Search found 309 matches
- Thu Jul 08, 2021 5:54 pm
- Forum: Gameplay Help
- Topic: Any good tutorials for new players?
- Replies: 7
- Views: 2083
Re: Any good tutorials for new players?
I think the best thing by far is the demo, a.k.a. the campaign. Doesn't spoil any content you and introduces you to all the important concepts. Heck, even if you're new and want to learn the "spoilery content" right away, the demo is still one of the best ways to start off. I would heavily...
- Sun Jun 06, 2021 8:40 pm
- Forum: General discussion
- Topic: Speed vs Productivity modules: The 12 bacon suprise
- Replies: 6
- Views: 3953
Re: Speed vs Productivity modules: The 12 bacon suprise
It's not entirely unlike the physical damage bonus in gun turrets, which scales so well thanks to 2 bonuses multiplying each other. Whether that helps clarify it at all or not. The main difference is that productivity modules alone incur speed penalty which veils the numerical relationship and its t...
- Fri Jun 04, 2021 1:43 am
- Forum: Gameplay Help
- Topic: [Solved] What is more UPS friendly, cut power or insufficient power?
- Replies: 5
- Views: 1967
Re: What is more UPS friendly, cut power or insufficient power?
Intuitively, it would make sense that both are very close to just as bad, since they're both still the same state where the entity is polling for power all the time. I don't think it's the "disconnected" part that takes the UPS, it's the "checking for enough power" part. That sai...
- Thu Jun 03, 2021 9:04 am
- Forum: Ideas and Suggestions
- Topic: Specify an output value for Decider Combinators / Negative Output Signals
- Replies: 11
- Views: 3360
Re: Specify an output value for Decider Combinators
It was always one of those (many) weird design choices with combinators in my opinion. If you allow 1/input, just allow any value/input. Yes you can work around it easily most of the time but that's the point: why require a workaround at all? Needless to say, I support the suggestion, but I think it...
- Wed Jun 02, 2021 6:38 am
- Forum: Ideas and Suggestions
- Topic: Map Laser Turret Color Red
- Replies: 10
- Views: 2989
Re: Map Laser Turret Color Red
It is a minor issue but yes, it is practically the same color as enemies. Just make it bright yellow (but maybe not orange since the flamethrower has that), or pink, or a more broken red, add in some blue tint... almost anything is better. Whatever generic player entity color would be better too, ra...
- Sun May 30, 2021 6:27 pm
- Forum: Maps and Scenarios
- Topic: The Dark Fortress
- Replies: 9
- Views: 6613
Re: The Dark Fortress
Ok, first impressions of the gameplay itself: I got attacked the first time at 20-30 minutes by a wave of 3 tanks , each with cannon shells, which is virtually undefendable this early (juking shots is possible but extremely difficult, you could plausibly exhaust their ammo) but even if I could, I wo...
- Sun May 30, 2021 5:47 pm
- Forum: Maps and Scenarios
- Topic: The Dark Fortress
- Replies: 9
- Views: 6613
Re: The Dark Fortress
Thanks for looking into it! It still gives me some errors, but less. Items and techs related to miner vehicles prominently. I'll assume these aren't problematic anymore though. Also another thing, parts of the map start out explored: there's a long curving path, as if someone ran outward from the sp...
- Sat May 29, 2021 6:27 am
- Forum: Maps and Scenarios
- Topic: The Dark Fortress
- Replies: 9
- Views: 6613
Re: The Dark Fortress
This sounds like a fascinating concept. I'll see if I can give it a try soon. This is probably something that's even better if you go in blind, so I'll try to do that as well. Edit: I do get a lot of removed entities (bottleneck stoplight, vehicle miner...), recipes and items when starting it up. Is...
- Thu May 27, 2021 8:27 pm
- Forum: General discussion
- Topic: Can there ever be a full 3D rendered Factorio?
- Replies: 14
- Views: 10006
Re: Can there ever be a full 3D rendered Factorio?
You have to do incredible amounts of optimization to get a 3D game that looks great and runs great. Other similar games, like Dyson Sphere Program, sort of gets around part of this by having small, spherical planets so you don't have to render all the graphics at once, but that wouldn't work for Fac...
- Thu May 27, 2021 7:42 pm
- Forum: Energy Production
- Topic: 2x2 easy nuclear with self-regulation, no bots
- Replies: 2
- Views: 3071
Re: 2x2 easy nuclear with self-regulation, no bots
Feels a bit excessive on the steam storage, but otherwise it seems like quite a cute, neat build. Might add it to my repertoire.
