Re: Friday Facts #161 - Infinite Research and Blueprint Library
Posted: Sun Oct 30, 2016 6:21 pm
wonder how Infinite Research and the "Research Everything" Achievement will work out
www.factorio.com
https://forums.factorio.com/
Did you notice that you get more construction robots and greater range the more personal roboports you have?. An MKIII armor with even more space or smaller roboports/reactor would be great. So true about the time to charge.rolfl wrote:Personal robo-ports with more robot slots, bigger area, more efficient recharge.
The limits I run in to in large factories are:
- not enough logistics slots to maintian an inventory
- not enough inventory slots to hold all the things I want/need
- logistics robot system is too slow over a large area - faster robots with more capacity
- personal roboport range is not enough for large blueprints
- follower robot count at 134 is "not enough"
- bullet damage/speed is not enough for turret defense against behemoth biters
- turret range is too short (laser-turret is better, but I would like to research an increased gun-turret range).
- cluster-grenade shooting-speed ?
First thing you build is the train station, unload into provider chests and place a roboport. You can carry that much in the inventory.Deadly-Bagel wrote:That works if you're building stuff in your main factory, not so much when you're building an outpost.
The standard rocket is quite a non challenge. By the time you get that set up, you get most of the raw etc. in sizes that a singular rocket silo can not even hope to make challenging. Generally - when I get toe the rocket, I mostly have the stuff to keep one building.Beewee wrote:When it comes to resource sinks, is the rocket not a large one? I've not yet managed to construct one, so I don't know exactly how demanding it is, or do people just want to give their labs something to do as well?
On the topic of potential research, perhaps add a boost to radar range, it would both be useful to the player and not have any kind of OP effects in-game. Maybe even make it an early to mid-game research (green science?) and allow the player to continue boosting it as the game progresses. Imo research that improves production or energy output should not be made infinitely upgradeable, as this could get quite rediculous given enough time.
Anyways, that's my two cents on the situation, I trust the devs will come up with something exciting and fitting in due time.