Search found 1669 matches

by bobucles
Fri May 31, 2019 8:53 pm
Forum: News
Topic: Friday Facts #297 - New resource icons
Replies: 125
Views: 51738

Re: Friday Facts #297 - New resource icons

Pure speculation: Smooth animations for arbitrary angles. Example: with single degree precision you couldn't rotate 90° over 60 ticks smoothly. Then your smallest unit isn't tiny enough. A good 64 bit integer can map every millimeter from the core of the sun out to Pluto and an ordinary clock has 4...
by bobucles
Fri May 31, 2019 12:03 pm
Forum: Balancing
Topic: Solar panels less of a no-brainer
Replies: 378
Views: 196231

Re: Solar panels less of a no-brainer

Weather really make zero difference. It simply shifts the balance a bit towards more accumulators and makes the math harder. So the blueprint on the internet will simply have more accumultors and people still just place them with no brain. A single day without solar power means you need colossal en...
by bobucles
Sat May 25, 2019 5:09 pm
Forum: Balancing
Topic: A Deeper Look into Combat Robotics
Replies: 37
Views: 16181

Re: A Deeper Look into Combat Robotics

Why let the PLD attack enemies anyway? Remove the attack portion, have it shoot down biter acid (maybe tank shells/rockets too) and now it's an actual DEFENSE. Without PLDs melting everything in their path, combat robots can fill in as the player assist they're meant to be. Plus a point defense PLD ...
by bobucles
Tue May 21, 2019 12:18 pm
Forum: News
Topic: Friday Facts #295 - New design for the chemical plant
Replies: 77
Views: 34545

Re: Friday Facts #295 - New design for the chemical plant

It may also offend some people actually working in a chemical plant.
Placing opinions in other people's mouths is certainly more offensive. Don't assume outrage out of a video game, that's a job for XBox live kids.
by bobucles
Sat May 18, 2019 10:56 pm
Forum: News
Topic: Friday Facts #295 - New design for the chemical plant
Replies: 77
Views: 34545

Re: Friday Facts #295 - New design for the chemical plant

Just looking at the new chem plant gave me sympathetic lung cancer. :lol: I like the idea of knowing what your factory is building without keeping alt-mode permanently on.
by bobucles
Mon May 13, 2019 9:46 pm
Forum: General discussion
Topic: Eco-friendly gameplay: Is it even theoretically possible in Factorio?
Replies: 18
Views: 8919

Re: Eco-friendly gameplay: Is it even theoretically possible in Factorio?

I haven't played with pollution reducing modules in a while. The reduce how much pollution per kW a structure produces. Last I remember they had the same 20% cap as eco modules, and the benefits multiply with eco to give .2*.2 = 4% pollution output. That's as close to 0 as you will need for any norm...
by bobucles
Sun May 12, 2019 6:22 pm
Forum: General discussion
Topic: Eco-friendly gameplay: Is it even theoretically possible in Factorio?
Replies: 18
Views: 8919

Re: Eco-friendly gameplay: Is it even theoretically possible in Factorio?

All buildings stop polluting when they have stalled. So there's no need to pull the plug on your miners. They'll stop well enough, just don't go too crazy on buffer storage. Eco modules are your biggest early game bang for the buck when it comes to reducing pollution. They will clean up miners, and ...
by bobucles
Sun May 12, 2019 12:06 pm
Forum: Ideas and Suggestions
Topic: Scale worker robot speed research
Replies: 49
Views: 11129

Re: Scale worker robot speed research

Buffing the charge rate will dramatically change the average logistic behavior of the roboport. That will change base layouts, as a few upgraded robos will be able to handle the same logistic demands as many low tier versions. It'd be the same thing if belts had a speed upgrade. Bot speed doesn't do...
by bobucles
Tue May 07, 2019 11:57 am
Forum: Ideas and Suggestions
Topic: Scale worker robot speed research
Replies: 49
Views: 11129

Re: Scale worker robot speed research

Chao wrote:
Mon May 06, 2019 11:48 pm
My preferred alternative, though some may still think it's too much of a buff as it will improve through put. Have the roboport generate a low level wireless charging area.
A constantly active AoE aura effect is anything but O(1).
by bobucles
Mon May 06, 2019 10:12 pm
Forum: Balancing
Topic: Make defense require more resources
Replies: 5
Views: 2773

