Search found 221 matches

by AileTheAlien
Thu Jan 25, 2018 1:51 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 377500

Re: Friday Facts #225 - Bots versus belts (part 2)

There is nothing to manage except pasting blueprints every now and then. In the current state resources and energy are no-brainers once you are at the stage where you actually deploy bots en masse. One thing that is scarce but missing from the comparison is "player time". You can only mak...
by AileTheAlien
Wed Jan 24, 2018 5:51 am
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 377500

Re: Friday Facts #225 - Bots versus belts (part 2)

Hopefully nobody's posted this particular thing, but I haven't read the whole 40+ pages on this FFF or the previous FFF. This chart (recreated for easier comparison) was posted , where the three main transport methods shown in a balanced version of the game, with three niches: comparison-incomplete-...
by AileTheAlien
Mon Jan 22, 2018 4:11 am
Forum: Ideas and Suggestions
Topic: Diesel. Liquid fuel instead of solid fuel
Replies: 50
Views: 15416

Re: Omni-liquid Fuel Burning for Vehicles

Personally, I think liquid-burning should be for the vehicles only, with a separate type of train to keep it easier to put into the game, easier for new players, and easier to balance. Solid fuels should only be burnable by power plants and trains. one thing i don't like is the idea of putting barre...
by AileTheAlien
Sun Jan 21, 2018 6:45 pm
Forum: Ideas and Suggestions
Topic: Train wagons carrying one item button
Replies: 74
Views: 19943

Re: Click & Drag Cargo Wagon Filters

+1
Doing this one at a time is very tedious.
by AileTheAlien
Sun Jan 14, 2018 7:26 am
Forum: Ideas and Suggestions
Topic: Rework Reactor Neighbor Bonus to Promote Interesting Layouts
Replies: 3
Views: 2210

Re: Rework Reactor Neighbor Bonus to Promote Interesting Layouts

I'm surprised this wasn't discussed more. (Maybe there was another thread earlier in the last year?) 2xN reactors are boring! Originally, reactors were going to not only encourage unique setups (like proposed here), but also have cooling towers, and partially-heated water or steam to get more effici...
by AileTheAlien
Sun Jan 14, 2018 1:41 am
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 377500

Re: Friday Facts #225 - Bots versus belts (part 2)

I haven't read the full 22 pages, so hopefully I'm not repeating what somebody else said... The death of filer inserters - While we're at it, let's get rid of filter inserters and stack filter inserters. Let those be unlocked from the same tech upgrade that filter inserters are given to us. There is...
by AileTheAlien
Sat Jan 06, 2018 3:55 am
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 349192

Re: Friday Facts #224 - Bots versus belts

Unless you stay on coal/oil power, Factorio isn't really structured to have electricity "cost" anything. Oil is also infinite - pumpjacks slow down over time, but never run out, unlike ore patches. Even the regular ores are technically infinite, since the game world is also infinite, but ...
by AileTheAlien
Sat Nov 11, 2017 12:57 am
Forum: Ideas and Suggestions
Topic: Make the planet you're on more "alive"
Replies: 6
Views: 2028

Re: Make the planet your on more "alive"

As for no other wildlife... long story short, game performance. The game could have visual-only wildlife, that doesn't interact with the rest of the world. e.g. Birds (or their shadows) which would basically act like clouds - they look pretty, but don't interact with the world. Next cheapest would ...
by AileTheAlien
Sat Nov 04, 2017 7:54 pm
Forum: Gameplay Help
Topic: Steam in storage tanks
Replies: 3
Views: 2101

Re: Steam in storage tanks

You can also use fluid wagons on trains, to get electricity to remote locations without having to spam big electric poles everywhere.
by AileTheAlien
Sat Nov 04, 2017 2:34 pm
Forum: Ideas and Suggestions
Topic: Early game should require less tree removal from ore patches
Replies: 35
Views: 11091

