Search found 86 matches

by ray4ever
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?
by ray4ever
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...
by ray4ever
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 ...
by ray4ever
Thu Mar 06, 2014 6:13 am
Forum: General discussion
Topic: Calculating production
Replies: 9
Views: 5892

Re: Calculating production

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.
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.
by ray4ever
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?
by ray4ever
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.
by ray4ever
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 ...
by ray4ever
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.
by ray4ever
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 ...
by ray4ever
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...
by ray4ever
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...
by ray4ever
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.
by ray4ever
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...
by ray4ever
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...
by ray4ever
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...
by ray4ever
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).
by ray4ever
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.
by ray4ever
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.
by ray4ever
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.
by ray4ever
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 :)

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