Search found 401 matches

by Theikkru
Mon May 06, 2019 1:15 am
Forum: Ideas and Suggestions
Topic: Scale worker robot speed research
Replies: 49
Views: 13297

Re: Scale worker robot speed research

That'd be neat if roboports prioritized fast bots to keep the charging ports working as fast as possible. If by "fast bots" you mean ones that haven't drained completely, I don't know if that's really necessary, since that would only apply if some bots already ran out of power. The only p...
by Theikkru
Sun May 05, 2019 11:57 pm
Forum: Ideas and Suggestions
Topic: Scale worker robot speed research
Replies: 49
Views: 13297

Re: Scale worker robot speed research

Since the deadlock issue appears to be a thing, I'm going to assume that roboports use a first-come-first-serve rule to recharge bots. This is because the premise of deadlocks being caused by speed research is that bots that would, without the research, still be en-route to the roboport make it to t...
by Theikkru
Sun May 05, 2019 9:34 pm
Forum: Ideas and Suggestions
Topic: [0.17.x] Delete redundant (cleared) Blueprints
Replies: 6
Views: 2122

Re: [0.17.x] Delete redundant (cleared) Blueprints

+1. I run into this problem when updating multiple blueprints to newer versions (e.g. optimizing rail system blueprints). It struck me as odd that blueprints are so hard to get rid of. If someone takes issue with the suggestion above, I think an alternative would be for Shift+Right Click to trash a ...
by Theikkru
Sun May 05, 2019 8:36 pm
Forum: Balancing
Topic: Solar panels less of a no-brainer
Replies: 378
Views: 212575

Re: Solar panels less of a no-brainer

+1 to title; I feel like in its current state solar power is too rewarding for the amount of effort it takes, and I like the bad weather / solar eclipse idea to introduce some unreliability. Making solar itself more complex could be interesting, but implementation would be tricky. Either way, I feel...
by Theikkru
Sun May 05, 2019 3:06 am
Forum: Ideas and Suggestions
Topic: Sense/detect/count biters/enemies for circuits somehow
Replies: 10
Views: 4242

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

Sounds about right, I'll check it out. (Still would like to see it in vanilla though.)
by Theikkru
Sat May 04, 2019 6:51 pm
Forum: Ideas and Suggestions
Topic: Sense/detect/count biters/enemies for circuits somehow
Replies: 10
Views: 4242

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

Oh my god of course I used the only words that no one else did in my search "biter enemies sense" orz.



......I'm chalking it up to my title being the clearest....
by Theikkru
Sat May 04, 2019 6:23 pm
Forum: Ideas and Suggestions
Topic: Sense/detect/count biters/enemies for circuits somehow
Replies: 10
Views: 4242

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

I honestly don't care what the specific detecting device is; I was just using turrets and radars as examples, since they are military buildings that one would expect to have that capability. Assuming it WERE turrets with that capability, the answer to "why leave unloaded/unpowered" is effi...
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: 4242

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: 7384

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: 7384

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: 7384

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: 7384

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: 4242

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: 139
Views: 46775

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: 4242

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: 61192

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: 15109

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: 15109

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: 61192

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: 5485

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.

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