Search found 99 matches

by Rythe
Thu Jan 03, 2019 4:30 am
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 150640

Re: Friday Facts #275 - 0.17 Science changes

The numbers and direct handoff strategy made necessary by them really seems to contradict the concept of encouraging the automation of items that need to be automated anyway - I'm pretty sure there's a quote to that effect, possibly on this thread, but I'm having trouble finding it. But yeah, total...
by Rythe
Thu Jan 03, 2019 3:26 am
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 150640

Re: Friday Facts #275 - 0.17 Science changes

Aw. Too late to neatly summarize the things everyone likes to gloss over and would ruin the easy poses and banter. But it's been...interesting watching the forum dynamic of slightly different groups of people relitigating the same problem over and over every few pages. By crossing the same ol' inane...
by Rythe
Wed Jan 02, 2019 12:00 am
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 150640

Re: Friday Facts #275 - 0.17 Science changes

I gonna miss the deviation of different types of assemblers. I always liked choosing "the right" machine for the specific job, it was another layer in improving production by upgrading them. I just do not understand how the game is getting better by these choices. I made a thread a while ...
by Rythe
Tue Jan 01, 2019 11:54 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 150640

Re: Friday Facts #275 - 0.17 Science changes

This update suggests that the devs think a lot of players are using automated science production as a source of materials for further expansion, and expansion of their main factory to fuel science production. My play style definitely doesn't include this, nor does that of most of the people I've wa...
by Rythe
Tue Jan 01, 2019 11:30 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 150640

Re: Friday Facts #275 - 0.17 Science changes

I have tried to explain both in the article and here earlier that the “are rails advanced enough” is not just whether the recipe and item unlock consist of early parts (technically it is green tier without oil which is early). It’s also important when do you actually want to use the item - you can ...
by Rythe
Tue Jan 01, 2019 12:44 am
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 150640

Re: Friday Facts #275 - 0.17 Science changes

Thinking about this more, I hadn't fully considered your angle with the 'things we want players to automate', even if that's a bit vague on grenades. There's also the part where rails use iron and stone exclusively. The third problem is naming the science packs - Automation, Logistic and Production ...
by Rythe
Mon Dec 31, 2018 10:41 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 150640

Re: Friday Facts #275 - 0.17 Science changes

Both because this theming is not the only priority and because I don’t think this is breaking much the weak consistency in this regard, and there seems to be a substantial number of people who feel ok with this, I believe it fine. Finally. A decent response - thank you. But that simply circles us b...
by Rythe
Mon Dec 31, 2018 8:07 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 150640

Re: Friday Facts #275 - 0.17 Science changes

I’m not ignoring what you say, I just do not find some of your points true - and I am trying to explain why, and that’s a big difference. You could say that I’m just defending my decision just because it’s my decision, or accuse me of anything you want if it makes you happier, but defeat those argu...
by Rythe
Sun Dec 30, 2018 11:53 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 150640

Re: Friday Facts #275 - 0.17 Science changes

I've read all the arguments and I still don't see why rails are such a bad choice for science packs, assuming that science packs made of semirandom stuff from the game is a good choice. Oh fine, since you asked so nicely. Some of the arguments are about the type of puzzle that rails present. It doe...
by Rythe
Sun Dec 30, 2018 10:41 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 150640

Re: Friday Facts #275 - 0.17 Science changes

Please stop accusing us of awful things because of minor disagreements. That's 27 pages of "minor disagreement" which only wound down when it became clear that Wube couldn't care less. How about we accuse you of bad faith arguments and deliberate myopia? Because those charges your team ha...
by Rythe
Fri Nov 09, 2018 6:31 pm
Forum: General discussion
Topic: The Problem With Pickaxes - Digging Out Factorio's Core
Replies: 100
Views: 34766

Re: The Problem With Pickaxes - Digging Out Factorio's Core

It also seems to promote a particularly tedious game mechanic: constant upgrading of your base's physical infrastructure. The removal the the pickaxe as a physical item seems to bother you because you like the physical item as a representation of changes you've made. ...That is not it...at all... I...
by Rythe
Fri Nov 09, 2018 12:36 am
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 206632

