Search found 432 matches
- Wed Nov 11, 2020 7:58 pm
- Forum: Ideas and Suggestions
- Topic: Powered logic devices (combinators, inserters, etc.) should behave consistently under low power
- Replies: 68
- Views: 14645
Re: Powered logic devices (combinators, inserters, etc.) should behave consistently under low power
What 'depth' does fixing this remove? The depth in combinators is in their logic, and for that depth to be genuinely explored it needs to behave in a deterministic and predictable way. I'm going to stop you right there. Factorio is literally deterministic. If it weren't then multiplayer would not w...
- Wed Nov 11, 2020 9:30 am
- Forum: Ideas and Suggestions
- Topic: Powered logic devices (combinators, inserters, etc.) should behave consistently under low power
- Replies: 68
- Views: 14645
Re: Powered logic devices (combinators, inserters, etc.) should behave consistently under low power
I think this would take away some nice details and a lot of depth for playing with combinators What 'depth' does fixing this remove? The depth in combinators is in their logic, and for that depth to be genuinely explored it needs to behave in a deterministic and predictable way. I won't say nobody ...
- Tue Nov 10, 2020 9:57 pm
- Forum: Ideas and Suggestions
- Topic: Powered logic devices (combinators, inserters, etc.) should behave consistently under low power
- Replies: 68
- Views: 14645
Re: Powered logic devices (combinators, inserters, etc.) should behave consistently under low power
It's inconsistency among logic devices even when powered at the same level.
- Tue Nov 10, 2020 8:23 pm
- Forum: General discussion
- Topic: Help! We are running out of bug reports!
- Replies: 13
- Views: 5207
Re: Help! We are running out of bug reports!
This.AmericanPatriot wrote: ↑Sat Nov 07, 2020 7:32 amthere are lots of "wont fix" and "minor issues" they can work on.
- Tue Nov 10, 2020 8:19 pm
- Forum: Ideas and Suggestions
- Topic: Powered logic devices (combinators, inserters, etc.) should behave consistently under low power
- Replies: 68
- Views: 14645
Re: Powered logic devices (combinators, inserters, etc.) should behave consistently under low power
I'm with ikkru here; a problem being present doesn't mean it's an interesting addition, even to a problem solving game. I'm not super fond of 'oh well it's something for the player to solve, that makes it interesting' as an answer to inconsistent or unexpected behaviours; it's right up there with di...
- Tue Nov 10, 2020 2:39 am
- Forum: Ideas and Suggestions
- Topic: Nuclear Thermal Furnaces
- Replies: 3
- Views: 1554
Re: Nuclear Thermal Furnaces
T''heck with UPS, give me neat synergies like this one!
- Tue Nov 10, 2020 2:36 am
- Forum: Ideas and Suggestions
- Topic: Text plates
- Replies: 46
- Views: 9323
Re: Text plates
I'd love an implementation in vanilla somehow because the mod is just so handy for labelling stuff. Sure, there's the map, too, and that's nice, but I like the physicality. One possibility, that could avoid the monospacing issue, would be to have specific sizes of entity -- 1x5, 2x10, etc -- which y...
- Tue Nov 10, 2020 2:31 am
- Forum: Ideas and Suggestions
- Topic: Powered logic devices (combinators, inserters, etc.) should behave consistently under low power
- Replies: 68
- Views: 14645
Re: Powered logic devices (combinators, inserters, etc.) should behave consistently under low power
[...]There are ways to prepare backup power via steam engines or steam turbines that only kick in once accumulator charge is low.[...] The irony is, I encountered this problem when trying to design this very thing; the logic for my nuclear setup was behaving strangely when I tried to boot it up (an...
- Mon Nov 09, 2020 8:50 am
- Forum: Show your Creations
- Topic: Lube-Only-Production
- Replies: 24
- Views: 17520
Re: Lube-Only-Production
... And of course there's no waste at all in a single-product petroleum gas plant. There's a Chance i didnt get it, but petroleum from advanced oil plus cracking yields more per crude oil than Basic oil. That's what i call wasteful for Basic oil. On the other Hand it needs more space and pipes. And...
- Sun Nov 08, 2020 10:15 pm
- Forum: Show your Creations
- Topic: Lube-Only-Production
- Replies: 24
- Views: 17520
Re: Lube-Only-Production
Single-product refineries are significantly easier to balance out than multi-product ones, and easier to tile, generally. :cry: and boring and wasteful. Not wasteful, especially. There's a little bit of overhead for rocket fuel, since some of the solid fuel is coming from petroleum gas instead of p...
