Search found 1669 matches

by bobucles
Tue Oct 06, 2015 7:45 pm
Forum: Ideas and Suggestions
Topic: Late Game Research
Replies: 9
Views: 18231

Re: Late Game Research

Don't forget that sometimes players just want to see their factory run at full tilt. Pounding out research is a major part of sinking those resources for much of the game. A post game research system would be pretty nice to have, if merely to keep the factory running.
by bobucles
Sun Oct 04, 2015 1:36 am
Forum: Resolved Problems and Bugs
Topic: [Version 0.12.8] Electric production, Exploit Bug
Replies: 13
Views: 12708

Re: [Version 0.12.8] Electric production, Exploit Bug

As your production is multiplied and your storage isn't, Hey. Hey. Hey. What if you were to hook up one accumulator multiplier system to another multiplier system? Then the first system would be getting multiplied 9x, wouldn't it? That means 9 times the storage. The you hook the second system up to...
by bobucles
Fri Oct 02, 2015 6:52 pm
Forum: Implemented Suggestions
Topic: Construction Request Chests
Replies: 16
Views: 13398

Re: Construction Request Chests

is just not true 100% of the time. When does a player ever store inserters without intending to use them? The assembly chain for smart inserter research connects one assembler directly to the next. Once again it's a situation where construction bots never draw the resources unless the player is dir...
by bobucles
Fri Oct 02, 2015 5:11 pm
Forum: Show your Creations
Topic: Big Island Broken World Map from WorldGenerator
Replies: 4
Views: 11667

Re: Big Island Broken World Map from WorldGenerator

Island hopping maps would be lots of fun. Too bad you need mods to cross the water.
by bobucles
Fri Oct 02, 2015 4:35 pm
Forum: Balancing
Topic: Landmine Balance
Replies: 18
Views: 28302

Re: Landmine Balance

It is pretty upsetting what with how important weapon upgrades are, that so many weapon types can't be upgraded.
by bobucles
Thu Oct 01, 2015 10:44 pm
Forum: Balancing
Topic: Accumulators are too cheap
Replies: 65
Views: 40357

Re: Accumulators are too cheap

Oh sure. First leverage the IRL angle, then argue the IRL angle isn't appropriate when it doesn't work out! :D What about some sort of liquid battery solution that is required refilling overtime or they lose their effectiveness? That could get pretty expensive for longer lasting bases. You can alrea...
by bobucles
Thu Oct 01, 2015 10:30 pm
Forum: Balancing
Topic: Landmine Balance
Replies: 18
Views: 28302

Re: Landmine Balance

Since land mines are buried, they wouldn't have much ability to set off other mines. Improving their resistance against chain reactions would help a lot. AP mines are designed to scatter shrapnel, dealing AP damage in a wide radius. They launch up and out of the ground, and the shower of shrapnel do...
by bobucles
Thu Oct 01, 2015 5:14 pm
Forum: Implemented Suggestions
Topic: Expanded Production Info/chart
Replies: 13
Views: 12576

Re: Expanded Production Info/chart

Are any of the liquid systems included in the production chart?

Seems like an oversight more than anything else.
by bobucles
Thu Oct 01, 2015 4:47 pm
Forum: Releases
Topic: Version 0.12.9
Replies: 29
Views: 36488

Re: Version 0.12.9

So now the devs are even fixing mods? Shame on the modders!

I hope you guys find a way to lean down the performance drain from biters. Those mods can get pretty brutal. :D
by bobucles
Thu Oct 01, 2015 4:25 pm
Forum: Technical Help
Topic: Production Question
Replies: 3
Views: 5789

Re: Production Question

Interesting that the screen itself would cause lag, when the production data is gathered regardless. It sounds like OP is doing multiplayer, which means the network can also be at fault. Factorio does have some multithreading power. You can set an ideal maximum thread number in the options menu. How...
by bobucles
Thu Oct 01, 2015 4:04 pm
Forum: Implemented Suggestions
Topic: Construction Request Chests
Replies: 16
Views: 13398

Re: Construction Request Chests

That would brake the current functionality of the blue chests. It can be only added, so if it suddenly could be emptied, it changes the functionality. Please highlight a single occurrence where construction bots dig into a blue chest and it causes an interruption in factory production. It's honestl...
by bobucles
Thu Oct 01, 2015 3:55 pm
Forum: Balancing
Topic: Accumulators are too cheap
Replies: 65
Views: 40357

Re: Accumulators are too cheap

Accumulators should be more expensive. I have already explained why your own suggestion doesn't even address your own concerns. Accumulators are "OP" because solar power is strong, efficient, and 100% reliable. Accumulators rely entirely on perfect solar power to achieve the "OP"...
by bobucles
Wed Sep 30, 2015 4:39 pm
Forum: Ideas and Suggestions
Topic: Expansion Candidate Radar
Replies: 21
Views: 22258

Re: Expansion Candidate Radar

Revealing AI behavior is pretty damn cheaty. Dev tools shouldn't be a thing in regular play.
by bobucles
Wed Sep 30, 2015 4:25 pm
Forum: Balancing
Topic: Concrete stacks way too low.
Replies: 59
Views: 39426

Re: Concrete stacks way too low.

That is exactly, why we need a better reliability. Currently one of the least reliable aspects of construction is where the raw materials come from; basically all your construction materials are scattered everywhere. Storage will go into any random yellow chest, and the requester system doesn't all...
by bobucles
Wed Sep 30, 2015 4:20 pm
Forum: Ideas and Suggestions
Topic: Visual effect on big power poles or substations
Replies: 18
Views: 11708

Re: Power indicator on power poles

Lamps will take care of this for the most part. If they don't light up they aren't connected.

If you like dev tools, press F4. One of the options is to label every power pole with its grid number.
by bobucles
Wed Sep 30, 2015 1:37 pm
Forum: Show your Creations
Topic: my autocrafter
Replies: 15
Views: 20961

Re: my autocrafter

It can't be a very good crafting system if all you have are raw ingredients. :)
by bobucles
Tue Sep 29, 2015 9:48 pm
Forum: Balancing
Topic: Concrete stacks way too low.
Replies: 59
Views: 39426

Re: Concrete stacks way too low.

When is a construction bot ever going to swipe an intermediate? They only build finished goods, and only when the player asks for them. So there is no conflict with letting them grab from blue chests.
by bobucles
Tue Sep 29, 2015 8:17 pm
Forum: General discussion
Topic: Poll: Faster crafting speed?
Replies: 58
Views: 31283

Re: Poll: Faster crafting speed?

Hand crafting does contradict the main theme of the game. That's a bad thing.

You can freely set up a major supply chain and use logistic slots to fill up on anything. It renders hand crafting obsolete.
by bobucles
Tue Sep 29, 2015 7:40 pm
Forum: Balancing
Topic: Concrete stacks way too low.
Replies: 59
Views: 39426

Re: Concrete stacks way too low.

I do agree that it is pretty difficult to set up a "stockpile" of local raw materials for your construction bots to use. Items get randomly thrown into storage chests and finished products won't always be where they're needed. IMO the best fix is to let construction bots dig into requester...
by bobucles
Mon Sep 28, 2015 4:27 pm
Forum: Balancing
Topic: Target prioritising of turrets
Replies: 23
Views: 31432

Re: Target prioritising of turrets

A good targeting algorithm is all about reducing the enemy's DPS as quickly as possible. Target priority is about taking down the glass cannons first, then the regulars, then the weak tanky types. Then you have to worry about maximizing AoE damage against enemy clusters, properly calculating enemy d...

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