Search found 199 matches

by Cribbit
Fri Oct 13, 2017 4:40 pm
Forum: Ideas and Suggestions
Topic: Invert Landfill
Replies: 78
Views: 31468

Re: We can not dig out landfill

They've said they're in the process of redoing how landfill and other tile is placed but I don't think that includes removing landfill, it's just the placement algorithm.
by Cribbit
Fri Oct 13, 2017 4:38 pm
Forum: Balancing
Topic: Attacking biters with turrets makes all weapons pointless
Replies: 233
Views: 134520

Re: Attacking biters with turrets makes all weapons pointless

Default settings guarantees an oil patch in the starting area. Pre oil weapons aren't supposed to be able to take on big worms easily and I don't think they should. If you're using custom settings (anything other than default - other pre sets are not default) then that is your challenge to try to fa...
by Cribbit
Fri Oct 13, 2017 6:56 am
Forum: Implemented Suggestions
Topic: Inverse filter setting (Is not filter, take all except...)
Replies: 6
Views: 8373

Re: Inverse filter setting (Is not filter, take all except...)

Is this supposed to still work? I can't seem to do it. I have a combinator that sends a negative number to a filter inserter with no manual filter, set to take filter from circuit, but the filter won't take anything. If I change the combinator to a positive number then it will filter only the item s...
by Cribbit
Fri Oct 13, 2017 6:12 am
Forum: Won't fix.
Topic: [0.15.36] Train cars can have rail mined from under them
Replies: 5
Views: 1999

Re: [0.15.36] Train cars can have rail mined from under them

Except that it turns out if two inserters start going at the same time but the target doesn't have room for the 2nd one then the 2nd inserter sits waiting for room. Time for circuitry! (or is this a bug? would be nice if the inserter didn't jam, but I'm guessing this one's intended for sure) EDIT: H...
by Cribbit
Fri Oct 13, 2017 5:57 am
Forum: Balancing
Topic: Attacking biters with turrets makes all weapons pointless
Replies: 233
Views: 134520

Re: Attacking biters with turrets makes all weapons pointless

Personally, when someone claims players are "supposed to do" something, I start looking for a gun. So here's my challenge which should be extremely easy for all those who demand a turret creep nerf. Play this world WITHOUT resorting to turret creep. Weapons only when attacking enemy bases...
by Cribbit
Fri Oct 13, 2017 4:27 am
Forum: General discussion
Topic: Is the research "Lab Research Speed" necessary?
Replies: 20
Views: 16540

Re: Is the research "Lab Research Speed" necessary?

Labs (not the ideal place for them, but if you've already moduled basically everything else in the chain, it's worth it to module the labs too for one more instance of prod multiplier stretching your materials). Labs are the second-best place in the game to put productivity modules, only behind the...
by Cribbit
Fri Oct 13, 2017 4:21 am
Forum: Won't fix.
Topic: [0.15.36] Train cars can have rail mined from under them
Replies: 5
Views: 1999

Re: [0.15.36] Train cars can have rail mined from under them

Thanks for the report. While it may look weird this isn't breaking anything and if the rails are minable they're not required for the cargo wagon to work correctly. So with that in mind I'm going to say we won't change anything and leave it as it is. Yay. After some testing there are some cool thin...
by Cribbit
Fri Oct 13, 2017 2:56 am
Forum: Balancing
Topic: Attacking biters with turrets makes all weapons pointless
Replies: 233
Views: 134520

Re: Attacking biters with turrets makes all weapons pointless

Turrets should be very difficult to get into a position to shoot at worms or spawners. The point of the mod is to demonstrate to anyone who cares to try it that a powerup delay can't accomplish that. You're far from the first to claim it can, and the claims have been so persistent (and I've been so...
by Cribbit
Fri Oct 13, 2017 2:49 am
Forum: Won't fix.
Topic: [0.15.36] Train cars can have rail mined from under them
Replies: 5
Views: 1999

[0.15.36] Train cars can have rail mined from under them

Not sure if this is a bug or not but figured it was worth reporting before I started taking too much advantage of it. Picture describes it best. https://i.imgur.com/Tt69o6Z.png Each car is in a position where if removed it could not be placed again as there are only 2 pieces of track under them. Thi...
by Cribbit
Fri Oct 13, 2017 12:02 am
Forum: Balancing
Topic: Attacking biters with turrets makes all weapons pointless
Replies: 233
Views: 134520

