Search found 354 matches
- 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...
- 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
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.
- 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...
- 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...
- 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 ...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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.
- 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...
- 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.
- 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
- 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 ...
- 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...
- 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...
- 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...
- 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).
- 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...