Search found 206 matches
- Sun Feb 23, 2020 2:47 am
- Forum: Gameplay Help
- Topic: Battle is frustrating
- Replies: 17
- Views: 4127
Re: Battle is frustrating
I've automated poison capsules and I'm getting better at the battle. My 4 personal lasers are tearing them up without me even having to aim and I've got 4 exoskeletons so I can get out of most situations. I think I might be moving faster than with the tank. Is there no way to use flame turrets effe...
- Mon Feb 17, 2020 4:43 am
- Forum: Gameplay Help
- Topic: Gun Collision Boxes
- Replies: 7
- Views: 1556
Re: Gun Collision Boxes
Not sure what you're talking about. All the guns when placed on the ground take up no space. Are you talking about the turrets? They're supposed to take up space. They do IRL too if you set up anything similar.
- Sun Feb 16, 2020 9:55 pm
- Forum: Gameplay Help
- Topic: Pollution confusion.
- Replies: 7
- Views: 3010
Re: Pollution confusion.
Thanks for all your answers. Everything makes sense again, for the most part :) Regarding the evolution factor I could've sworn I saw someone asking about a savegame achievement-reset due to using the console command, but I probably have it mixed up with some other command. What about machines idli...
- Sat Feb 15, 2020 11:49 pm
- Forum: Off topic
- Topic: Factorio like Mobile Game
- Replies: 3
- Views: 5387
Re: Factorio like Mobile Game
Not sure how well it'd work in practice, but I'd guess a good solution would be to treat loops as a special case when coding, rather than with the generic one size fits all algorithm you're currently using.
- Sat Feb 15, 2020 10:23 pm
- Forum: Gameplay Help
- Topic: Pollution confusion.
- Replies: 7
- Views: 3010
Re: Pollution confusion.
So, pollution generated is base value * energy efficiency rating * pollution rating. Both ratings can only go up to 20%, so the max you can do with the base items is 2/m for miners. (10 * .2 = 2). Similarly a level 2 machine that generates 3/min is 3 * .2 = .6/m. The pollution production graph is......
- Sat Feb 15, 2020 9:56 pm
- Forum: Ideas and Suggestions
- Topic: smart logistic and storage
- Replies: 4
- Views: 1162
Re: smart logistic and storage
Why would it be better? Current method works the best as far as I'm concerned.
- Sat Feb 15, 2020 9:51 pm
- Forum: Ideas and Suggestions
- Topic: Post-game wishlist
- Replies: 6
- Views: 1680
Re: Post-game wishlist
Iron/copper balance I believe is driven a lot by modules. Late game you can use productivity modules to drastically reduce the amount of copper you need, keeping the ratio pretty good. Using efficiency modules is just...strange. Especially tier 3 efficiency modules. Going over the other comments: - ...
- Sat Feb 15, 2020 9:20 pm
- Forum: Gameplay Help
- Topic: What are the x axis units in the 250h and 1000h graphs?
- Replies: 5
- Views: 1166
- Sat Feb 15, 2020 6:23 pm
- Forum: Gameplay Help
- Topic: Why does the train crash?
- Replies: 55
- Views: 11887
Re: Why does the train crash?
you are arguing a theoretical person's theoretical response when there is a person here telling you their real response to this real issue. i agree with the OP, this exception is dumb and should be removed, as it is only there to make ill-configured rail networks functional. My impression of the OP...
- Sat Feb 15, 2020 6:17 pm
- Forum: Balancing
- Topic: Laser turrets vs Personal Laser Defense
- Replies: 4
- Views: 2171
Re: Laser turrets vs Personal Laser Defense
Balancing wise the idea is to make them useful to have in your armor. Armor which has significantly less power generation, but is unique and so you'd want the PLD's to hit harder than regular turrets to let them keep up. Those numbers all make sense from a balancing PoV. If you're having issues maki...
- Sat Feb 15, 2020 5:55 pm
- Forum: Gameplay Help
- Topic: Why does the train crash?
