Nuclear power is fine, but uranium is overabundant. (even more than stone?)
Recipes should be significantly more expansive.
Search found 102 matches
- Fri Feb 22, 2019 5:24 pm
- Forum: Balancing
- Topic: Nuclear power OP
- Replies: 51
- Views: 17676
- Fri Feb 22, 2019 6:01 am
- Forum: General discussion
- Topic: I Miss Alien Artifacts!
- Replies: 27
- Views: 10583
Re: I Miss Alien Artifacts!
Game Theory: A game consists of "systems" which interact with each other. The art of game design is to connect different systems in a smart and interesting way. Every system can be viewed as a blackbox with input and output. The system "enemies" is currently missing input and/or ...
- Fri Feb 01, 2019 4:06 pm
- Forum: Balancing
- Topic: Nuclear power OP
- Replies: 51
- Views: 17676
Re: Nuclear power OP
Nuclear power is decent for mid and lategame, but for the ultimate lategame, solar power is still the best because it has a "divide by 0 dynamic" in it.
Uranium feels overabundant, I agree that the kovarex enrichment recipe should cost more dark green uranium.
Uranium feels overabundant, I agree that the kovarex enrichment recipe should cost more dark green uranium.
- Fri Feb 01, 2019 4:00 pm
- Forum: Balancing
- Topic: Balance beacons
- Replies: 5
- Views: 2601
Re: Balance beacons
I dont like beacons at all, because -they remove depth from the module system -idle production is a waste of energy -they look ugly I suggest -remove beacons and introduce high end assembler with even more modules slots (5? 6? 8?) or -introduce a "multiblock system" so that assembler and b...
- Fri Feb 01, 2019 3:50 pm
- Forum: General discussion
- Topic: Lategame mining options are lacking
- Replies: 129
- Views: 44979
Re: Lategame mining options are lacking
Insert random
"its ok that the vanilla game is underdeveloped in its content because there are mods out there. muh" - BS-Argument.
"its ok that the vanilla game is underdeveloped in its content because there are mods out there. muh" - BS-Argument.
- Mon Oct 23, 2017 1:17 pm
- Forum: General discussion
- Topic: Factorio is not a game.
- Replies: 26
- Views: 12116
Re: Factorio is not a game.
Sandboxes are heavily overrated. I prefer games. Not that I dislike factorio, I just dont like the way so many games go with ARBITRARINESS (which often gets confused with "freedom of choice") Imo sandboxes are the greatest banes of game design, because a sandbox actually does not require g...
- Mon Oct 23, 2017 12:56 pm
- Forum: General discussion
- Topic: Thoughts on Factorio and how I would make it better...
- Replies: 41
- Views: 16797
Re: Thoughts on Factorio and how I would make it better...
Biters are not supposed to be rewarding, they're supposed to be a PITA and add a dose of challenge. If you want moar challenge, add moar biters. If you don't wan extra challenge, disable them in your map settings. And this is exactly the kind of logic and wrong design philosophy which make so many ...
- Sat Oct 21, 2017 10:31 pm
- Forum: Ideas and Suggestions
- Topic: Balance (lategame) improvements
- Replies: 3
- Views: 1948
Re: Balance (lategame) improvements
Id go with 2, and 3, and *triggerwarning* remove or repurpose beacons.
- Sat Oct 21, 2017 10:21 pm
- Forum: Outdated/Not implemented
- Topic: Optimize Drone Movement
- Replies: 58
- Views: 33200
Re: Optimize Drone Movement
I prefer better UPS over better pathfinding (pathfinding can be solved by the player)
An optimizsation Id like to see is inserter and bots always wait to deliver their maximum number of items. This might drastically reduce actions.
An optimizsation Id like to see is inserter and bots always wait to deliver their maximum number of items. This might drastically reduce actions.
- Tue Oct 17, 2017 4:40 pm
- Forum: General discussion
- Topic: Thoughts on Factorio and how I would make it better...
- Replies: 41
- Views: 16797
Re: Thoughts on Factorio and how I would make it better...
I completly agree. Biters not dropping or giving anything is JUST WRONG gamedesign. They could drop resources but personally Id also like it, if they just give player XP which allows you to upgrade things like movementspeed or inventory space (this solution could be more factorio like, but it has th...
