Search found 108 matches

by 4xel
Mon Jul 02, 2018 10:18 pm
Forum: Gameplay Help
Topic: How to evaluate pollution?
Replies: 34
Views: 13398

Re: How to evaluate pollution?

When computing the cost of gun turrets don't forget that mining ores and producing ammo produces pollution. Pollution produces aliens, Aliens need ammo to be killed. So a percentage of the produced ammo is needed to counter that. Excellent observation. It should not set the numbers off by more than...
by 4xel
Mon Jul 02, 2018 9:59 am
Forum: Gameplay Help
Topic: How to evaluate pollution?
Replies: 34
Views: 13398

Re: How to evaluate pollution?

Again, this is one of the hardest parts to figure out Most of the numbers needed are here : https://wiki.factorio.com/Pollution#De-polluters The only two hard thing about figuring out the pollution absorbed by the landscape are Knowing the frequency, size and richness of forest (as numbers) Making ...
by 4xel
Mon Jul 02, 2018 7:52 am
Forum: Gameplay Help
Topic: How to evaluate pollution?
Replies: 34
Views: 13398

Re: How to evaluate pollution?

1.) I'd rather compare with Gun Turret/Bullet Damage 3 (100 MilSci each). [...] For 9.8 damage per shot for normal ammo (5), and 15.68 damage per shot for AP (8). Against a big biter (8/10% physical resistance), that's only 1.62 damage that passes trough the armor per shot for normal ammo, 6.912 fo...
by 4xel
Mon Jul 02, 2018 7:26 am
Forum: Gameplay Help
Topic: How to evaluate pollution?
Replies: 34
Views: 13398

Re: How to evaluate pollution?

2.) You forgot to mention (as I already told), that up to 100% of your pollution will be absorbed by terrain and trees, rather than the Spawners. Again, this is one of the hardest parts to figure out (along with the damage dealt by the aliens) in the pollution cost. If you opt for a high pollution ...
by 4xel
Mon Jul 02, 2018 6:20 am
Forum: Gameplay Help
Topic: How to evaluate pollution?
Replies: 34
Views: 13398

Re: How to evaluate pollution?

Honestly, a 15% tax on 0 upgrade laser turrets vs. max evolution is really not that punishing. There's no way you are getting max biters without a handful of laser upgrades (100%-200% is very attainable) and free damage means less energy being spent. I'm not saying it's punishing, and Laser Turret ...
by 4xel
Mon Jul 02, 2018 2:22 am
Forum: Gameplay Help
Topic: How to evaluate pollution?
Replies: 34
Views: 13398

Re: How to evaluate pollution?

Ok, so I ran the numbers for a typical batch of 3 behemoths biters, 4 big ones and 1 medium, assuming an evolution factor of 1 and using the repatition given in the wiki : https://wiki.factorio.com/Enemies#Evolution This batch totals 10 575 Health points (https://wiki.factorio.com/Enemies#Biters), a...
by 4xel
Sat Jun 30, 2018 1:29 pm
Forum: Implemented Suggestions
Topic: Remove Mining Hardness/Power?
Replies: 13
Views: 6911

Re: Mining Hardness/Power

From the perspective of the player, the game shows me hardness, time to mine, mining power, mining speed, etc and is utter useless information without the formula that you can only find in the wiki, so is just clutter in the UI. But instead of simplifying it I would just ask for Factorio to have an...
by 4xel
Fri Jun 29, 2018 11:59 pm
Forum: Gameplay Help
Topic: A simple 'smart laser' switch (test setup only)
Replies: 1
Views: 1506

Re: A simple 'smart laser' switch (test setup only)

Their slow speed means fewer magazines going into the gun turret, which means less ammo wasted on sounding the alarm*. Ammunition are not wasted any more than in a full gun turret design, although it does feel kind of weird to use ammunition in a system supposed to be cheaper than regular laser. Th...
by 4xel
Fri Jun 29, 2018 11:23 pm
Forum: Gameplay Help
Topic: How to evaluate pollution?
Replies: 34
Views: 13398

Re: How to evaluate pollution?

I'll definitely give them a try then. I think reaching the critical mass is also a big issue. I've played some few RTS so now that you say it, I totally get what you mean by that. But trying a new weapon in factorio, my first thought is to use very few ammunition. Except combat bots are not ammuniti...
by 4xel
Fri Jun 29, 2018 10:04 pm
Forum: Gameplay Help
Topic: How to evaluate pollution?
Replies: 34
Views: 13398

Re: How to evaluate pollution?

