Search found 1669 matches
- 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...
- 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...
- 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 ...
- 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
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.It may also offend some people actually working in a chemical plant.
- 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. I like the idea of knowing what your factory is building without keeping alt-mode permanently on.
- 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...
- 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 ...
- 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...
- Tue May 07, 2019 11:57 am
- Forum: Ideas and Suggestions
- Topic: Scale worker robot speed research
- Replies: 49
- Views: 11129
- 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...
- 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 ...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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
Yes, and? It's like you HATE money! 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.
- 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...
- 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...
- 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...