Search found 309 matches
- Thu Dec 12, 2019 2:41 pm
- Forum: Gameplay Help
- Topic: Biters pathing logic
- Replies: 8
- Views: 5609
Re: Biters pathing logic
Biters will typically only ignore walls if there's a turret within shooting range and the wall isn't directly in the way. This means you still need more or less a solid line of turrets at the border, but biters are willing to take a slightly longer path. Using this fact, many players create addition...
- Tue Dec 03, 2019 9:09 pm
- Forum: Mods
- Topic: [0.17+] Randotorio
- Replies: 29
- Views: 9398
Re: [0.17+] Randotorio
It is true, Kenira's mod has the specific entities hardcoded. I looked at it a lot while extending it and modifying it for my purposes.
On another note, I tested Randotorio + Kenira's Random Recipes and the two seem to play well together out of the box.
On another note, I tested Randotorio + Kenira's Random Recipes and the two seem to play well together out of the box.
- Sun Dec 01, 2019 5:51 pm
- Forum: Mods
- Topic: [0.17+] Randotorio
- Replies: 29
- Views: 9398
Re: [0.17+] Randotorio
This is funny, last month I attempted to create a similar randomizer mod myself, based on Kenira's Random Recipes mod. I'm glad to see there's a mod that does it correctly. I'll give it a try. In making my mod, the two major issues are separating tech tiers and ensuring that you don't get circular d...
- Thu Nov 28, 2019 3:06 pm
- Forum: Modding discussion
- Topic: Removing fluid temperature - thoughts?
- Replies: 94
- Views: 30392
Re: Removing fluid temperature - thoughts?
Main issue I see is steam engines vs turbines. You need to make the difference obvious somehow. I found it to be relatively straightforward to figure out that steam is different from nuclear reactors since all the machines are different, but that would've been far from obvious if it weren't for the ...
- Wed Nov 27, 2019 1:45 am
- Forum: Gameplay Help
- Topic: Combinators problem
- Replies: 4
- Views: 1649
Re: Combinators problem
I would personally recommend these two: https://forums.factorio.com/viewtopic.php?f=18&t=14556 https://wiki.factorio.com/Tutorial:Circuit_network_cookbook Neither is amazing, but they both teach in their own nice fashion. I will add, that combinators were pretty difficult for myself to pick up o...
- Wed Nov 27, 2019 1:12 am
- Forum: Balancing
- Topic: Attacking biters with turrets makes all weapons pointless
- Replies: 233
- Views: 133506
Re: Attacking biters with turrets makes all weapons pointless
My (updated?) short thoughts on turret creep: Yes it is very powerful. Not necessarily too powerful, given how powerful turrets are meant to be as a defensive tool. The strategy of using hotkeys and going 1 + mouse left + drag then 2 + ctrl mouse right + drag is probably the strongest form and almos...
- Mon Nov 25, 2019 5:39 pm
- Forum: Minor issues
- Topic: [0.17.79] Can't empty storage tanks arrays to zero.
- Replies: 11
- Views: 2923
Re: [0.17.79] Can't empty storage tanks arrays to zero.
The only real way to empty tanks is by using pumps. Unfortunately, this doesn't work easily with your setup, because the pump has to be connected directly to the tank and any tanks connected by other means will suffer from the residual issue. You could use bots and blueprints to rebuild the tank clu...
- Sat Nov 23, 2019 1:25 am
- Forum: News
- Topic: Friday Facts #322 - New Particle system
- Replies: 58
- Views: 29631
Re: Friday Facts #322 - New Particle system
That old particle system is really wasteful and ugly design, yikes! Not that I noticed until you pointed it out. Guess it goes to show that when so many aspects are already well optimized, it's hard for even me to spot issues with existing designs. I always assumed mass nukes and so on were slow bec...
- Sat Nov 23, 2019 1:15 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Compact 200 spm (0.17)
- Replies: 6
- Views: 4684
Re: Compact 200 spm (0.17)
Thanks for all the detailed info, I appreciate it. It's interesting to hear what thought you put into everything.
- Thu Nov 21, 2019 10:52 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Compact 200 spm (0.17)
- Replies: 6
- Views: 4684
Re: Compact 200 spm (0.17)
This looks like really quite a nice design.
I notice based on the screenshot the speed modules seem to be tier 1. Is that just a peculiarity with the picture itself? If not, would you run into a lot of bottlenecks replacing them with t3 speed? Productivity is presumably all t3?
I notice based on the screenshot the speed modules seem to be tier 1. Is that just a peculiarity with the picture itself? If not, would you run into a lot of bottlenecks replacing them with t3 speed? Productivity is presumably all t3?
