Search found 13 matches

by ArcoLaren
Tue Nov 19, 2024 3:04 pm
Forum: Gameplay Help
Topic: Combining Quality and Science
Replies: 2
Views: 179

Combining Quality and Science

I've been playing around with quality stuff and managed to set up a decent way (recycling blue chips and transmuting some of the plastic into steel) of producing legendary equipment (Modules, Beacons, etc.). I've been thinking, this method can be applied to produce red, green and yellow legendary pa...
by ArcoLaren
Fri Nov 08, 2024 4:16 pm
Forum: Not a bug
Topic: [2.0.15] Quality trees
Replies: 2
Views: 226

Re: [2.0.15] Quality trees

Harvesting quality fruit grown from quality seed obtained from quality fruit grown from... oh wait.
No quality trees seems to be intentional, as you can obtain all basic materials from them. This would trivialise obtaining legendary Iron, Copper, Plastic and everything made from it. Too OP.
by ArcoLaren
Fri Nov 08, 2024 3:46 pm
Forum: Minor issues
Topic: Oscillating minimap when hovering.
Replies: 0
Views: 75

Oscillating minimap when hovering.

What did I do: with Mech Armor equipped hovered over foundry. At some point my eye caught a slight movement of the minimap. Apparent issue: hovering over a certain area of the foundry causes the up-down movement of the minimap as if the character was constantly moving up and down. Hovering over diff...
by ArcoLaren
Wed Nov 06, 2024 11:47 pm
Forum: General discussion
Topic: Gleba has killed the game for me.
Replies: 142
Views: 15533

Re: Gleba has killed the game for me.

Treat it like an organic system - always active.
by ArcoLaren
Wed Nov 06, 2024 11:23 pm
Forum: General discussion
Topic: Reverse Planet Order
Replies: 8
Views: 2897

Re: Reverse Planet Order

The first three are all pretty independent of each other, though they all have tools to make the other planets more manageable. Gleba's looking like the hardest planet to tackle but it also benefits less from the other planets, so starting there is fine. Right, so it is indeed intended. The apparen...
by ArcoLaren
Wed Nov 06, 2024 10:48 pm
Forum: General discussion
Topic: Just bought the game; What were Your first impressions?
Replies: 462
Views: 304033

Re: Just bought the game; What were Your first impressions?

Played this since 0.14. I remember my path. First it was "oh, I can Automate things". Then - "wait, why do I need that much stuff?". After - "Now, now I see". Also mods. Since then - 1.6k hours. This is by far the best entertainment/money investment I've ever made.
by ArcoLaren
Wed Nov 06, 2024 10:40 pm
Forum: General discussion
Topic: Reverse Planet Order
Replies: 8
Views: 2897

Reverse Planet Order

Is it just me, or the reverse planet order (Gleba - Fulgora - Vulcan) is also viable? I mean, I went first to Gleba for labs, inserters and belts, then Fulgora for EM machines. Ok, so far so good. Found out Fulgora is awesome if you know how to "we do not waste". To do: Vulcan. I feel like...
by ArcoLaren
Wed Oct 16, 2024 4:49 pm
Forum: Ideas and Suggestions
Topic: Add second tier to chemical/trains/bots/etc.
Replies: 10
Views: 645

Re: Add second tier to chemical/trains/bots/etc.

Trains already scale based on your fuel type, and how big your train network is. 50 trains carrying ore around a large well -signalled network is much more impactful than a single train delivering from a single outpost, especially if you switch from using coal to using rocket or nuclear fuel. Bots ...
by ArcoLaren
Wed Oct 09, 2024 11:02 am
Forum: Ideas and Suggestions
Topic: Add second tier to chemical/trains/bots/etc.
Replies: 10
Views: 645

Re: Add second tier to chemical/trains/bots/etc.

Wait, if we take into account new belts and item stacking and quality inserters... having fixed 40 slots per wagon feels somewhat limited. Concerningly limited. I am curious what was the feedback on this during the playtests.
by ArcoLaren
Tue Oct 08, 2024 4:01 pm
Forum: Ideas and Suggestions
Topic: Add second tier to chemical/trains/bots/etc.
Replies: 10
Views: 645

Re: Add second tier to chemical/trains/bots/etc.

Won't quality take care of this? Quality is ok-ish, but it is a matter of having an upgrade option similar to ones you have in the beginning of the game. You follow sort-of "prototype - industrial - advanced" loop with most machines (drills, assemblers, inserters, and so on). It would fee...
by ArcoLaren
Tue Oct 08, 2024 3:52 pm
Forum: Ideas and Suggestions
Topic: Add second tier to chemical/trains/bots/etc.
Replies: 10
Views: 645

Re: Add second tier to chemical/trains/bots/etc.

So what exactly you want tier 2 bots or trains to do? As for trains - electrical trains (haven't seen a mod that felt proper yet) or nuclear trains (high capital investment vs. low opex). Wagons - reduced weight/slot ratio (weight/liquid), further improved by quality. Again, there might be other vi...
by ArcoLaren
Tue Oct 08, 2024 3:47 pm
Forum: Ideas and Suggestions
Topic: Add second tier to chemical/trains/bots/etc.
Replies: 10
Views: 645

Re: Add second tier to chemical/trains/bots/etc.

So what exactly you want tier 2 bots or trains to do? My initial idea for bots is to improve energy/distance ratio, as this value remains mostly unchanged by speed research. Energy capacity is also an option. Another possibility is the "intelligence" of the bots - t1 bots may not have the...
by ArcoLaren
Tue Oct 08, 2024 2:16 pm
Forum: Ideas and Suggestions
Topic: Add second tier to chemical/trains/bots/etc.
Replies: 10
Views: 645

Add second tier to chemical/trains/bots/etc.

TL;DR As the title says, consider adding a second tier/alternative versions of chemical plants, refineries, trains, roboports/bots and other entities. Why? As of now, there are two progression systems in Factorio. The first one is defined by science - you get burners, then electricity, then chemical...

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