belt machine with it in preference to making new red belts, all while still having red belt available for logistics requests. Not quite accurate. The red belts in the buffer will only be available for player and con...

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