Search found 1657 matches

by bobucles
Sat Jun 29, 2019 10:59 pm
Forum: Balancing
Topic: [0.17] Personal laser defense gets too good
Replies: 13
Views: 6393

Re: [0.17] Personal laser defense gets too good

The PLD definitely gets incredibly powerful towards the end game. I'd much rather see that kind of power growth happen with combat robots. With combat drones it's much easier to tweak balance in terms of cost:value, and drones fit in better with the strong "automation" themes of the game. ...
by bobucles
Sun Jun 23, 2019 7:41 pm
Forum: Ideas and Suggestions
Topic: Read Solar Panel power output/light intesinty
Replies: 2
Views: 708

Re: Read Solar Panel power output/light intesinty

I think you'll have more success in the Gameplay Help forum. All the existing tools in the game make detecting daylight possible, if not necessarily easy.
by bobucles
Mon Jun 17, 2019 11:28 am
Forum: News
Topic: Friday Facts #299 - Everything is more complex than expected
Replies: 52
Views: 17691

Re: Friday Facts #299 - Everything is more complex than expected

Kudos to the devs for trying to fix some oddball cases, but sometimes the problem is between the chair and keyboard. :roll:
That junction breaks the golden rule of signaling; every rail crossing needs a signal. The north/south crossing doesn't have signals when it should.
by bobucles
Tue Jun 11, 2019 10:17 pm
Forum: Ideas and Suggestions
Topic: Thermal power plant
Replies: 34
Views: 4752

Re: Thermal power plant

But nuclear IS viable for the late game and beyond. You're probably not using it properly. One of the most important traits of nuclear reactors (which probably isn't explained very well) is that adjacent reactors boost each other. So a 2x2 block of reactors will produce 480MW of power, while a solo ...
by bobucles
Wed Jun 05, 2019 12:09 pm
Forum: Ideas and Suggestions
Topic: Buffer chests and provider chests should have the same priority of ordering items
Replies: 3
Views: 969

Re: Buffer chests and provider chests should have the same priority of ordering items

Should the rules for filling chests be different from the rules for emptying them? When it comes to filling chests, there is an expectation that items get moved around in some kind of priority. When it comes to emptying chests, bots should probably grab from the most convenient spot. But different r...
by bobucles
Wed Jun 05, 2019 11:52 am
Forum: General discussion
Topic: Module Production: To beacon or not to beacon?
Replies: 26
Views: 5757

Re: Module Production: To beacon or not to beacon?

Machine modules only boost one machine. Beacon modules boost 8-12 machines. It's a good way of getting more mileage out of the very expensive T3 modules.

There's no need to use beacons for T1 speed modules. A pile of machines will work fine.
by bobucles
Sat Jun 01, 2019 4:35 pm
Forum: Balancing
Topic: Solar panels less of a no-brainer
Replies: 378
Views: 150257

Re: Solar panels less of a no-brainer

Adding randomization is a divisive decision. Some people will like it, some won't. I think (but I might be wrong) that the majority of the player base prefers predictability over unpredictability. If I'm right, adding some way to make the solar panels inadequate would be a bad move from a design st...
by bobucles
Fri May 31, 2019 11:33 pm
Forum: News
Topic: Friday Facts #297 - New resource icons
Replies: 125
Views: 33073

Re: Friday Facts #297 - New resource icons

map coordinates are defined in milimeters and microtiles and unit health pools are 330000/330000. Well. A computer's internal value and a game's display output are by no means required to be the same value. 330000 internal can just as easily be 330 with a hidden decimal on the output. A float's goi...
by bobucles
Fri May 31, 2019 8:53 pm
Forum: News
Topic: Friday Facts #297 - New resource icons
Replies: 125
Views: 33073

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...
by bobucles
Fri May 31, 2019 12:03 pm
Forum: Balancing
Topic: Solar panels less of a no-brainer
Replies: 378
Views: 150257

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...
by bobucles
Sat May 25, 2019 5:09 pm
Forum: Balancing
Topic: A Deeper Look into Combat Robotics
Replies: 37
Views: 10103

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 ...
by bobucles
Tue May 21, 2019 12:18 pm
Forum: News
Topic: Friday Facts #295 - New design for the chemical plant
Replies: 77
Views: 22912

Re: Friday Facts #295 - New design for the chemical plant

It may also offend some people actually working in a 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.
by bobucles
Sat May 18, 2019 10:56 pm
Forum: News
Topic: Friday Facts #295 - New design for the chemical plant
Replies: 77
Views: 22912

Re: Friday Facts #295 - New design for the chemical plant

Just looking at the new chem plant gave me sympathetic lung cancer. :lol: I like the idea of knowing what your factory is building without keeping alt-mode permanently on.
by bobucles
Mon May 13, 2019 9:46 pm
Forum: General discussion
Topic: Eco-friendly gameplay: Is it even theoretically possible in Factorio?
Replies: 18
Views: 5281

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...
by bobucles
Sun May 12, 2019 6:22 pm
Forum: General discussion
Topic: Eco-friendly gameplay: Is it even theoretically possible in Factorio?
Replies: 18
Views: 5281

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 ...
by bobucles
Sun May 12, 2019 12:06 pm
Forum: Ideas and Suggestions
Topic: Scale worker robot speed research
Replies: 49
Views: 5769

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...
by bobucles
Tue May 07, 2019 11:57 am
Forum: Ideas and Suggestions
Topic: Scale worker robot speed research
Replies: 49
Views: 5769

Re: Scale worker robot speed research

Chao wrote:
Mon May 06, 2019 11:48 pm
My preferred alternative, though some may still think it's too much of a buff as it will improve through put. Have the roboport generate a low level wireless charging area.
A constantly active AoE aura effect is anything but O(1).
by bobucles
Mon May 06, 2019 10:12 pm
Forum: Balancing
Topic: Make defense require more resources
Replies: 5
Views: 1451

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...
by bobucles
Mon May 06, 2019 1:29 pm
Forum: Ideas and Suggestions
Topic: Scale worker robot speed research
Replies: 49
Views: 5769

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 ...
by bobucles
Mon May 06, 2019 1:04 pm
Forum: Ideas and Suggestions
Topic: Major uranium ore sink
Replies: 19
Views: 2832

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...

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