Search found 1669 matches
- 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.
- 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...
- 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...
- 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.
- 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.
- 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...
- 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...
- 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.
Seems like an oversight more than anything else.
- 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.
I hope you guys find a way to lean down the performance drain from biters. Those mods can get pretty brutal.
- 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...
- 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...
- 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"...
- 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.
- 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...
- 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.
If you like dev tools, press F4. One of the options is to label every power pole with its grid number.
- 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.
- 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.
- 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.
You can freely set up a major supply chain and use logistic slots to fill up on anything. It renders hand crafting obsolete.
- 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...
- 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...