Search found 1498 matches
- Mon Aug 22, 2016 3:54 pm
- Forum: Balancing
- Topic: Personal Roboport should come before Roboport
- Replies: 14
- Views: 5229
Re: Personal Roboport should come before Roboport
It's not clear to me why you should be able to make a green science shielded armor setup and not a green science builder setup (i.e. personal roboport). Bots build out of electric engines which require lubricant so you need oil processing regardless, and it doesn't make sense to change this. Person...
- Mon Aug 22, 2016 3:32 pm
- Forum: Balancing
- Topic: Solar panels less of a no-brainer
- Replies: 378
- Views: 195297
Re: Solar panels less of a no-brainer
They could probably stand to be less efficient and perhaps cost less resources to make to offset that, so your solar farms take up more space. This would also help alleviate the fact that solar panels apparently output far more energy than they could be receiving from sunlight. The devs have said th...
- Mon Aug 22, 2016 3:21 pm
- Forum: Balancing
- Topic: Shotgun ammo is too cost efficient
- Replies: 16
- Views: 6100
Re: Shotgun ammo is too cost efficient
Actually, rockets have one major thing recommending them: they outrange Medium worms (and at red+green science only). Also damage type is explosive, so effective DPS can actually be greater than Piercing ammo and Shotgun shells against Medium biters midgame. (I'm sure the new OP Flamethrower does w...
- Mon Aug 22, 2016 12:05 pm
- Forum: General discussion
- Topic: Speedrunning the game
- Replies: 28
- Views: 10693
Re: Speedrunning the game
I easily got both speed achievements in a little over 7 hours on my first attempt without really trying. I played one game I never finished (my factory sucked) and three successful games including a Lazy Bastard run, to give you an idea of my experience. Give your map seed max size and richness reso...
- Mon Aug 22, 2016 11:04 am
- Forum: Balancing
- Topic: Alien evolution in 0.13 - too slow?
- Replies: 12
- Views: 4670
Re: Alien evolution in 0.13 - too slow?
The evolution might get another overhaul if they ever fix weapon balance. Problem is once big biters start coming in you need laser towers and the combat shotgun + power armour to deal with their attacks and nests respectively so if the evolution is too fast, those who don't play for the (lacking) c...
- Mon Aug 22, 2016 10:32 am
- Forum: Balancing
- Topic: Personal Roboport should come before Roboport
- Replies: 14
- Views: 5229
Re: Personal Roboport should come before Roboport
• Who gets Power Armor BEFORE robots? It's later in terms of technology AND resources! (I guess it's a playstyle thing :T) I skip straight to MK2 power armour before bothering with robots. I don't find logistics bots to be particularly useful until I'm throwing down blueprints and constantly need r...
- Mon Aug 22, 2016 9:31 am
- Forum: Balancing
- Topic: Shotgun ammo is too cost efficient
- Replies: 16
- Views: 6100
Re: Shotgun ammo is too cost efficient
the Combat Shotgun with reg/piercing ammo outperforms the SMG handedly by every metric you can imagine except ... potentially losing DPS against targets due to range Actually a single pellet of armour piercing shotgun ammo does more damage than bullet of armour piercing rounds (assuming research is...
- Sun Aug 21, 2016 9:04 pm
- Forum: Balancing
- Topic: Weapon Balance
- Replies: 13
- Views: 8039
Re: Weapon Balance
AoE sniper with little to no close quarters viability sounds okay, and since you need alien tech to get rockets up to scratch killing individual spawners uncontested doesn't sound too bad. Attacking anything close to you would deal massive damage to yourself so yeah, not really viable in close quar...
- Sun Aug 21, 2016 2:09 pm
- Forum: Balancing
- Topic: Weapon Balance
- Replies: 13
- Views: 8039
Weapon Balance
I can't find much on the subject of overall weapon balance, just random snippets in other threads. In fact it seems it's just generally agreed that "use the combat shotgun" is just how it is. Endgame, armour piercing rounds are only ever worth using in lots of turrets but due to the hassle...