- Replies: 55
- Views: 11887
Re: Why does the train crash?
You could argue that having an exception to how signals obviously operate is more counter intuitive - a train blowing by a red signal. If a player is trying to learn how signals work, the game would be sending mixed messages. The "fiddly changes" you speak of for a roundabout is just addi...
- Sat Feb 15, 2020 5:52 pm
- Forum: Gameplay Help
- Topic: Circuit network dualism
- Replies: 11
- Views: 2829
Re: Circuit network dualism
Hello, factorians. Recently I intuitively tried to do the following : sent content of Requester Chest into red network, do some math, set request filter to this Chest from green network. It took me a few seconds to realize why chest allows me to choose only 1 network behavior. My question is : why ...
- Sat Feb 15, 2020 5:26 pm
- Forum: Gameplay Help
- Topic: Why does the train crash?
- Replies: 55
- Views: 11887
Re: Why does the train crash?
Unfortunately I’m unfamiliar with how real life trains work. However I’m fairly certain they don’t allow crashes and would prefer deadlocking than crashing - which kills and destroys property. RL has very different considerations than a game. In Factorio, crashes are better than deadlocks in most c...
- Sat Feb 15, 2020 5:04 pm
- Forum: General discussion
- Topic: Any world settings or mods I should use to enhance gameplay without straying too far from the vanilla experience?
- Replies: 7
- Views: 2163
Re: Any world settings or mods I should use to enhance gameplay without straying too far from the vanilla experience?
If you're only looking for a vanilla game there's nothing at all wrong with using default settings and having fun. The default vanilla experience is easy enough to get into and fun all by itself. The only mod I generally recommend is RSO (Resource Spawner Overhaul) because it spreads out resources m...
- Fri Feb 14, 2020 5:10 pm
- Forum: News
- Topic: Friday Facts #334 - New poison cloud animation, flying robot dying effect
- Replies: 57
- Views: 25933
Re: Friday Facts #334 - New poison cloud animation, flying robot dying effect
Wow. Those effects both look really nice. I know it's only graphical, but it adds so much to the polish of the game. I'm impressed.
- Mon Feb 10, 2020 4:34 am
- Forum: Gameplay Help
- Topic: Desert Seed
- Replies: 6
- Views: 9150
Re: Desert Seed
For biters I generally suggest treating them like a tax. You're using up ammo to kill them that you'd rather spend on making more production. Desert starts increase the tax rate a bit by having less pollution reduction, but the main issue is it being easier to start the tax in the first place with h...
- Thu Jun 27, 2019 9:47 pm
- Forum: Ideas and Suggestions
- Topic: Research Info
- Replies: 4
- Views: 1276
Re: Research Info
You can click that spot in the upper right and it'll bring you to the research screen.badtouchatr wrote: ↑Thu Jun 27, 2019 3:17 pmOk, better idea: Get rid of the "press t" message, but add another button to click for research like the ones for trains, bonuses, achievements, tutorials, etc.
- Wed Jun 26, 2019 1:25 pm
- Forum: Ideas and Suggestions
- Topic: Remove health bar status for rocks
- Replies: 11
- Views: 2776
Re: Remove health bar status for rocks
Why? They have health, same as trees. You can always kill them or remove them with bots.
- Wed Jun 26, 2019 1:20 pm
- Forum: Ideas and Suggestions
- Topic: grenade vertical acceleration
- Replies: 10
- Views: 3909
Re: grenade vertical acceleration
They aren't in the air long enough to noticeably arc
- Wed Jun 26, 2019 12:40 pm
- Forum: General discussion
- Topic: Module Production: To beacon or not to beacon?
- Replies: 26
- Views: 9475
Re: Module Production: To beacon or not to beacon?
If you're looking to be efficient filling the machines with speed 1's is about the same cost (before worrying about the power increase) while reducing the space required. If you're optimizing for space then you'd want to fill the machines with speed 3's before worrying about beacons.