Search found 202 matches

by MEOWMI
Sat May 29, 2021 6:27 am
Forum: Maps and Scenarios
Topic: The Dark Fortress
Replies: 9
Views: 1532

Re: The Dark Fortress

This sounds like a fascinating concept. I'll see if I can give it a try soon. This is probably something that's even better if you go in blind, so I'll try to do that as well. Edit: I do get a lot of removed entities (bottleneck stoplight, vehicle miner...), recipes and items when starting it up. Is...
by MEOWMI
Thu May 27, 2021 8:27 pm
Forum: General discussion
Topic: Can there ever be a full 3D rendered Factorio?
Replies: 14
Views: 1855

Re: Can there ever be a full 3D rendered Factorio?

You have to do incredible amounts of optimization to get a 3D game that looks great and runs great. Other similar games, like Dyson Sphere Program, sort of gets around part of this by having small, spherical planets so you don't have to render all the graphics at once, but that wouldn't work for Fac...
by MEOWMI
Thu May 27, 2021 7:42 pm
Forum: Energy Production
Topic: 2x2 easy nuclear with self-regulation, no bots
Replies: 2
Views: 508

Re: 2x2 easy nuclear with self-regulation, no bots

Feels a bit excessive on the steam storage, but otherwise it seems like quite a cute, neat build. Might add it to my repertoire.
by MEOWMI
Thu May 27, 2021 7:04 pm
Forum: Technical Help
Topic: Steam Sync fucks internet connection
Replies: 10
Views: 3854

Re: Steam Sync fucks internet connection

Saves can sometimes go up to like 100 megabytes, which could take quite a long time to upload to Steam cloud on a slower connection, especially with the autosaves. My biggest worlds are around 80 MB, for some reason the tower defense scenario saves are reaching 200 MB. I've disabled Steam sync since...
by MEOWMI
Wed May 12, 2021 11:59 am
Forum: Gameplay Help
Topic: Red train signal set by circuit only has 1000 penalty?
Replies: 10
Views: 771

Re: Red train signal set by circuit only has 1000 penalty?

I cannot simply disable stations with circuits to work around this. That was my initial approach actually, but it causes the problem that if all stops are disabled, the train will simply skip the station, effectively running around in circles pointlessly because no other stations exist to stop it. ...
by MEOWMI
Mon May 10, 2021 11:38 pm
Forum: Gameplay Help
Topic: Red train signal set by circuit only has 1000 penalty?
Replies: 10
Views: 771

Re: Red train signal set by circuit only has 1000 penalty?

I've been testing adding extra red signals and it's a huge hassle to add it to everything if your stations don't have the exact same rail shape at the entrance. The chained signals require multiple different circuit conditions as well... I cannot simply disable stations with circuits to work around ...
by MEOWMI
Mon May 10, 2021 7:35 pm
Forum: Gameplay Help
Topic: Red train signal set by circuit only has 1000 penalty?
Replies: 10
Views: 771

Red train signal set by circuit only has 1000 penalty?

I finally encountered this problem when using trains. So, as we know, When [a] rail block is guarded by a rail signal set to red by the circuit network -> Add a [path finding] penalty of 1000. Why is this penalty only 1000 again? Wouldn't you almost always want for a red-signaled path to be extremel...
by MEOWMI
Fri Apr 16, 2021 10:53 pm
Forum: Ideas and Suggestions
Topic: Make biter aiming harder to trick
Replies: 10
Views: 723

Re: Make biter aiming harder to trick

The old projectiles were homing ("perfect hit") and back then you only had a very narrow window to dodge them by outrunning them, only accessible if you were really fast. They probably did away with them for a reason. Not to mention the current spit pools are so boderline overpowered that ...
by MEOWMI
Mon Mar 22, 2021 1:55 am
Forum: Gameplay Help
Topic: Isolated power networks and laser sentry turrets
Replies: 4
Views: 517

Re: Isolated power networks and laser sentry turrets

I played around with 0 drain laser walls for a bit a while ago, based on https://forums.factorio.com/viewtopic.php?f=193&t=69537 by Qon, and made a few changes myself, but the gist is, afaik, that the accumulator will drain yes and you need a way to maintain a certain charge level on it. Qon's s...
by MEOWMI
Sat Mar 06, 2021 9:54 pm
Forum: Gameplay Help
Topic: Fluid System - multiples
Replies: 13
Views: 1218

