Also, you could probably do without belts at all! If you remove belts entirely, you'd have to make insanely long daisy chains of inserters to move your stuff around, inserters which of course require power. But it could be done!
Factorio without belts... Now I've heard of everything!
Search found 148 matches
- Thu Jan 28, 2021 2:59 am
- Forum: Balancing
- Topic: Nerf the Portable Fusion Reactor?
- Replies: 82
- Views: 23757
- Thu Jan 28, 2021 2:56 am
- Forum: Balancing
- Topic: Nerf the Portable Fusion Reactor?
- Replies: 82
- Views: 23757
Re: Nerf the Portable Fusion Reactor?
now that you mention it, yes, you are right- offshore pumps are another source of free power.
I'll have to add that to my mod as well
I'll have to add that to my mod as well
- Thu Jan 28, 2021 2:37 am
- Forum: Balancing
- Topic: Nerf the Portable Fusion Reactor?
- Replies: 82
- Views: 23757
Re: Nerf the Portable Fusion Reactor?
I do feel as if I'm swimming against the tide- it seems everyone else loves the PFR. However, I have created the following mod https://mods.factorio.com/mod/no_free_lunch. It is a very simple mod that modifies the PFR to accept burner fuel. local pfr = table.deepcopy(data.raw["generator-equipme...
- Thu Jan 28, 2021 1:59 am
- Forum: Balancing
- Topic: Nerf the Portable Fusion Reactor?
- Replies: 82
- Views: 23757
Re: Nerf the Portable Fusion Reactor?
IMHO, belts should require power. Not every belt-tile need be under an electric pole, but at least one, and it should transmit power to all belt-tiles connected to it.
Did I mention I thought vanilla was too easy?
- Wed Jan 27, 2021 11:59 pm
- Forum: Balancing
- Topic: Nerf the Portable Fusion Reactor?
- Replies: 82
- Views: 23757
Re: Nerf the Portable Fusion Reactor?
Solar panels are SORT OF free. The only work half the time, so they indeed have a downside. As for the nuclear neighbor bonus, you pay for the bonus by densely packing reactors. This is a serious design consideration. If the PFR has ANY sort of downside, it is it's size. It's only really drawback is...
- Wed Jan 27, 2021 11:33 pm
- Forum: Balancing
- Topic: Nerf the Portable Fusion Reactor?
- Replies: 82
- Views: 23757
Re: Nerf the Portable Fusion Reactor?
It's not a matter of realism, it's a matter of consistency. Everything in the game adheres to the laws of the conservation of matter and energy, except in this one occasion.
- Wed Jan 27, 2021 10:53 pm
- Forum: Off topic
- Topic: Dyson Sphere Program
- Replies: 47
- Views: 33747
Re: Dyson Sphere Program
I don't see support for mods and combat is "coming soon" :| It's certainly "prettier" than factorio. Those spherical maps look nice. But factorio can run on a toaster and graphics aren't that important to me. I'm not sure what the third dimension really adds to the gameplay. It l...
- Wed Jan 27, 2021 10:46 pm
- Forum: Modding help
- Topic: movement_bonus into other equipment type?
- Replies: 11
- Views: 3708
Re: movement_bonus into other equipment type?
I'm trying to do something similar- a reverse exoskeleton, that slows you down but charges your pack. The problem is the prototypes don't easily allow for this. You have MovementBonusEquipment with the movement_bonus field and GeneratorEquipment with its power field. So either you have to make a slo...
- Wed Jan 27, 2021 9:38 pm
- Forum: Balancing
- Topic: Nerf the Portable Fusion Reactor?
- Replies: 82
- Views: 23757
Nerf the Portable Fusion Reactor?
The PFR is the one item I actively dislike. It violates the most basic rule- the conservation of energy. It needs no fuel or sunlight, it's cheap to make and impossible to lose or destroy, all the while powering your personal drones FOR FREE. I guess it takes up a lot of space in your equipment grid...
- Wed Jan 27, 2021 8:46 pm
- Forum: Gameplay Help
- Topic: Please explain to me how the electrical system works.
- Replies: 18
- Views: 5369
Please explain to me how the electrical system works.