- The efficiency of ammo is awful. Simply awful. It is in fact SO bad that creating ammo factories on death worlds and filling turrets with 200 stacks may very well be considered griefing. It's THAT bad. - Laser turret efficiency is VERY high, at least an order of magnitude better than ammo. And se...
by 4xel
Fri Jun 29, 2018 6:12 pm
Forum: Gameplay Help
Topic: How to evaluate pollution?
Replies: 34
Views: 13398

Re: How to evaluate pollution?

Factory --> pollution --> biters --> damage points needed --> amunitions --> cost, and there's a formula for each steps, albeit not a simple one for steps 2 and 4, and one very dependant on the specifics of your factory for steps 4 and 5. That's fun because I had calculated damage per resource for ...
by 4xel
Fri Jun 29, 2018 3:52 am
Forum: Gameplay Help
Topic: How to evaluate pollution?
Replies: 34
Views: 13398

Re: How to evaluate pollution?

If you got a low pollution strategy, biters basically are not an issue, you evolve faster than them and they seldom ever attack you, and it's good practice for this strategy to secure a very large territory around your factory. Effectively, what I mean by low pollution strategy is when no pollution ...
by 4xel
Fri Jun 29, 2018 2:38 am
Forum: Releases
Topic: Version 0.16.51
Replies: 121
Views: 96808

Re: Version 0.16.51

Why not have Duracell sponsor the game [...] If you're a multinational battery manufacurer you don't sponser a game about genocide and enviromental destruction. Or to say it with movies: Only the good guys drink PepsiCola©®☮™. Let me doubt that. Vilains are cool nowadays, especially when you get to...
by 4xel
Thu Jul 13, 2017 10:47 pm
Forum: Combinator Creations
Topic: WIP Automatic tiling with recursive blueprint
Replies: 5
Views: 2930

Re: WIP Automatic tiling with recursive blueprint

Kuinox wrote:The tilling is automatic, you just put the machine and it create the ghost tilling.

It could be worth to also show a picture zoomed at the combinator part at a better resolution.
by 4xel
Wed Jul 12, 2017 3:09 pm
Forum: Combinator Creations
Topic: Fast and precise loading?
Replies: 0
Views: 1678

Fast and precise loading?

Hi, I wanted to know if there was a way, preferably simple, to make precision loading without sacrificing the stack inserter bonus. For a single known ressource, the natural and most simple solution is to "set stack size" controlled by the amount of ressource you want to insert. For a sing...
by 4xel
Tue Jun 27, 2017 10:13 pm
Forum: Show your Creations
Topic: Early game mall/shop
Replies: 4
Views: 38896

Re: Early game mall/shop

Also it looks like maybe your rail can't get stone?
Most likely landfill is starving everything. Landfill should be mass produced at its own stone mine, or should be put at the end of the line. In the same spirit, I would also put stone wall after steel furnaces.
by 4xel
Tue Jun 27, 2017 4:24 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Train based warehouse (HIGH throughput, no bots)
Replies: 6
Views: 7949

Re: Train based warehouse (HIGH throughput, no bots)

Shokubai wrote:In this setup you are not getting any sort of bonus from the train cars. In fact you are wasting potential storage of 3 steel chests I think.


...unless you just had an odd length gap you wanted to fill...
Filling an odd lenngth gap is the whole point of this design.
by 4xel
Tue Jun 27, 2017 3:40 pm
Forum: Gameplay Help
Topic: [0.15.x] Fluid mechanics
Replies: 72
Views: 203116

Re: [0.15.x] Fluid mechanics

i came here to read about fluids, now im confused. i think you need phd in factorio to completly understand what is going on. all i need to know is how do i need to build for best throughput. source----->tank------->production so do i need to build the sheme above in a order to get best throughput?...
by 4xel
Sun Jun 11, 2017 10:59 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Six Items evenly put on one belt
Replies: 4
Views: 8473

Re: Six Items evenly put on one belt

Very nice idea. As pointed by others, some stability issues in case of backlogging d/shortage/inequal use of ressources, but looping back the not used ingredient should be just fine, and I don't know many stable mixed belt that don't loop.
by 4xel
Sat Jun 10, 2017 1:54 pm
Forum: Ideas and Suggestions
Topic: Turrets produce a circuit network signal
Replies: 36
Views: 11672

Re: circuit connection for turrets

you can at least have a wire on inserter and a wire on belt next to inserter. You can count stuff on belts. Inserter will need to act when a turret has spent ammo, this will also affect what is on the belt next to it. (or chest if you want to give individual chest buffers to individual turrets, now...

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