I have a problem with the amount of new items you generate like so. They are just more different items, not new stuff. From game aspect this brings no advancements.
No, the new recipes doesn't add anything, it's in the way these are acquired that changes the game, i was just giving an example. My ...
Search found 97 matches
- Thu Feb 06, 2014 1:30 am
- Forum: Balancing
- Topic: Module Reballance
- Replies: 48
- Views: 30529
- Wed Feb 05, 2014 10:28 pm
- Forum: Ideas and Suggestions
- Topic: My thought on the oil industry
- Replies: 43
- Views: 33115
Re: My thought on the oil industry
Do we have any more information on how barrels are expected to work? I had a nightmare where iron was used to make barrels of oil, and then the barrels of oil were burned and you lost the iron and i'm never going to sleep again. I'm hoping it'll be like with minecrafts forestry where you just put ...
- Wed Feb 05, 2014 9:50 pm
- Forum: Balancing
- Topic: Module Reballance
- Replies: 48
- Views: 30529
Re: Module Reballance
The problem is that the production mechanics are too simplistic. Think of an ultra simplistic smart phone rpg; no health bars, no mana, no notion of damage; you simply cast a spell and it kills an enemy. If a game like that had sockets for equipment, what kind of stats could they offer? Damage buffs ...
- Tue Jan 28, 2014 9:34 am
- Forum: Show your Creations
- Topic: 540 kW coal power plant
- Replies: 12
- Views: 21231
Re: 540 kW coal power plant
He built 1100 steam engines, his max power output would be 600*1100 = 660kW, right?
I keep getting this wrong too but steam engines only produce 510 watt, not 600. :lol: Also, they're each in a row of 9 and the last engine never gets to run at full power so there is a dropoff.
I don't think you ...
I keep getting this wrong too but steam engines only produce 510 watt, not 600. :lol: Also, they're each in a row of 9 and the last engine never gets to run at full power so there is a dropoff.
I don't think you ...
- Mon Jan 27, 2014 8:06 pm
- Forum: Pending
- Topic: [0.8.8] Silly train routing
- Replies: 1
- Views: 3926
[0.8.8] Silly train routing
Okay this one completely baffled me, noticed right after posting the other thread on diagonal tracks, i walk over and notice my coal train sitting on a station it was never supposed to enter.
This is the route the train is supposed to run, it's very small with just 4 branching paths it can take ...
This is the route the train is supposed to run, it's very small with just 4 branching paths it can take ...
- Mon Jan 27, 2014 6:23 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.8.8] Close Diagonal Trains collide
- Replies: 15
- Views: 10550
[0.8.8] Close Diagonal Trains collide
Trains setup like this:
http://i43.tinypic.com/2lji8vd.jpg
Collide when running like this:
http://i43.tinypic.com/24wvs5c.jpg
If this is intentional the game doesn't explain this to you in any way; it LOOKS like this is perfectly valid, you can place tracks as if it was valid, and signals wont ...
http://i43.tinypic.com/2lji8vd.jpg
Collide when running like this:
http://i43.tinypic.com/24wvs5c.jpg
If this is intentional the game doesn't explain this to you in any way; it LOOKS like this is perfectly valid, you can place tracks as if it was valid, and signals wont ...
- Mon Jan 27, 2014 4:05 pm
- Forum: Show your Creations
- Topic: 540 kW coal power plant
- Replies: 12
- Views: 21231
Re: 540 kW coal power plant
Do you plan to offer some savegame?
Sure, here you go
http://www.mediafire.com/download/gpfou8h54omcka3/landoflittledronesandtrains.rar
If you want to have the powerplant running just put down a power line to connect the miners where you're standing to the powerline with the lights, that should ...
Sure, here you go
http://www.mediafire.com/download/gpfou8h54omcka3/landoflittledronesandtrains.rar
If you want to have the powerplant running just put down a power line to connect the miners where you're standing to the powerline with the lights, that should ...
- Mon Jan 27, 2014 1:54 pm
- Forum: Show your Creations
- Topic: 540 kW coal power plant
- Replies: 12
- Views: 21231
540 kW coal power plant
Finally finished this after 3 days. This was mostly just for fun, but it also works as a backup power supply if for some reason solar fails, and now i finally have somewhere to dump my coal. :lol:
It was too big to fit it all in a screenshot so gonna do a tour-thing with screenshots instead. I did ...
It was too big to fit it all in a screenshot so gonna do a tour-thing with screenshots instead. I did ...
- Fri Jan 24, 2014 6:37 pm
- Forum: Ideas and Suggestions
- Topic: Resource Sinks
- Replies: 12
- Views: 11047
Re: Resource Sinks
Besides researching to increase the amount of combat bots why not also research the amount of some high-level factory buildings one could have running in parallel? Perhaps even some higher level defense structures.