- Fri Nov 15, 2019 8:19 pm
- Forum: News
- Topic: Friday Facts #321 - Countdown
- Replies: 71
- Views: 35058
Re: Friday Facts #321 - Countdown
Honestly, the new cover art bothers me more than a little, but it works well artistically, and it's cohesive enough as long as no-one takes too many gameplay-specific ideas from it. It's not like the game's current cover in the Steam library represents the mechanics flawlessly either.
- Fri Nov 15, 2019 4:03 pm
- Forum: News
- Topic: Friday Facts #321 - Countdown
- Replies: 71
- Views: 35058
Re: Friday Facts #321 - Countdown
This decision is too aptly timed. "3, 2, 1", "countdown".
Glad to hear of this! You've put so much work into it, you deserve to reap the rewards of a full release, whatever exactly that will bring for Factorio.
Glad to hear of this! You've put so much work into it, you deserve to reap the rewards of a full release, whatever exactly that will bring for Factorio.
- Thu Nov 14, 2019 3:44 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Factorio Blueprint Editor
- Replies: 4
- Views: 17536
Re: Factorio Blueprint Editor
^ Copypaste BPs to your clipboard, then use ctrl+c and ctrl+v in the app to import and export.
This seems like a really handy app. The game really needs a feature like this. It'd be very impressive if you were able to add circuit networks and combinators.
This seems like a really handy app. The game really needs a feature like this. It'd be very impressive if you were able to add circuit networks and combinators.
- Wed Nov 06, 2019 10:47 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: UPS Wars 3 - Electronic Circuits
- Replies: 100
- Views: 36549
Re: UPS Wars 3 - Electronic Circuits
I was attempting to do a belt-only direct insertion build, crafting the circuits on top of the copper patches. I figured it probably wouldn't be very good but I gave it a try. I optimized a single cell and copypasted it across the patch, but I figured I wouldn't have to make it compact and tileable,...
- Wed Nov 06, 2019 9:43 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: UPS Wars 3 - Electronic Circuits
- Replies: 100
- Views: 36549
Re: UPS Wars 3 - Electronic Circuits
Well, I was going to do this, but it turns out my build would require more ore patches and I guess I would be allowed to add more, but at that point I'm just not interested enough. Probably wasn't gonna work.
- Tue Nov 05, 2019 3:34 pm
- Forum: Ideas and Suggestions
- Topic: Have pumps be able to measure throughput
- Replies: 5
- Views: 1841
Re: Have pumps be able to measure throughput
There's definitely some more to it, although I can't tell what. I made three attempts to measure 3.0k of fluid using Vegemeister's and foamy's setup and measured 2.2k, 2.0k, and 2.2k of fluid, so suffice to say, for measuring exact quantities this setup seems to be insufficient. Pumping through 25k ...
- Fri Oct 25, 2019 12:19 am
- Forum: Balancing
- Topic: Destroyer capsules
- Replies: 5
- Views: 3271
Re: Destroyer capsules
I kinda like this idea. It makes the recipies more sensible and boosts what I think are far underpowered weapons. Destroyers and distractors seem underpowered to me and I've yet to find a situation where I would want to use them. About the only thing I can think of is if you have one massive "d...
- Thu Oct 24, 2019 2:28 am
- Forum: News
- Topic: Friday Facts #317 - New pathfinding algorithm
- Replies: 70
- Views: 33068
Re: Friday Facts #317 - New pathfinding algorithm
I'm curious if the new pathfinding actually results in notably denser grouping and makes AoE weapons more viable. That's an exciting prospect since I usually find them underwhelming for their cost.
- Thu Sep 26, 2019 10:42 pm
- Forum: Gameplay Help
- Topic: 1.9k Space Science???
- Replies: 13
- Views: 4019
Re: 1.9k Space Science???
If you have efficiency modules, wouldn't you be having a slight surplus of space science packs anyway? Seems like too much for any tiny brownout bug to be the sole cause. Did the efficiency bonus somehow add up from 1900 to give 99%? Seems unlikely, even a 6% boost would give 2014 equivalent packs. ...
- Sat Sep 21, 2019 10:55 pm
- Forum: News
- Topic: Friday Facts #313 - Light at the end of the bug tunnel
- Replies: 58
- Views: 26051
Re: Friday Facts #313 - Light at the end of the bug tunnel
I really do like the diagonal landfill. Prevents some potentially bad visuals that could otherwise result from slightly misaligning grids.
Congrats on all the progress!
Congrats on all the progress!