- Thu May 27, 2021 7:04 pm
- Forum: Technical Help
- Topic: Steam Sync fucks internet connection
- Replies: 10
- Views: 6955
Re: Steam Sync fucks internet connection
Saves can sometimes go up to like 100 megabytes, which could take quite a long time to upload to Steam cloud on a slower connection, especially with the autosaves. My biggest worlds are around 80 MB, for some reason the tower defense scenario saves are reaching 200 MB. I've disabled Steam sync since...
- Wed May 12, 2021 11:59 am
- Forum: Gameplay Help
- Topic: Red train signal set by circuit only has 1000 penalty?
- Replies: 10
- Views: 3317
Re: Red train signal set by circuit only has 1000 penalty?
I cannot simply disable stations with circuits to work around this. That was my initial approach actually, but it causes the problem that if all stops are disabled, the train will simply skip the station, effectively running around in circles pointlessly because no other stations exist to stop it. ...
- Mon May 10, 2021 11:38 pm
- Forum: Gameplay Help
- Topic: Red train signal set by circuit only has 1000 penalty?
- Replies: 10
- Views: 3317
Re: Red train signal set by circuit only has 1000 penalty?
I've been testing adding extra red signals and it's a huge hassle to add it to everything if your stations don't have the exact same rail shape at the entrance. The chained signals require multiple different circuit conditions as well... I cannot simply disable stations with circuits to work around ...
- Mon May 10, 2021 7:35 pm
- Forum: Gameplay Help
- Topic: Red train signal set by circuit only has 1000 penalty?
- Replies: 10
- Views: 3317
Red train signal set by circuit only has 1000 penalty?
I finally encountered this problem when using trains. So, as we know, When [a] rail block is guarded by a rail signal set to red by the circuit network -> Add a [path finding] penalty of 1000. Why is this penalty only 1000 again? Wouldn't you almost always want for a red-signaled path to be extremel...
- Fri Apr 16, 2021 10:53 pm
- Forum: Ideas and Suggestions
- Topic: Make biter aiming harder to trick
- Replies: 10
- Views: 2502
Re: Make biter aiming harder to trick
The old projectiles were homing ("perfect hit") and back then you only had a very narrow window to dodge them by outrunning them, only accessible if you were really fast. They probably did away with them for a reason. Not to mention the current spit pools are so boderline overpowered that ...
- Mon Mar 22, 2021 1:55 am
- Forum: Gameplay Help
- Topic: Isolated power networks and laser sentry turrets
- Replies: 4
- Views: 2127
Re: Isolated power networks and laser sentry turrets
I played around with 0 drain laser walls for a bit a while ago, based on https://forums.factorio.com/viewtopic.php?f=193&t=69537 by Qon, and made a few changes myself, but the gist is, afaik, that the accumulator will drain yes and you need a way to maintain a certain charge level on it. Qon's s...
- Sat Mar 06, 2021 9:54 pm
- Forum: Gameplay Help
- Topic: Fluid System - multiples
- Replies: 13
- Views: 4497
Re: Fluid System - multiples
Connect pumps directly to tanks and the difference in pump speed will be tremendous (provided the pump has enough fluid flowing to it to even pump). The two main rules with flow rates and tanks are: place a pump directly before the tank and directly after the tank. Otherwise the pipe connection betw...
- Mon Feb 22, 2021 9:54 pm
- Forum: Off topic
- Topic: Dyson Sphere Program
- Replies: 47
- Views: 34011
Re: Dyson Sphere Program
Well that was a good 60-70 hours playthrough to finish the primary goal. I stand by my original post, though I wanted to note that I may have been lucky with my spawns, I'm not sure. To answer some questions: For example, while you get many of Factorio's power armor features for free at the start an...
- Mon Feb 22, 2021 5:10 pm
- Forum: Show your Creations
- Topic: Space Exploration Nauvis Mall
- Replies: 13
- Views: 57180
Re: Space Exploration Nauvis Mall
Looks pretty neat. Mine ended up being huge because I made almost everything from plates at-site and it didn't even have everything (and I later expanded it into specialized production for motors and so on).
- Fri Feb 19, 2021 2:19 pm
- Forum: Off topic
- Topic: Dyson Sphere Program
- Replies: 47
- Views: 34011
Re: Dyson Sphere Program
I think it's a great game. Worth trying unless you're really offput by it for some reason. It plays a bit differently, but obviously there are a lot of similarities to Factorio. To me it seems clear the creators were very inspired by Satisfactory - whether you see that as good or bad - but it sort o...