Search found 58 matches
- Mon Jan 08, 2018 3:09 pm
- Forum: General discussion
- Topic: Belts vs Bots - A response to FFF #224
- Replies: 98
- Views: 46040
Re: Belts vs Bots - A response to the latest FFF
If bots are superior, then the devs might ask themselves why bots have infinite research, but belts can't be improved beyond the blue ones... (and the additionally hampered compression) Research for belts is actually an interesting idea. Sounds good in my opinion, though it might be difficult to im...
- Mon Jan 08, 2018 2:48 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 345125
Re: Friday Facts #224 - Bots versus belts
I didn't read all the posts, so propably a lot has already been said but I wanted to give my opinion anyway: I do not really like bots. I tried to build a bot based factory in my firtst playthrough after researching them in 0.14 (or 13?) and was less than impressed. They used much too much power for...
- Tue Dec 12, 2017 12:58 pm
- Forum: Ideas and Suggestions
- Topic: RTGs (+some minor things)
- Replies: 16
- Views: 5589
Re: RTGs (+some minor things)
I'd love to have the diode. It is definately missing!
Too bad your suggestions don't conform to the required format and thus will be ignored...
Too bad your suggestions don't conform to the required format and thus will be ignored...
- Tue Dec 12, 2017 12:53 pm
- Forum: Ideas and Suggestions
- Topic: Conveyor belt speed (blue)
- Replies: 58
- Views: 14340
Re: Conveyor belt speed (blue)
I would probably prefer assemblers to be more in line with belt speed upgrades by having proportionally increasing crafting speeds like (0.5 - 1.0 - 1.5) And yes I do not like the .33 part on the belts. Everything ends up being fractional. This is good and bad at the same time. I agree with you, es...
- Tue Dec 12, 2017 11:53 am
- Forum: Ideas and Suggestions
- Topic: Conveyor belt speed (blue)
- Replies: 58
- Views: 14340
Re: Conveyor belt speed (blue)
I don't think that would really be a good Idea. You can not merge two red ones on one blue, so what? It can still increase throughput significantly, and by the same logic assamblers would need the same stepping as well. In my Opinion red belts are superfluous anyway. Is there a reason not to use blu...
- Tue Dec 12, 2017 11:39 am
- Forum: Ideas and Suggestions
- Topic: Splitter that reverses direction of one line
- Replies: 7
- Views: 2185
Re: Splitter that reverses direction of one line
With all the kind of splitters I am missing, I don't even know what this kind would be good for. Especially since you need only like 4 additional belts to mimic the desired behaviour by going around the splitter.
- Wed Nov 22, 2017 3:51 pm
- Forum: Balancing
- Topic: Kovarex Enrichment is not fun
- Replies: 84
- Views: 36781
Re: Kovarex Enrichment is not fun
In my opinion KEP is unballanced Not in the way, that it converts U238 to U235, but the way it does it. I had to deplete I think 3 uranium fields before I had enough U235 to start the process, and the setup to run it is trivial and does not pose a challnge at all. And I had the sience well before I ...
- Fri Oct 27, 2017 8:51 am
- Forum: Balancing
- Topic: The personal laser defense
- Replies: 33
- Views: 16359
Re: The personal laser defense
Nice necro. You almost beat the 1-year nark. Although he is right, it is quite overpowered now. 75 Damage/shot, come on. I don't think Laser turrets will ever get to that damage in a nomal game. Who needs weapons, when you can use your "defence" to level whole nests. In my opinion the dam...
- Thu Oct 26, 2017 11:47 am
- Forum: Balancing
- Topic: Blue science is too hard to get
- Replies: 42
- Views: 25042
Re: Blue science is too hard to get
Am I the only one that easily spaghetti'd my wait to blue sci and had to do weird shit to get enough purple sci so I could then set up a proper base? Blue sci is where I started to realize that I really needed to plan ahead more but managed to pull it off, by purple sci I knew I needed a whole rede...
- Thu Oct 26, 2017 11:41 am
- Forum: Balancing
- Topic: Oil needs to be richer in starting area
- Replies: 5
- Views: 1927
Re: Oil needs to be richer in starting area
I parttially agree with the request. Not that the oil patch needs to be in the starting area itself, but I had several tries to start a game in 0.15, which I did abandon because there was no oil in the vincinity (Or one single patch out of the way below a huge biter base). The oil patch does not hav...
