Search found 850 matches
- Fri Sep 11, 2020 8:54 am
- Forum: Balancing
- Topic: Chests should have a max bots/s limit and more
- Replies: 42
- Views: 12905
Re: Chests should have a max bots/s limit and more
I can see 2 ways to balance this overpowered feel of bots: I think there is no ways. Nerfing of bots would hit to one of the most common and visible playstyles and induce too much resistance. This is more academic discussion than real try to change things. In my opinion an option of bots with colli...
- Fri Sep 11, 2020 8:44 am
- Forum: Balancing
- Topic: Chests should have a max bots/s limit and more
- Replies: 42
- Views: 12905
Re: Chests should have a max bots/s limit and more
Bots use significantly more CPU than belts, but splitters are even worse than bots: https://imgur.com/a/1yKeQSM I placed 1152 parallel blue belts transporting green circuits from one box into another. That was the only thing on the map. The UPS was ~260. Then I made the equivalent using roboports. ...
- Mon Sep 07, 2020 10:46 am
- Forum: General discussion
- Topic: [POLL] Left- or Right- hand rails and roads?
- Replies: 24
- Views: 8191
Re: [POLL] Left- or Right- hand rails and roads?
I think more important reason is that train traffic prefers right side in my country. But I think the selection of train traffic has much to do with right hand road traffic so I voted it.
- Mon Sep 07, 2020 10:39 am
- Forum: Balancing
- Topic: Chests should have a max bots/s limit and more
- Replies: 42
- Views: 12905
Re: Chests should have a max bots/s limit and more
Bots absolutely excel at short bursts of high throughput. But when bots need to be constantly moving the need to recharge really starts to limit them. A straight "road" of roboports and a bus of four blue transport belts take the same space and can support similar throughput (assuming the...
- Mon Sep 07, 2020 10:33 am
- Forum: Balancing
- Topic: Chests should have a max bots/s limit and more
- Replies: 42
- Views: 12905
Re: Chests should have a max bots/s limit and more
The number of bots/s a chest can have is strictly limited by the number of roboports near it and the diatance between the source and destination as well as the roboports. You can add more roboports but that increases the distance and you get an ever decreasing return for each additional roboport. E...
- Fri Sep 04, 2020 11:29 am
- Forum: Gameplay Help
- Topic: SHould i belt every ingredient i need or use robots?
- Replies: 9
- Views: 2327
Re: SHould i belt every ingredient i need or use robots?
Ready made science is so low throughput product that there is no issues with bots. If you transport ingredients to make science packs, there will be issues. If you want to use bots you should divide your base in several separated logistic networks. Then distance of bots is limited and need of chargi...
- Wed Sep 02, 2020 12:45 pm
- Forum: Ideas and Suggestions
- Topic: Factorio Weather and Seasons
- Replies: 6
- Views: 1735
Re: Factorio Weather and Seasons
There would be infinite number of interesting options to play with seasons and environmental conditions. Even one or two variables (like temperature and humidity) affecting to machines and enemies would bring huge amount of richness in artificially straightforward gaming and immersion to gameworld. ...
- Wed Sep 02, 2020 11:22 am
- Forum: Gameplay Help
- Topic: Circuit Control
- Replies: 6
- Views: 2171
Re: Circuit Control
in your case it would suffice to count how many red chips are on the loop. placing on the loop via belt or inserters counts up, taking from the loop via inserters counts down. if eg, the saturation of the loop with red chips is 70% (each piece of belt can hold 8 items), you would simply cut off sup...
- Wed Sep 02, 2020 8:24 am
- Forum: Balancing
- Topic: Chests should have a max bots/s limit and more
- Replies: 42
- Views: 12905
Re: Chests should have a max bots/s limit and more
The penalty for using excessive amounts is the ever increasing number of roboports required. At megabase level such costs are theoretical and negligible. In practice you just blueprint couple of nuclear plants or square kilometer of solar panels and problem is solved in short time. In that phase on...
- Wed Sep 02, 2020 6:28 am
- Forum: Balancing
- Topic: Chests should have a max bots/s limit and more
- Replies: 42
- Views: 12905
Re: Chests should have a max bots/s limit and more
This has been discussed several years. I agree with you that the bot system is overwhelmingly overpowered no brainer which destroys the most interesting part of the game, but unfortunately huge megabases are very famous and whole game development has been made prioritizing possibility of huge bot ba...