- Sun Nov 08, 2020 10:14 am
- Forum: Show your Creations
- Topic: Lube-Only-Production
- Replies: 24
- Views: 17520
Re: Lube-Only-Production
My own preference is to reserve oil purely for petroleum gas and rocket fuel, and make lubricant from coal (which is the least-used ore on the map once you transition away from boiler power). Excess LO/petroleum gas from the lubricant chain is then fed back into the boilers for the liquefication. Ex...
- Fri Nov 06, 2020 8:40 am
- Forum: Combinator Creations
- Topic: Using one turbine to control an arbitrarily large number of nuclear reactors
- Replies: 15
- Views: 7593
Re: Using one turbine to control an arbitrarily large number of nuclear reactors
Very clever, I'm definitely going to use this trick. I have a few notes about it I'd like to share. Your blueprints don't include the actual mechanism for resetting the memory cell. I don't see why the flow meter and memory cell shouldn't already be connected in a single blueprint. During the time ...
- Thu Aug 13, 2020 5:25 pm
- Forum: Balancing
- Topic: Productivity module balance
- Replies: 27
- Views: 9259
Re: Productivity module balance
Well.... again, not quite. Mechanically the problem with just increasing the speed penalty is that you still get the synergistic effects. In fact you make adding beacons and speed modules even more necessary to make prod modules worthwhile. And while you don't get the absolute increase on silos goi...
- Tue Aug 11, 2020 7:31 pm
- Forum: Ideas and Suggestions
- Topic: Power Switch with meter
- Replies: 5
- Views: 1291
Re: Power Switch with meter
The information exists -- you can read it off power poles -- so being able to read from some entity the supply and demand for the connected electrical grids ought to be possible . There's some issues, though, that I can see. First, using a power switch means you're overloading the circuit toggle, so...
- Tue Aug 11, 2020 5:48 pm
- Forum: Balancing
- Topic: Productivity module balance
- Replies: 27
- Views: 9259
Re: Productivity module balance
So, for example, say we're working with gears. Two belts of iron in, 1.4 belts of gears out in either scenario. But: To get those 1.4 belts, with the current productivity setup, you need 22.5 crafting speed (aggregated among the assemblers). To get it with my proposed change, you'd need 40% more --...
- Tue Aug 11, 2020 4:19 pm
- Forum: Gameplay Help
- Topic: Entity tier list for UPS
- Replies: 35
- Views: 7489
Re: Entity tier list for UPS
The reason why blocking the input/output of assemblers puts them to sleep is because the assemblers will register with the fluid box or inserter to be told when the blockage is resolved. Why couldn't power switches (or rather electrical networks) have that same "register" capability? The ...
- Tue Aug 11, 2020 4:08 am
- Forum: Balancing
- Topic: Productivity module balance
- Replies: 27
- Views: 9259
Re: Productivity module balance
That's an interesting idea. Using P. Mods would then require some system for filtering out and recycling the extra inputs, right? (I'm assuming they are "produced" by the machine along with the product) Maybe. I'd be more inclined to simply add the items to the assembler/whatever's input ...
- Tue Aug 11, 2020 1:34 am
- Forum: Ideas and Suggestions
- Topic: Changing behavior of logistic network with items lower than 100% condition
- Replies: 10
- Views: 1844
Re: Changing behavior of logistic network with items lower than 100% condition
It's especially screwy because while a machine won't accept a damaged item, an inserter will happily try to add one to it -- a behaviour that jams the inserters in a fashion that can't occur in any other setup. I've had it hit with both belts and walls and it's a real pain to actually track the caus...
- Tue Aug 11, 2020 1:17 am
- Forum: Balancing
- Topic: Productivity module balance
- Replies: 27
- Views: 9259
Re: Productivity module balance
Yeah, but you can't really easily alter that without fundamentally altering the mechanics. As long as the speed penalties and bonuses are additive and productivity modules give you extra outputs, it's going to work out that way. Actually if the speed penalty from P. Modules was bumped back up to 20...
- Mon Aug 10, 2020 11:39 pm
- Forum: Balancing
- Topic: Productivity module balance
- Replies: 27
- Views: 9259
Re: Productivity module balance
*mentions example with 20 beacons with speed module 3s* *complains that only productivity modules are ever used* Haha, funny, but that's not really what I'm saying. What I'm saying is that it doesn't make sense that removing a (speed-reducing) productivity module and replacing it with a (speed-incr...