Search found 86 matches
- Tue Mar 11, 2014 8:58 pm
- Forum: General discussion
- Topic: Just when I thought trains were Bad.....
- Replies: 24
- Views: 13522
Re: Just when I thought trains were Bad.....
Wow, great! So the PushMePull train is actually reversing its direction after a train stop so you don't need track loops to turn the train around?
- Sun Mar 09, 2014 8:34 am
- Forum: Balancing
- Topic: Questions regarding design decisions
- Replies: 4
- Views: 9491
Questions regarding design decisions
While I was playing factorio yesterday (and was thinking about gameplay balance) it came to my mind that it is currently somewhat "hard" to give balancing feedback to some aspects of the game as I'm not sure about the design philosophy of the devs regarding certain aspects. Mainly I have t...
- Thu Mar 06, 2014 9:07 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: My travel to the east
- Replies: 12
- Views: 22402
Re: My travel to the east
Very nice post sslik! I completely agree with you that long distance mining/assembling needs to be supported more. I guess the "easiest" solution would be to incorporate the trains into the logistic system. So each station would be able to act as a supplier and requester chest at the same ...
- Thu Mar 06, 2014 6:13 am
- Forum: General discussion
- Topic: Calculating production
- Replies: 9
- Views: 5892
Re: Calculating production
As far as i know the values are only a factor 100 too high. That means that on iron plate needs 1 s to produce.Zourin wrote: The '100' for smelting iron is a misnomer, it's actually much shorter in practice.. although I'd have to manually time it.
- Tue Mar 04, 2014 7:31 pm
- Forum: General discussion
- Topic: Trees !
- Replies: 5
- Views: 3677
Re: Trees !
Yeah, it is quite extreme sometimes. Maybe it would help to reduce the "mining" time to make it easier/faster to clear a bigger area?
- Fri Feb 28, 2014 8:31 pm
- Forum: Ideas and Suggestions
- Topic: Inserter Belt
- Replies: 7
- Views: 2104
Re: Inserter Belt
I think that inserters should be used for this to keep the game mechanics streamlined.
- Fri Feb 28, 2014 8:30 pm
- Forum: News
- Topic: Friday Facts #23 - Year after
- Replies: 45
- Views: 31439
Re: Friday Facts #23 - Year after
The new assembling machine needs some getting used to. I guess you are than overall going for a very steampunk heavy graphic style? I guess steampunk is fitting for quite some machines, especially early on in the game but I would think about "electrifying" the machines with the technology ...
- Fri Feb 28, 2014 11:41 am
- Forum: Ideas and Suggestions
- Topic: display transparent grid when placing objects
- Replies: 6
- Views: 2567
Re: display transparent grid when placing objects
I like that idea, because as of now it is quite difficult to place all your assemblers correctly if you put in the belts and inserters at a later point in time.
- Thu Feb 27, 2014 8:51 pm
- Forum: Balancing
- Topic: Engine unit
- Replies: 26
- Views: 20093
Re: Engine unit
I think from a gameplay perspective this change is making a lot of sense. Actually every change that encourages the use of trains is a good change i think personally, as I still hope that someday you will have factories scattered around the map that are connected by your railways (a little bit like ...
- Tue Feb 25, 2014 5:04 pm
- Forum: Ideas and Suggestions
- Topic: Trains as linkers between seperated logistic networks
- Replies: 3
- Views: 3705
Trains as linkers between seperated logistic networks
At the current point in time remote bases are usually only mining bases that are sending all resources back to your "main" factory. To extend such a mining base you, as the player, have to bring all the required resources manually to this base. I think, that in a perfect system your logist...
- Mon Feb 24, 2014 7:33 pm
- Forum: General discussion
- Topic: [0.9] Rays step by step guide for a compact factory
- Replies: 17
- Views: 17095
Re: [0.9] Rays step by step guide for a compact factory
Yeah, I currently have only 4. But as you can see at the splitter at the end of the iron smelting area I actually expected to need more circuit assemblers. But until now (mid tech 3 production) I found 4 assemblers to be more than enough. Up next would be an expansion on the number of mines (connect...
- Mon Feb 24, 2014 6:43 pm
- Forum: General discussion
- Topic: Module Usage Priority
- Replies: 11
- Views: 5707
Re: Module Usage Priority
I tend to go for effectivity modules more or less all the time, as the production and speed increases aren't that huge and less power used means more power for laser turrets and less attacks from the biters. If I need a higher production I'm just going for additional assemblers/mines.
- Mon Feb 24, 2014 6:01 pm
- Forum: General discussion
- Topic: [0.9] Rays step by step guide for a compact factory
- Replies: 17
- Views: 17095
Re: [0.9] Rays step by step guide for a compact factory
Quite a few replies raised the aspect of expandability and to some extend on how many science pack producing factories and labs you will need. In my game I went for an output of 1 (/0,75 production speed of assembler 2) science pack every 2 seconds (= 6 blue science pack assemblers). This doesn't se...
- Sun Feb 23, 2014 7:12 pm
- Forum: Implemented Suggestions
- Topic: Burner inserters should be able to refule themselfes
- Replies: 6
- Views: 2259
Burner inserters should be able to refule themselfes
In every game I play I tend to skip burner inserters completely and directly go for electric inserters as I find it extremely tedious to manually refill them with coal. That's why i suppose to enable burner inserters to refill themselves if they are facing a tile (belt) with coal on it. That way bur...
- Sun Feb 23, 2014 5:14 pm
- Forum: General discussion
- Topic: [0.9] Rays step by step guide for a compact factory
- Replies: 17
- Views: 17095
[0.9] Rays step by step guide for a compact factory
In this step by step guide I will show you how to build an efficient and compact factory which is able to produce science pack 3s at a constant rate while also building modules, construction robots and logistic robots. The end result will be looking like this: http://i.imgur.com/BA1HZLt.png The save...
- Sat Feb 22, 2014 9:36 pm
- Forum: General discussion
- Topic: Question about steam energy production
- Replies: 10
- Views: 4852
Re: Question about steam energy production
Hmm. good question. At least I never noticed any decrease in the power output even though the water level isn't at 10. So I think that the maximum output is only dependent on the water temperature (has to be 100 for 100% efficiency).
- Sat Feb 22, 2014 8:34 pm
- Forum: Ideas and Suggestions
- Topic: Make splitters smaller
- Replies: 14
- Views: 4522
Re: Make splitters smaller
I actually like the constraint that the 2x1 splliter imposes on you. That way you have to do a lot more of preemptive thinking and planning which I consider fun.
- Sat Feb 22, 2014 8:29 pm
- Forum: General discussion
- Topic: Question about steam energy production
- Replies: 10
- Views: 4852
Re: Question about steam energy production
Personally I'm going for rows of 1 pump, 14 boilers and 9 steam engines. Everything is running at100% efficiency.
- Thu Feb 20, 2014 11:28 pm
- Forum: Ideas and Suggestions
- Topic: endgame: rockets, space elevators, interplanetary logistics
- Replies: 8
- Views: 21368
Re: endgame: rockets, space elevators, interplanetary logist
I really like your idea to export your crafted goods back to the homeworld. This would add a late game goal for which you have to expand and expand and expand your factory to produce everything.
- Thu Feb 20, 2014 11:22 pm
- Forum: Gameplay Help
- Topic: Problem with assembler menu - missing inserter
- Replies: 6
- Views: 5030
Re: Problem with assembler menu - missing inserter
I think that would be a good solution as I had the same problem when 0.9 came out