- Tue Oct 17, 2017 8:17 am
- Forum: Ideas and Suggestions
- Topic: Space Based Economy - Ore Delivery
- Replies: 9
- Views: 3820
Re: Space Based Economy - Ore Delivery
This idea only makes sense, if asteroids provide a new type of ore.
- Wed Oct 11, 2017 9:11 pm
- Forum: General discussion
- Topic: One Billion Copper Wires produced.
- Replies: 35
- Views: 14078
Re: One Billion Copper Wires produced.
This is the reason why copper cable need a nerf! No, seriously: I'd really like it if the recipe gets changed to: 1 Copper-> 1 copper cable (+ adjusting all other recipes to this) I dont see how the inflation of copper cables are a good thing. In my opinion the only thing this does is limiting possi...
- Wed Oct 11, 2017 9:01 pm
- Forum: General discussion
- Topic: What are the opinions on the current Turret Damage output?
- Replies: 19
- Views: 8602
Re: What are the opinions on the current Turret Damage output?
Are the research cost really scaling that crazy? I always thought the research cost scale linearly, like 1000->1100->1200-> etc In a youtube series from nilaus and his megabase I saw that he had mining effieciency on 70+. Assuming the game uses the same scaling math for all researches I think levels...
- Wed Sep 27, 2017 9:22 pm
- Forum: General discussion
- Topic: My guide to "There is no spoon" (15.X version)
- Replies: 48
- Views: 77244
Re: My guide to "There is no spoon" (15.X version)
Worked like a charm. After some hours, when the factorio is completed, its a good idea to manually adjust some parts. As other stated, blue science is a bottleneck, but with some better inserter and speed modules it can be improved.
- Wed Sep 27, 2017 3:21 pm
- Forum: Ideas and Suggestions
- Topic: Concept Design - Wood Mills
- Replies: 26
- Views: 25310
Re: Concept Design - Wood Mills
I really wish there was early game wood related content, which 1, lets you get rid of trees fast 2, also uses it as a resource There are mods like nanobots, but Id prefer a "wood mill" which automatically cuts down trees in a certain radius. Btw.: The trees in the current state of the game...
- Fri Sep 22, 2017 8:34 pm
- Forum: News
- Topic: Friday Facts #209 - Optimisation is a way of life
- Replies: 95
- Views: 60306
Re: Friday Facts #209 - Optimisation is a way of life
Nice looking stone path! Can you please make stone paths and concrete paths be more in line with each other? Id like it if: -both paths give the same movementspeed -cost the same amount of stone Concrete being cheaper AND faster is not good. All the technical optimizsations are great, but if you'd p...
- Wed Sep 20, 2017 5:33 pm
- Forum: Balancing
- Topic: Kovarex Enrichment is not fun
- Replies: 84
- Views: 41469
Re: Nuclear power price / risk balancing
What Id like to see is something like this: -Nuclear: Kovarex Process uses up considerable more Uranium 235 -Solar modules very slowly degrade over time and have to be rebuild from time to time. Solar modules require a new crafting component: silicon, which is made out of stone. -Steam boiler (100Β°C...
- Thu Sep 14, 2017 1:34 pm
- Forum: General discussion
- Topic: i find this game become boring after 100 hour.
- Replies: 110
- Views: 50851
Re: i find this game become boring after 100 hour.
I know. Most AAA titles you'd only have played through 2-4 times by now. What s gyp. Sry, but this is a bullshit argument. Because other games suck, its ok if factorios potential is limited? Factorio clearly is a 1000h game, if done correctly. I have "only" 400hours and the main issue I s...
- Thu Sep 14, 2017 10:36 am
- Forum: Ideas and Suggestions
- Topic: More Uses For Copper Early On
- Replies: 5
- Views: 2827
Re: More Uses For Copper Early On
I wish the game has a more balanced consumption of all resources. Marathon does it right for the iron/copper balance imo, because of the green circuits using proportionally more copper. But also stone needs a much higher use. 1, concrete should be in line with the normal brick pathing. Currently 1x1...
- Thu Aug 24, 2017 8:30 am
- Forum: General discussion
- Topic: [Poll] Is it worth switching to electric furnace
- Replies: 36
- Views: 28577
Re: [Poll] Is it worth switching to electric furnace
Some people argue "productivity modules start at smelter". This is incorrect. Productivity modules are best suited and should therefor be prefered in machines, which consume items very fast. Marathon green circuits are the best example for this. The important value is "item saved per ...