I'm currently trying to play with zero productivity modules and it seems like I do ...
I'm currently trying to play with zero productivity modules and it seems like I do ...
- Fri Jan 24, 2014 6:09 pm
- Forum: Ideas and Suggestions
- Topic: My thought on the oil industry
- Replies: 43
- Views: 33115
Re: My thought on the oil industry
Why not have the resources still as finite but have their output be high at start and slow down (to specific minimum speed) as more get extracted.
This allready happens as the miners at the edge of ore clumps finish first, unless you're not mining an entire clump at a time. I think this is a bad ...
This allready happens as the miners at the edge of ore clumps finish first, unless you're not mining an entire clump at a time. I think this is a bad ...
- Fri Jan 24, 2014 2:34 pm
- Forum: Balancing
- Topic: Module Reballance
- Replies: 48
- Views: 30529
Re: Module Reballance
Guys, what if modules had durability? Productivity modules would be a lot less potent if they broke after 100 uses 
- Fri Jan 24, 2014 1:28 pm
- Forum: Ideas and Suggestions
- Topic: My thought on the oil industry
- Replies: 43
- Views: 33115
Re: My thought on the oil industry
Keep in mind every world is different. My worlds have for the most part been around lakes, and stone has always been incredibly sparse, which I imagine is very different from your experiences. I think what we need right now are more options, so that instead of it feeling like we can't progress ...
- Fri Jan 24, 2014 12:12 pm
- Forum: Ideas and Suggestions
- Topic: My thought on the oil industry
- Replies: 43
- Views: 33115
Re: My thought on the oil industry
Oil is just another resource (so yes it will be finite)
Never been a fan of this; resources for construction should be finite because they never really go away; what you build with them stays around in another form, but its never lost; or it's used to achieve something, like destroying a biter ...
Never been a fan of this; resources for construction should be finite because they never really go away; what you build with them stays around in another form, but its never lost; or it's used to achieve something, like destroying a biter ...
- Thu Jan 23, 2014 10:20 pm
- Forum: Ideas and Suggestions
- Topic: My thought on the oil industry
- Replies: 43
- Views: 33115
Re: My thought on the oil industry
What about liquid train cars? How do we extract the oil? Is oil a finite resource?
- Thu Jan 23, 2014 2:51 pm
- Forum: Ideas and Suggestions
- Topic: Resource Sinks
- Replies: 12
- Views: 11047
Resource Sinks
Factorio needs more ways to remove resources (Iron/copper) from the game. Right now the only sinks in the game are research and combat. (I don't count building as a sink because right now everything you build exists to provide MORE resources. Building is fun but spending resources to get more ...
- Sun Jan 19, 2014 3:58 am
- Forum: Balancing
- Topic: [0.8.x] Logistics Robots
- Replies: 29
- Views: 46405
Re: [0.8.x] Logistics Robots
But I think it would be faster, when they use paths over other roboports. I mean they could use a similar algorithm as the internet routing: If one path is full ( because the roboports are full of the loading stations) they should search a way over the other roboports. Which might be longer, but in ...
- Sat Jan 18, 2014 4:03 pm
- Forum: Balancing
- Topic: Module Reballance
- Replies: 48
- Views: 30529
Re: Module Reballance
I don't think that will matter kovarex :( Productivity modules improves the core recipie while speed and efficiency only improve the method. Even if they were 1%, 2%, 3% i'd still use them exclusively, because they provide something nothing else in the game is capable off, whereas i can build more ...
- Sat Jan 18, 2014 3:36 pm
- Forum: Balancing
- Topic: [0.8.x] Logistics Robots
- Replies: 29
- Views: 46405
Re: [0.8.x] Logistics Robots
Okay was about to make a thread about this but noticed this was up :D I always use drones when expanding my mining sites, usually setup with a train stop in the middle and then cover every resource deposit in a radius of 4-5 roboport areas with miners. Its very fast and easy to setup and take back ...
- Fri Jan 10, 2014 10:55 am
- Forum: Balancing
- Topic: Module Reballance
- Replies: 48
- Views: 30529
Re: Module Reballance
With speed that would drop to around 1 hour i think, but thats with the highest possible amount of productivity modules; just cutting it down by 1 module would reduce the time to 1 hour that can be reduced to about 10mins with speed bacon. But the point is you would need a much larger factory for a ...
- Fri Jan 10, 2014 10:07 am
- Forum: Balancing
- Topic: Module Reballance
- Replies: 48
- Views: 30529
Re: Module Reballance
But that doesn't take time into consideration. I didn't crunch numbers on what i'm sugesting, but you're clearly right that this wouldn't offset it completely. What if the time penalty is raised to 2^n for tier 1, 4^n for tier 2 and 8^n for tier 3? that would put the time it takes to assemble a ...