Search found 401 matches
- 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...
- 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...
- 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 ...
- 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...
- 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.)
- 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....
......I'm chalking it up to my title being the clearest....
- 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...
- 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...
- 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
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: 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...
- 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...
- 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 ...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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.
- 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...
- 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.