- Fri Oct 20, 2017 6:50 am
- Forum: General discussion
- Topic: Speed Modules, What are they good for?
- Replies: 38
- Views: 20043
Re: Speed Modules, What are they good for?
particularly because the Speed boost is additive against the Speed penalty of Productivity modules which is a much better interaction than if it were multiplicative. Thanks, that is actually the answer I was looking for. Once again Factorio "math" is what makes something counter intuitive...
- Thu Oct 19, 2017 1:15 pm
- Forum: General discussion
- Topic: Speed Modules, What are they good for?
- Replies: 38
- Views: 20043
Re: Speed Modules, What are they good for?
speed modules in beacons can let you save electricity (and UPS) by using fewer assembly machines. And how is that possible? A Speed Module increses the powerconsumption more than the speed, so it should be more efficient to use several assemblers than using speed modules?! And this does not even ta...
- Thu Oct 19, 2017 10:58 am
- Forum: General discussion
- Topic: Speed Modules, What are they good for?
- Replies: 38
- Views: 20043
Re: Speed Modules, What are they good for?
Speed Modules are the only Modules worth using in Beacons: viewtopic.php?f=5&t=53478 The thread already lists various benefits of using them. Not really It is obvious, that the speed beacons improve the speed of the assemblers. But you can also do that by building more assemblers. The setup cos...
- Thu Oct 19, 2017 8:56 am
- Forum: General discussion
- Topic: Speed Modules, What are they good for?
- Replies: 38
- Views: 20043
Speed Modules, What are they good for?
I have a question about the use of speed modules (All sizes): Under the assumption, that we can neglect setup costs (That is the cost of infrastructure etc.), why would I want to use speed modules anywhere except at oil-wells? Isn't it just better to just build more assemblers etc. instead? This eve...
- Mon May 01, 2017 12:01 pm
- Forum: Balancing
- Topic: Coal Liquification
- Replies: 4
- Views: 1635
Coal Liquification
I wanted to dicscuss one issue I have with the technologie of Coal Liquification: While I'm certain that it is a nice addition to the game, there is one issue which bothers me for this technologiy and that is: You need oil to research it and get it started! From my point of view it is not only meant...
- Wed Apr 26, 2017 9:25 am
- Forum: General discussion
- Topic: Getting rid of alien artifacts is a bad idea
- Replies: 74
- Views: 27383
Re: Getting rid of alien artifacts is a bad idea
From My point of view getting rid of alien artifacts is a huge step in the right direction. When playing with peacefull aliens you had to actively search them out instead of beeing able to build your base peacefully (which should have been the point of that setting). On the other hand whe you take y...
- Wed Apr 26, 2017 9:01 am
- Forum: News
- Topic: Friday Facts #187 - Space science & 0.15 graphics
- Replies: 362
- Views: 141591
Re: Friday Facts #187 - Space science & 0.15 graphics
Sounds amazing! just one thing missing: ;-) Is it done yet? Is it done yet? Is it done yet? Is it done yet? Is it done yet? Is it done yet? Is it done yet? Is it done yet? Is it done yet? Is it done yet? By the way: Is the uranium miner supposed to be a different entity from normal miners, or why ar...
- Mon Apr 10, 2017 7:52 am
- Forum: Ideas and Suggestions
- Topic: Create blueprint without recipes
- Replies: 2
- Views: 1583
Re: Create blueprint without recipes
Yes please!
And recipies should also include requester chest settings etc. as well.
Stm
And recipies should also include requester chest settings etc. as well.
Stm
- Wed Apr 05, 2017 2:05 pm
- Forum: Ideas and Suggestions
- Topic: Player sensitive rail signals
- Replies: 3
- Views: 1447
Re: Player sensitive rail signals
Sounds nice. I doubt it can be done in any usable way though: If I see how far away gates already open, even if you don't want to cross the rails, a train might get stoped. On the other hand the time between comming into range and crossing can get quite short, which would not give the train enough t...
- Wed Apr 05, 2017 6:40 am
- Forum: General discussion
- Topic: Why use concrete?
- Replies: 13
- Views: 20547
Re: Why use concrete?
What else do you do with all that stone? You propably can build more landfill than there is Water to cover, and Walls are only usefull around your base. At least Concrete has the benefit of speeding you up inside your base, looks better and gives better contrast for items etc. Certainly nothing whic...