Re: Friday Facts #266 - Cleanup of mechanics

Why downgrade the only thing that makes Factorio what it is - the great moddable engine? To give you that answer you're looking for: Wube has a very specific idea of how Factorio should be played. They've even got an achievement telling you that. If you play the game the way they think you should p...
by Rythe
Fri Nov 02, 2018 5:42 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 206632

Re: Friday Facts #266 - Cleanup of mechanics

Why not say it's there and that's all? I've spent a lot of time answering that question: Thematic introduction of game's core ethos. NPE transition schema. Immersion. Cohesive experience. Greater/concrete feeling of significance to early advancement. Others have added: Appropriate slot for Mods to ...
by Rythe
Fri Nov 02, 2018 5:19 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 206632

Re: Friday Facts #266 - Cleanup of mechanics

@Reika - Speaking of biters, I've a solid game mechanic suggestion that will allow biters to be more than they are, that is reasonable to add to Factorio, and most players will enjoy and use for one reason or another. Gives the Radar new life too. ...I suddenly have this feeling someone already sugg...
by Rythe
Fri Nov 02, 2018 2:37 pm
Forum: Balancing
Topic: Fixing NPE - Full Burner Start
Replies: 22
Views: 13521

Re: Fixing NPE - Full Burner Start

@Rythe: I'm slowly getting the feeling that what you really want isn't more burner stage, but less handcrafting (possibly without noticing yourself). 1)AHAHAHAHANO 2)Hand crafting is needed for recipes a player uses rarely, particularly complex ones. And given the rarely, it only works well if the ...
by Rythe
Fri Nov 02, 2018 1:10 am
Forum: Balancing
Topic: Fixing NPE - Full Burner Start
Replies: 22
Views: 13521

Re: Fixing NPE - Full Burner Start

Some additional thoughts: The intro having janky/worthless automation didn't teach you to appreciate it when it eventually worked. It told you that automation was more trouble than it was worth so you learned the habit of hand crafting all the most complex things because that's what you did for the ...
by Rythe
Thu Nov 01, 2018 10:57 pm
Forum: Balancing
Topic: Fixing NPE - Full Burner Start
Replies: 22
Views: 13521

Re: Fixing NPE - Full Burner Start

There's one not insignificant problem here, and that is a player ends up with a power plant that has nothing to power. You could unlock electric labs together with the steam engine, but keep the electric AM2 locked behind automation research. That way the player can set up electricity, add a lab an...
by Rythe
Thu Nov 01, 2018 6:16 pm
Forum: Balancing
Topic: Fixing NPE - Full Burner Start
Replies: 22
Views: 13521

Re: Fixing NPE - Full Burner Start

I've been thinking about the burner -> electricity transition a bit, and it could step out with some tweaks to research and recipes that would make some sense one way or another. Two techs: Steam Power would unlock Copper Cables, Small Electric Poles, Steam Engines, Boilers, Pipes, Pipe to Ground, O...
by Rythe
Thu Nov 01, 2018 5:22 pm
Forum: Balancing
Topic: Fixing NPE - Full Burner Start
Replies: 22
Views: 13521

Re: Fixing NPE - Full Burner Start

Hi, it's me your friendly Advocatus Diaboli from around the corner, let me tell you something :p... Imho anyone demanding burner powered assemblers should play at least the first 5 hours of Xander Mod . While not a perfect comparison due to increased recipe complexity it does offer a lengty burner-...
by Rythe
Thu Nov 01, 2018 4:37 pm
Forum: Balancing
Topic: Fixing NPE - Full Burner Start
Replies: 22
Views: 13521

Re: Fixing NPE - Full Burner Start

This discussion is fascinating to me because I always see the burner phase as pure bootstrapping, something intentionally janky and needing significant manual intervention so that the value of "true" automation is made more clear. Hence why it's obsolete so quickly. Personally, I've never...

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