I've noticed some quirks and it's led me down a rabbit-hole. Maybe a dev can clue me in to who it works under the covers? Part 1: Prologue Like all bases, mine started with steam. At this point I was paying little attention to the grid, simply adding more steam capacity when the power went out. Then...
- Wed Jan 27, 2021 7:54 pm
- Forum: Balancing
- Topic: Attacking biters with turrets makes all weapons pointless
- Replies: 233
- Views: 133505
Re: Attacking biters with turrets makes all weapons pointless
Is there a poll so we can accurately gauge the community's agreement with the main supposition of this thread? Like, raise your hand if you agree that "turrets make all weapons pointless" ? I browsed the responses and it seems to me it's split opinion.
- Wed Jan 27, 2021 7:01 pm
- Forum: Balancing
- Topic: Steam Engine should not "scale down" automatically.
- Replies: 26
- Views: 17379
Re: Steam Engine should not "scale down" automatically.
If they can't make it through the demo-tutorial, I doubt they are buying the game.
- Wed Jan 27, 2021 6:50 pm
- Forum: Balancing
- Topic: Steam Engine should not "scale down" automatically.
- Replies: 26
- Views: 17379
Re: Steam Engine should not "scale down" automatically.
For anyone interested, the network priorities are on the wiki. Electricity is provided on a priority basis. The demand for energy is satisfied by generators in following order: Solar panels – Top priority; they always work at maximum performance available, unless they can cover all demand of the net...
- Wed Jan 27, 2021 6:39 pm
- Forum: Balancing
- Topic: Steam Engine should not "scale down" automatically.
- Replies: 26
- Views: 17379
Re: Steam Engine should not "scale down" automatically.
BTW when I say "vanilla is too easy", I mean "vanilla is too easy for me, a seasoned player." I think it's about right for new players.
- Wed Jan 27, 2021 6:38 pm
- Forum: Balancing
- Topic: Steam Engine should not "scale down" automatically.
- Replies: 26
- Views: 17379
Re: Steam Engine should not "scale down" automatically.
Perhaps I should have posted this in the mods section but a mod is map current plan. I guess I should have mentioned that this is in furtherance of my modpack, which has the goal of being more "punishing". So maybe this is something that should be implemented as a mod, rather than integrat...
- Wed Jan 27, 2021 6:22 pm
- Forum: Modding help
- Topic: Help me understand why my recipe names are wrong.
- Replies: 7
- Views: 1905
Re: Help me understand why my recipe names are wrong.
Ok guys, thanks for the help. I have a half-solution which I can live with for now... I don't want to wrestle with localization right now but I'll fix it later. https://github.com/adamwong246/chernoby ... 5f8f36bf9d
- Wed Jan 27, 2021 6:08 pm
- Forum: Modding help
- Topic: Help me understand why my recipe names are wrong.
- Replies: 7
- Views: 1905
Re: Help me understand why my recipe names are wrong.
Again, making that change causes a crash with ""Equipment with name 'foot-generator' does not exist""
- Wed Jan 27, 2021 6:00 pm
- Forum: Modding help
- Topic: Help me understand why my recipe names are wrong.
- Replies: 7
- Views: 1905
- Wed Jan 27, 2021 5:57 pm
- Forum: Modding help
- Topic: Help me understand why my recipe names are wrong.
- Replies: 7
- Views: 1905
Re: Help me understand why my recipe names are wrong.
Should this be set upon the item or the recipe? Since you have not provided a localised_name for the item, it defaults to its place_result - in this case its placed_as_equipment_result. Since it is placed as an Exoskeleton, that is the name it gets. You would need to set: localised_name = "item...
- Wed Jan 27, 2021 5:16 pm
- Forum: Balancing
- Topic: Steam Engine should not "scale down" automatically.
- Replies: 26
- Views: 17379
Re: Steam Engine should not "scale down" automatically.
I don't know about you but my power consumption varies wildly when the laser turrets are engaged. I have a system that disengages my assemblers and miners when the accumulators are low and another that engages my science labs when the accumulators are full. So I preserve power for my defenses (espec...