Re: Early game should require less tree removal from ore patches

I think a better solution would be "suggested maps" for new players to start on. I agree with this. Would be pretty easy to put in the game too - there's pre-set maps for the missions, so you could have pre-set maps for new players to choose from. As a more experienced player, I would fin...
by AileTheAlien
Sat Nov 04, 2017 2:27 pm
Forum: Balancing
Topic: Pump recipe correction
Replies: 16
Views: 6940

Re: Pump recipe correction

Wind-powered pumps. 3x3 size, cost a bunch of gears, iron, and bricks, and have an old-timey windmill on the top.
by AileTheAlien
Sat Nov 04, 2017 2:15 pm
Forum: Balancing
Topic: Steel chests, kinda meh.
Replies: 9
Views: 4125

Re: Steel chests, kinda meh.

Personally, I don't really care about the cost of chests when I'm setting up my base. A steel chest costs about the same amount of metal as a MK II assembly machine, but I've got ten times less chests than assembly machines. The cost of the chest is nearly nothing compared to the rest of my base. So...
by AileTheAlien
Sat Aug 12, 2017 2:38 am
Forum: Ideas and Suggestions
Topic: Bulldoze mode for blueprints
Replies: 6
Views: 2875

Re: Bulldoze mode for blueprints

-1
You can already just use the deconstruciton planner (aka "redprint") for this, and there's other things the devs could be spending time on.
by AileTheAlien
Sat Aug 12, 2017 2:28 am
Forum: Ideas and Suggestions
Topic: Wood chests should be 2x1
Replies: 7
Views: 3435

Re: Wood chests should be 2x1

+1
by AileTheAlien
Sun Jul 30, 2017 9:00 pm
Forum: Ideas and Suggestions
Topic: integrating the "alt-mode" into the default graphics
Replies: 39
Views: 8636

Re: Enable Alt-display by default

From my own experience, and your responses, it seems like what most people do is just leave this toggle either ON or OFF most of the time, and only briefly toggle it the other way. Regardless of what the default is, I think this means that having a keyboard shortcut is unneeded - it could just be a ...
by AileTheAlien
Thu Jul 13, 2017 6:54 pm
Forum: Ideas and Suggestions
Topic: Default auto trash to 0 instead of stack size
Replies: 2
Views: 1171

Re: Default auto trash to 0 instead of stack size

+1, manually setting autotrash to 0 every time is annoying
by AileTheAlien
Wed Jun 21, 2017 3:37 am
Forum: Balancing
Topic: Raw Wood vs Processed Wood stack size (and also names)
Replies: 13
Views: 3981

Re: Woodn't it be more balanced?

English means "English", not specifically "American English", so avoiding American specific words According to Dictionary.com, lumber is from the 1500s , and timber is from the 900s . Both of which predate the United States by more than a century. These are totally acceptable En...
by AileTheAlien
Thu Jun 15, 2017 3:26 am
Forum: Ideas and Suggestions
Topic: New names and graphics for circuit tiers
Replies: 4
Views: 1425

Re: New names and graphics for circuit tiers

I don't think there would be enough room in the size of the icons, to show this type of distinction. The current colors work, and fit.
by AileTheAlien
Sat Jun 10, 2017 8:50 am
Forum: Implemented Suggestions
Topic: Add ability to blueprint trains
Replies: 24
Views: 9278

Re: Add ability to blueprint trains

In my experience, you only build a lot of trains if they're unfiltered trains that do bulk cargo transport, and the trains with filtered cargo slots are one-off trains for a specific task.

I'd rather have time spent on other features in the game.
-1
by AileTheAlien
Sat Jun 10, 2017 8:38 am
Forum: Gameplay Help
Topic: Belt contents
Replies: 4
Views: 2818

Re: Belt contents

Doesn't the game already give you the information for what's on a belt-piece? I've got this info showing up for me right now, on some belt I placed to test this.
belt.png
belt.png (342.66 KiB) Viewed 2772 times

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