- Thu Aug 18, 2016 9:23 pm
- Forum: Resource Spawner Overhaul
- Topic: Usefull commands for Map-tests
- Replies: 11
- Views: 99206
Re: Usefull commands for Map-tests
Commands in OP no longer work, use the below for single player games: 1024 blocks: /c game.forces.player.chart(game.player.surface, {lefttop = {x = -1024, y = -1024}, rightbottom = {x = 1024, y = 1024}}) 2048 blocks: /c game.forces.player.chart(game.player.surface, {lefttop = {x = -2048, y = -2048},...
- Fri Aug 12, 2016 11:47 pm
- Forum: Development Proposals
- Topic: Electric energy
- Replies: 285
- Views: 209843
Re: Electric energy
The open fuel cycle would need: uranium ore, uranium refining (chemical plant: water, acid), fuel rod manufacturing (assembler: uranium, steel), nuclear power plant: water, fuel rods, spent fuel water pool: spent fuel, water. Closed fuel cycle would need: ore, refining, fuel rod, power plant, fuel ...
- Fri Aug 12, 2016 11:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] Crash Opening Market In Tight Spot [Market offers not migrated]
- Replies: 3
- Views: 2251
[Rseding91] Crash Opening Market In Tight Spot [Market offers not migrated]
Played Tight Spot on the latest 0.12 patch, got to Solar Farms and could no longer be bothered. Picked it up again today, running experimental 0.13.15 so had to update the save but the game crashes as soon as I try to open the market. Not sure if this is specific to the Solar Panel level or if it is...
- Mon Aug 01, 2016 4:33 pm
- Forum: Development Proposals
- Topic: Hidden ores
- Replies: 138
- Views: 125380
Re: Hidden ores
The underground level doesn't have to be viewable so separate z-planes are not required. Like people said there could be various scanners and likelyhood of available minerals. Information could appear on an overlay or radar or heatmap. I quite like the way some games have resources that only appear...
- Mon Aug 01, 2016 4:23 pm
- Forum: Development Proposals
- Topic: Fight
- Replies: 96
- Views: 98257
Re: Fight
I don't really mind where the combat is at the moment. Sure, it could use expansion but so could much of the game. Turrets are enough to ward off attacks to start with but as the game progresses the biters slowly start biting off more and more so you need to add walls then more turrets then perhaps ...
- Mon Aug 01, 2016 3:02 pm
- Forum: Development Proposals
- Topic: Electric energy
- Replies: 285
- Views: 209843
Re: Electric energy
Are there any plans for a full sized fusion reactor? The portable one is out there for armor so it would be nice to have a version for the base. There does seem to be a lack of late game energy sources, especially green ones. Considering how much resource a tiny portable fusion reactor requires to ...
- Fri Jul 22, 2016 3:48 pm
- Forum: Ideas and Suggestions
- Topic: electric trains
- Replies: 176
- Views: 63955
Re: Electric locomotives ☸
I feel I need to point out when a coal train runs out of fuel you drop some coal in its engine. How would you do that with an electric train? There are numerous other things to consider. To be efficient they would need to charge pretty fast (as unloading now is only a few seconds) which needs to be ...
- Wed Jul 20, 2016 11:56 am
- Forum: Implemented Suggestions
- Topic: Entity that produces alerts on map
- Replies: 4
- Views: 1942
Re: Entity that produces alerts on map
I was only a few hours into Factorio before I realised how stupidly useful this object would be. Depleted ammo, ore/oil deposits and repair packs, drop in production of items (such as green chips or shortage of ammo), completion of large tasks (such as producing 100 t3 speed modules or a rocket), de...
- Wed Jul 13, 2016 10:52 am
- Forum: Frequently Suggested / Link Collections
- Topic: Support for Color Blinds / Better Visibility ...
- Replies: 16
- Views: 13217
Re: Support for Color Blinds / Better Visibility ...
Wow, good to see some demand for supporting colour deficiency! Normally I'm the only one carrying this torch lol. I seem to have a rare form of colour deficiency (only ever found two references, one guy describing it in a wiki discussion and someone's diagnosis of Deuteronomic Trichromacy) that resu...