Search found 1669 matches

by bobucles
Mon Mar 28, 2016 3:41 pm
Forum: Ideas and Suggestions
Topic: Two separate accumulator types: normal and emergency backup
Replies: 20
Views: 8135

Re: Two separate accumulator types: normal and emergency backup

This won't be a big problem in 0.13, you can use the power switch reading from an accumulator to automatically trigger steam engines to turn online when the storage capacity drops below some number This is basically what players are looking for. Some just don't want to run steam engines at all unti...
by bobucles
Mon Mar 28, 2016 3:30 pm
Forum: Balancing
Topic: Accumulators are too cheap
Replies: 65
Views: 40033

Re: Accumulators are too cheap

IMO accumulatorss should self-discharge quickly (faster then day-night) so you use them to cover energy spikes and use other solutions to power your base (or store power) through dark hours. Night hours are very short. Like 4-6 hours of pure night. An accumulator needs to drain completely in about ...
by bobucles
Mon Mar 28, 2016 3:15 pm
Forum: Balancing
Topic: Solar panels less of a no-brainer
Replies: 378
Views: 197491

Re: Solar panels less of a no-brainer

FYI lossy power transmission will only BUFF solar panels. Why?

You can build solar panels anywhere, even next to the energy consumers.

You can not build steam power anywhere, especially on a "spawn zone water only" map.

Stop buffing solar panels guys.
by bobucles
Thu Mar 24, 2016 11:51 pm
Forum: Balancing
Topic: Pump-jacks make way too much pollution
Replies: 20
Views: 9036

Re: Pump-jacks make way too much pollution

There's a neat trick that will reduce your pollution by 100% and it only hurts your oil production by 0.1

Just remove the pumpjack.
by bobucles
Thu Mar 24, 2016 11:07 pm
Forum: Frequently Suggested / Link Collections
Topic: Poll: Should belts use energy (and Offshore Pumps etc...)
Replies: 67
Views: 33341

Re: Poll: Should belts use energy (and Offshore Pumps etc...)

What if going above the "default" yellow speed used power? Now belts always have a minimum speed, but to get the higher tier stuff rolling you need a power network that is already pretty well established at that tier. The only individual piece that probably should use power is the splitter...
by bobucles
Thu Mar 24, 2016 10:10 pm
Forum: Ideas and Suggestions
Topic: Have 2-3 separate Evolution Factors, use the highest
Replies: 7
Views: 1765

Re: Have 2-3 separate Evolution Factors, use the highest

this can cause less experienced players to paint themselves into a corner, e.g. by too aggressively attacking Nests. So instead of being backed into a corner one way, the player can do it 3 different ways? Keep in mind that 3 split evolution factors have to grow 3 times as quickly to match the curr...
by bobucles
Tue Mar 22, 2016 12:59 am
Forum: Balancing
Topic: Supression of the size shift of electric furnaces
Replies: 86
Views: 61310

Re: Supression of the size shift of electric furnaces

What's the problem here? Just make a system where you remove the coal belt of the old setup and pack in electric furnaces for the new setup. Or build a different network.

Electric furnaces are NOT mandatory. You can run a plenty successful factory on steel.
by bobucles
Mon Mar 21, 2016 4:41 pm
Forum: Balancing
Topic: Camping spawners as opposed to killing them
Replies: 11
Views: 6343

Re: Camping spawners as opposed to killing them

building crap around spawners so they can't spawn anything.
That's truly fiendish. You win Factorio.
by bobucles
Sat Mar 19, 2016 5:06 pm
Forum: Ideas and Suggestions
Topic: Conveyor belts optional using electricity
Replies: 60
Views: 22344

Re: Conveyor belts optional using electricity

- The fact that 2 side to side radars double their range
Wait really? Twice the radius, as in 4 times the area?
by bobucles
Sat Mar 19, 2016 5:01 pm
Forum: Balancing
Topic: Overpowered strategies
Replies: 43
Views: 21321