Re: Make defense require more resources

I don't think what OP is asking for is possible within current mechanics. The biggest spawning factor for biters is when pollution touches nests, and bases can have over a 10 fold swing in pollution output. A prod3 beacon base pumps out heaps of pollution, while a solar/eff1 cloud barely reaches out...
by bobucles
Mon May 06, 2019 1:29 pm
Forum: Ideas and Suggestions
Topic: Scale worker robot speed research
Replies: 49
Views: 11129

Re: Scale worker robot speed research

The practical problem to be addressed is the case where a large number of robots arrive at a roboport in a random order with different levels of charge. ... ... In short, lowest charge first is a try hard, fail fast order, whereas highest charge first fails gradually over a wide range of workloads ...
by bobucles
Mon May 06, 2019 1:04 pm
Forum: Ideas and Suggestions
Topic: Major uranium ore sink
Replies: 19
Views: 5413

Re: Major uranium ore sink

Uranium exists to be a supreme energy option and a viable source of permanent power in the post game. If it ran out it would not be a very effective post game resource! Uranium ammo is a nice way to burn through uranium, but the biggest problem is it becomes obsolete against artillery shells. So why...
by bobucles
Mon May 06, 2019 12:55 am
Forum: Ideas and Suggestions
Topic: Scale worker robot speed research
Replies: 49
Views: 11129

Re: Scale worker robot speed research

The solution to this problem is actually quite simple: change queueing rules at roboports such that the robots are prioritized by level of discharge. That way, the order of arrival becomes irrelevant, and bots arriving at the port with their last gasp would only clog up the queue if there were enou...
by bobucles
Sun May 05, 2019 7:50 pm
Forum: Ideas and Suggestions
Topic: Scale worker robot speed research
Replies: 49
Views: 11129

Re: Scale worker robot speed research

There is a sweet spot where so many robots are dispatched concurrently, that the combined idle drain, waiting for the recharge prior to going to sleep, exceeds the available charging rate That's not the sweet spot. That's not even a real thing. Idle drain is not enough to overwhelm roboport recharg...
by bobucles
Sun May 05, 2019 12:10 pm
Forum: Ideas and Suggestions
Topic: Scale worker robot speed research
Replies: 49
Views: 11129

Re: Scale worker robot speed research

We already went over this math many times. Bots pay energy for every tile they cover so even if they go faster, they need more energy to do it. The limit on pure item motion ultimately depends on how much energy the bots can get. If you want more powerful flying logistics then the traits to modify a...
by bobucles
Sat May 04, 2019 1:46 pm
Forum: Ideas and Suggestions
Topic: Major uranium ore sink
Replies: 19
Views: 5413

Re: Major uranium ore sink

I'm pretty sure the satellite is being phased out as a win condition, so only launching the rocket matters. That means the sat can have all sorts of wacky construction requirements. Uranium is a good thing to add, since nuclear energy cores are a pretty common feature of satellites. At least for the...
by bobucles
Sat May 04, 2019 1:02 pm
Forum: News
Topic: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan
Replies: 124
Views: 55343

Re: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan

Klonan wrote:
Sat May 04, 2019 11:55 am
[memes][/memes]
Yes, and? It's like you HATE money! :lol: There absolutely is a market for the casual, incremental, financially illiterate great whale. But it's a rocky, soulless road that starts with biter beach episode DLC.

The REAL loot crates are blueprints tho.
by bobucles
Fri May 03, 2019 10:24 pm
Forum: News
Topic: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan
Replies: 124
Views: 55343

Re: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan

Factorio is about building factories. The best way to advertise that is to show some factories! Everything from spaghetti, green bases and rocket farms to trains, crazy circuit builds and comfy BBQ. There is an incredible scale between small and large that other games simply don't have, and an enorm...
by bobucles
Thu May 02, 2019 2:35 pm
Forum: Balancing
Topic: Slow start is annoying / Get rid of some basic research
Replies: 7
Views: 4290

Re: Slow start is annoying / Get rid of some basic research

I wouldn't mind an accelerated start that gave players some starting resources and gave most of the red tier. Assemblers, weapons1 and logistics1 seems like a good mess of starting tech, and a handful of assemblers/belts/burners and an initial source of energy is enough stuff to start construction r...
by bobucles
Sat Apr 27, 2019 12:28 pm
Forum: Balancing
Topic: Later science should be much harder to process
Replies: 11
Views: 4976

Re: Later science should be much harder to process

Currently research can't take much more energy because the base lab consumption is merely 60kW at all points in the game. In early red/green tier there's nothing wrong with 60kW, but later on you can process all flavors of science at +250% speed and it still takes 60kW. There are several potential a...

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