Search found 1669 matches
- 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...
- 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 ...
- 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.
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.
- 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.
Just remove the pumpjack.
- 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...
- 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...
- 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.
Electric furnaces are NOT mandatory. You can run a plenty successful factory on steel.
- 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
That's truly fiendish. You win Factorio.building crap around spawners so they can't spawn anything.
- 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
Wait really? Twice the radius, as in 4 times the area?- The fact that 2 side to side radars double their range
- 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...
- 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...
- 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.
- 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 ...
- 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.
- 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...
- 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...
- 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...
- 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
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.The waste would be indisposable because there is no use for it.
- 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 ...
- 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?