Re: Overpowered strategies

Literally the only reason accumulators exist is to allow laser turrets to function. Players using accumulators to run infinite overnight energy is an unavoidable side effect of this. Give lasers their own ammo, and the energy spike goes away. The player no longer needs accumulators to partake in bas...
by bobucles
Sat Mar 19, 2016 11:38 am
Forum: News
Topic: Friday Facts #130 - Steam release side effects
Replies: 30
Views: 43762

Re: Friday Facts #130 - Steam release side effects

I think it'd be a good idea to take advantage of those scenario packs to teach more advanced concepts. Stuff like belts, bots and trains can be tricky to start out, but they can get into crazy levels of complexity. If a player had a playpen map where things like train stops, intersections and line b...
by bobucles
Fri Mar 18, 2016 1:04 am
Forum: Balancing
Topic: Anyone else think alien artifacts give too much science?
Replies: 6
Views: 2966

Re: Anyone else think alien artifacts give too much science?

It's more upsetting that no further components go into purple science.
by bobucles
Thu Mar 17, 2016 5:11 pm
Forum: Frequently Suggested / Link Collections
Topic: Water as limited ressource
Replies: 32
Views: 32001

Re: Water as limited ressource

The problem with water as a limited resource, is that water consumption is completely unreasonable to make this work. Steam power does not annihilate hundreds of gallons of water every second. It recycles water through hot and cold cycles before using it over and over again. In factorio you can use ...
by bobucles
Thu Mar 17, 2016 3:57 pm
Forum: Ideas and Suggestions
Topic: Mr. Cleany fluid disaster removal.
Replies: 3
Views: 1568

Re: Mr. Cleany fluid disaster removal.

You can kind of do this with electric pumps. It only allows fluid one way and will eventually purge the pipe.
by bobucles
Thu Mar 17, 2016 2:32 pm
Forum: Balancing
Topic: Overpowered strategies
Replies: 43
Views: 21321

Re: Overpowered strategies

Accumulator charge, discharge, and retention should be changed to account for this, and make them less godly. Values should be modable too really. A typical NiMH battery takes 150% electricity to charge, discharge can be anywhere from a 20% to 100% efficiency, depending on current draw. They also h...
by bobucles
Thu Mar 17, 2016 2:15 pm
Forum: Balancing
Topic: Accumulators are too cheap
Replies: 65
Views: 40033

Re: Accumulators are too cheap

A "one size fits all solution" that eliminates a large amount of gameplay, like accumulators and solar in combination, is a bad solution. Accumulators + Solar is the easy solution to an energy problem that has many potential solutions. There is no point using those other options while acc...
by bobucles
Tue Mar 15, 2016 12:16 pm
Forum: Ideas and Suggestions
Topic: Fusion reactor - new energy, power, electricity generator
Replies: 8
Views: 4193

Re: Fusion reactor - new energy, power, electricity generator

Well, if you search for "Waste" you'll find some suggestions about an item-type, that cannot be destroyed in that way, but does a nice item-explosion instead. Where there's a will, there's a player blowing up chests on an island to either block spawning, or to CTD the game as it spends th...
by bobucles
Mon Mar 14, 2016 11:30 pm
Forum: Ideas and Suggestions
Topic: Fusion reactor - new energy, power, electricity generator
Replies: 8
Views: 4193

Re: Fusion reactor - new energy, power, electricity generator

The waste would be indisposable because there is no use for it.
This is not possible. The waste could be thrown into a chest, and simply destroyed out of existence. Factorio doesn't have any kind of real mechanic for toxic fallout, unless you consider standard pollution to be that kind of thing.
by bobucles
Mon Mar 14, 2016 9:18 pm
Forum: Balancing
Topic: Accumulators are too cheap
Replies: 65
Views: 40033

Re: Accumulators are too cheap

It is like playing a shooter and then every 5 minutes someone comes in and takes your mouse and keyboard or controller away for 2 tedious minutes... :roll: Nothing is stopping a player from running steam power to survive the night. The player can still expand his factory or go fighting or anything ...
by bobucles
Mon Mar 14, 2016 9:14 pm
Forum: Balancing
Topic: Battery, battery MK2
Replies: 4
Views: 1998

Re: Battery, battery MK2

Sounds highly exploitable. At that point, why not just draw energy directly from your inventory?

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