Re: Attacking biters with turrets makes all weapons pointless

A powerup delay will barely even slow down turret creep as a tactic unless the powerup delay is made very large, just drop your first turret(s) outside the biter-response range, wait out the power-up delay once, and commence creeping as per usual. Here's a turret delay mod to demonstrate: TurretDel...
by Cribbit
Thu Oct 12, 2017 6:39 pm
Forum: News
Topic: Friday Facts #169 - Combat revisit 2
Replies: 157
Views: 65415

Re: Friday Facts #169 - Combat revisit 2

I think a power up time for all turrets is a fair, valid and "best" solution. It allows for an outpost to still be set up if you want turrets to give you cover during an assault without being gimmicky. I also think that worms should leave behind acid patches, like how flamethrowers leave f...
by Cribbit
Thu Oct 12, 2017 6:30 pm
Forum: Balancing
Topic: Attacking biters with turrets makes all weapons pointless
Replies: 233
Views: 134520

Re: Attacking biters with turrets makes all weapons pointless

There was https://www.factorio.com/blog/post/fff-160 a bit ago that mentioned wanting to use turret power up time to limit turret creep. Then https://www.factorio.com/blog/post/fff-169 covered turret creep a bit more, saying that they want to avoid a creep-style fix and didn't like power up time due...
by Cribbit
Thu Oct 12, 2017 6:20 pm
Forum: Balancing
Topic: Blue science is too hard to get
Replies: 42
Views: 25535

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 redes...
by Cribbit
Thu Oct 12, 2017 5:43 pm
Forum: Ideas and Suggestions
Topic: Lategame Mining
Replies: 37
Views: 14848

Re: Lategame Mining

Inexact numbers, but: It takes about 8 fields using just prod miners (no beacons) to match the output of a single field with beacons. Thus you have 8 times the resources invested for the same output of ore. Your fields will empty faster but you will need fewer of them running at once. If you've got...
by Cribbit
Thu Oct 12, 2017 6:58 am
Forum: General discussion
Topic: What are the opinions on the current Turret Damage output?
Replies: 19
Views: 7623

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 level...
by Cribbit
Thu Oct 12, 2017 12:23 am
Forum: Ideas and Suggestions
Topic: Lategame Mining
Replies: 37
Views: 14848

Re: Lategame Mining

The mixed station(s) yes because I can tap a lot of nearby fields in one go, the rest generally only back up when I've got 6 loads waiting for pick up, (the way I like it) I didn't make big patches or high richness so I'm lucky to get 20 miners to a patch but even if I had 200 I'd want it to empty ...
by Cribbit
Wed Oct 11, 2017 10:43 pm
Forum: General discussion
Topic: One Billion Copper Wires produced.
Replies: 35
Views: 12823

Re: One Billion Copper Wires produced.

Can you even seek out new copper patches fast enough? Even if you had a world that was nothing but copper, so all you had to do was place belts/bots and miners, could you place fast enough?
by Cribbit
Wed Oct 11, 2017 10:26 pm
Forum: Ideas and Requests For Mods
Topic: Advanced burner mining drill
Replies: 2
Views: 1419

Re: Advanced burner mining drill

Can someone please do a simple advanced burner mining drill mod which has an expanded 3x3 drilling area. I have a masochistic friend who is a mining engineer in real life and he decided he wants to play the whole game without ever using electric mining drills. If he's a masochist he should just use...
by Cribbit
Wed Oct 11, 2017 10:21 pm
Forum: Ideas and Suggestions
Topic: Lategame Mining
Replies: 37
Views: 14848

Re: Lategame Mining

*snip* snip Play the game however you want, I'm just trying to point out the fact that prod modules shouldn't be in miners until literally every assembler in your entire base has prod modules. For a late game megabase that might be the case. You'll find putting speed beacons on your orefields will ...
by Cribbit
Wed Oct 11, 2017 8:20 pm
Forum: Ideas and Suggestions
Topic: Lategame Mining
Replies: 37
Views: 14848

Re: Lategame Mining

I was talking about reducing the numbers of miners megabases to save ups. Bases where you might have 10000 miners running pretty much full tilt. If you are worried about saving ups by reducing the number of drills then you have probably already abandoned belts. At that point have probably switched ...

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