- Tue Sep 01, 2020 7:16 pm
- Forum: Balancing
- Topic: Delete the "Follower robot count" mechanic
- Replies: 7
- Views: 3619
Re: Delete the "Follower robot count" mechanic
I agree. In my opinion combat bots should have large overhaul and be made great again instead of "no brainer" personal laser defenses. Spidertron could also utilize them (for example in combat near production plants which take collateral damage from rockets). But I would like to have some ...
- Tue Sep 01, 2020 7:04 pm
- Forum: General discussion
- Topic: Fluid Optimization not fixed for release?
- Replies: 38
- Views: 13146
Re: Fluid Optimization not fixed for release?
Mostly, it's problems where one pipe segment has nothing in it, even while fluid is flowing through it and it's neighbors have plenty, starving anything connected to it. Inconsistency with different pipelines like leowchen's link is annoying too. I have detected such situations, especially uneven d...
- Mon Aug 31, 2020 7:01 am
- Forum: Gameplay Help
- Topic: Big problem on how to load ovens with coal
- Replies: 22
- Views: 4670
Re: Big problem on how to load ovens with coal
They are both infinitesimal in comparison to an entire factory. If you're playing on some crazy limited resource game sure it could matter I suppose, but in a typical game of Factorio you should never even notice the difference. Exactly this. Typical starting smelting column has 48 furnaces and pro...
- Mon Aug 31, 2020 6:34 am
- Forum: General discussion
- Topic: Fluid Optimization not fixed for release?
- Replies: 38
- Views: 13146
Re: Fluid Optimization not fixed for release?
To this day, any design I make with fluids is constantly foiled by the fluid physics. Is there any practical example in which there are problems? I do not mean experimental setups intend to achieve some exact theoretical throughput but practical production plant which do not work, let's say at 95 %...
- Tue Aug 25, 2020 10:46 am
- Forum: Balancing
- Topic: Defence economy balance
- Replies: 78
- Views: 32178
Re: Defence economy balance
It increases laser power. Both damage per second and energy consumption. It is very much like bullet shooting speed, you produce more damage at certain time but keep damage per used stuff constant.
- Tue Aug 25, 2020 10:44 am
- Forum: Balancing
- Topic: Defence economy balance
- Replies: 78
- Views: 32178
Re: Defence economy balance
Have you considered that your defensive strategies just need improvement? There is no need for improving at default settings. At Chemical (blue) science I'm still using Firearm magazines. I use gun turrets through the whole game. In my opinion they are relatively interestingly balanced. They are no...
- Tue Aug 25, 2020 7:16 am
- Forum: General discussion
- Topic: Accumulator / Solar panel ratio
- Replies: 168
- Views: 601680
Re: Accumulator / Solar panel ratio
And speaking of modded the specs for solar pannels and accumulators can change. If mod does not change the diurnal cycle, you can calculate optimal ratio by: (25 * P_vanilla / P_modded) / (21 * C_vanilla / C_modded), in which P is power of solar panel and C is capacity of accumulator. Maximum charg...
- Tue Aug 25, 2020 7:11 am
- Forum: General discussion
- Topic: Accumulator / Solar panel ratio
- Replies: 168
- Views: 601680
Re: Accumulator / Solar panel ratio
Would it make any sense at all to reduce the number of accumulators in favour of more solar panels? No! Because of the following reasons: Space: Solar panels use more than twice the amount of space than accumulators. There is no way we will save more than two accumulators with each additional solar...
- Mon Aug 24, 2020 7:49 am
- Forum: General discussion
- Topic: Fluid Optimization not fixed for release?
- Replies: 38
- Views: 13146
Re: Fluid Optimization not fixed for release?
I'm not happy about it either but to say Factorio was rushed is pretty funny. Hey, it is able to handle only 100000 entities with upper middle class desktop PC and have some inconsistency of fourth decimal in fluid flow. Score is 15/100. Real game should be able to handle billions of entities and s...
- Fri Aug 21, 2020 7:12 am
- Forum: General discussion
- Topic: this game is sick
- Replies: 12
- Views: 3945
Re: this game is sick
did somebody finish the game? How long do you need? 1 year? If you mean launching rocket it took 40-50 h, if I remember correctly. I think it is somewhat more expensive now, but if you have few hours freetime per day, it should not take several weeks. But the game is not over then. In my opinion au...