Re: Fluid System - multiples

Connect pumps directly to tanks and the difference in pump speed will be tremendous (provided the pump has enough fluid flowing to it to even pump). The two main rules with flow rates and tanks are: place a pump directly before the tank and directly after the tank. Otherwise the pipe connection betw...
by MEOWMI
Mon Feb 22, 2021 9:54 pm
Forum: Off topic
Topic: Dyson Sphere Program
Replies: 38
Views: 10201

Re: Dyson Sphere Program

Well that was a good 60-70 hours playthrough to finish the primary goal. I stand by my original post, though I wanted to note that I may have been lucky with my spawns, I'm not sure. To answer some questions: For example, while you get many of Factorio's power armor features for free at the start an...
by MEOWMI
Mon Feb 22, 2021 5:10 pm
Forum: Show your Creations
Topic: Space Exploration Nauvis Mall
Replies: 9
Views: 5880

Re: Space Exploration Nauvis Mall

Looks pretty neat. Mine ended up being huge because I made almost everything from plates at-site and it didn't even have everything (and I later expanded it into specialized production for motors and so on).
by MEOWMI
Fri Feb 19, 2021 2:19 pm
Forum: Off topic
Topic: Dyson Sphere Program
Replies: 38
Views: 10201

Re: Dyson Sphere Program

I think it's a great game. Worth trying unless you're really offput by it for some reason. It plays a bit differently, but obviously there are a lot of similarities to Factorio. To me it seems clear the creators were very inspired by Satisfactory - whether you see that as good or bad - but it sort o...
by MEOWMI
Tue Feb 02, 2021 3:17 pm
Forum: Ideas and Suggestions
Topic: New infinite research
Replies: 20
Views: 1438

Re: New infinite research

I think these could all be viable and it's a concept I've been thinking about too. Research productivity and inventory size can be tricky to implement well, but the rest are pretty straightforward. I also thought about things like structure (wall?) HP, belt speed, but I never tried these since they ...
by MEOWMI
Tue Feb 02, 2021 3:01 pm
Forum: General discussion
Topic: Poll for strategies to power your equipment grid
Replies: 24
Views: 2280

Re: Poll for strategies to power your equipment grid

I would have a hard time saying the system's design is perfect, but it is good. Unless you exclude things like "diversify options." As for solar, I use it when I can't yet get PFR. If I can get PFR it is essentially always better. That is its whole design principle. Oh, on a related note f...
by MEOWMI
Sun Jan 31, 2021 8:54 am
Forum: Ideas and Suggestions
Topic: Menuing
Replies: 6
Views: 445

Re: Menuing

Crafting menu tabs I guess?
by MEOWMI
Sun Jan 31, 2021 8:51 am
Forum: Balancing
Topic: Acid pool stack
Replies: 21
Views: 1728

Re: Acid pool stack

^ The only thing that makes acid pools worse is their poor visibility in terrain!
by MEOWMI
Fri Jan 29, 2021 4:54 am
Forum: Balancing
Topic: Nerf the Portable Fusion Reactor?
Replies: 82
Views: 6330

Re: Nerf the Portable Fusion Reactor?

I alluded to this item (or was going to) in another discussion about armor grid size. The engineer is a very unique piece in the factory, and as part of the game balance and fun, he has to be given extra strengths. One concession on that front (a right one I think) is the inclusion of this no-mainte...
by MEOWMI
Mon Jan 25, 2021 6:13 pm
Forum: General discussion
Topic: The thing that bothers me since game start
Replies: 28
Views: 4003

Re: The thing that bothers me since game start

Here's a worse one: The belts move without any source of power.

It's just done that way to make the game more fun.
by MEOWMI
Mon Jan 25, 2021 8:56 am
Forum: Balancing
Topic: Spidertron grid size
Replies: 15
Views: 1914

Re: Spidertron grid size

It would be super strong if it was bigger, almost certainly overpowered. Also, the player is supposed to be stronger than a spidertron in many ways. The engineer is by far most important thing in the factory so the higher tier equipment should match that design principle as well, and one aspect wher...

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