I agree, even Defenders are loads of fun once you auto deploy them. I made a mod until this gets added to the base game.
https://mods.factorio.com/mod/auto-deploy-robots
I agree, even Defenders are loads of fun once you auto deploy them. I made a mod until this gets added to the base game.
They are actually lighting the flying spits from spitters, it's not green ground you are seeing.KubeRoot wrote: βFri Jun 07, 2019 12:51 pm I feel like the new beams look off - specifically the way they light up the pixels underneath them. Particularly visible in this area:
It doesn't make sense for the ground features to be so distinct without the surrounding areas also being illuminated. I feel like the beam needs to either illuminate the surroundings as well, which might be impractical, or it shouldn't light up the ground beneath, instead overblowing the ground and being closer to the color of the beam itself.
Practically all games with builtable or destructible structures/buildings/thingies "confuse" the player with the fact that the working thingie allows interactions while the unfinished or broken thingie does not. Actually players are conditioned to click on anything that changes its looks and see what is different.abregado wrote: βFri Jun 07, 2019 12:40 pmNot really. Then you would have the confusion from the one structure that changes its state from "you cant open it" to "you can open it".eradicator wrote: βFri Jun 07, 2019 12:08 pm Wouldn't it be more intuitive to insert directly into the broken structure the same one would insert into a working structure?
Thanks for the answer :). After writing 2 bug reports i finally got to try the new chest. It's neat but it does kinda lose the "mental connection" to the broken assembler when compared to the loader.abregado wrote: βFri Jun 07, 2019 12:40 pmNot really. Then you would have the confusion from the one structure that changes its state from "you cant open it" to "you can open it". We want to have a single entity that operates the same way every time (you can use inserters/belts to load it, but not by hand), and I thought that I could repurpose the loaders for that.eradicator wrote: βFri Jun 07, 2019 12:08 pm Wouldn't it be more intuitive to insert directly into the broken structure the same one would insert into a working structure?
It was never intended to stay like that. Have a go with the new Compilatron chest. I think it is pretty neat, and after the quest is over you get a free belt, inserter and iron chest. You are right, it is a nice little reward. I will need to update it before stable so that Compilatron actually looks like it is doing the swapping.eradicator wrote: βFri Jun 07, 2019 12:08 pm The thing that i found most irritating about the "loaders" in the NPE was that they vanish after each quest
Myself wrote: The "automatic" mining drills placed by compi run out of fuel after less than 30 seconds?
The chest should be "Compilatron's chest" not "Compilatron chest"?
The chest unhelpfully tells me it's "not operable" when clicked (internal terminology leak).
The chest's entity description says it's "an unopenable chest", but that part is quite obvious. Maybe "locked" would be a better term?
Neither the inserter not the chest are filtered. Looks like i can just stuff iron ore in there until no space left? (This is not a hidden request for filterable chests :p)
The next step says "connect assembling machine"...got confused, connected the broken one (because it's closer) and wondered why that didn't work :p.
There is a mod called "Auto Deploy Destroyers" that does option 3. It adds a 1x1 armor grid module that automatically deploys destroyer bots when biters are nearby. It really helps make destroyer bots useful and far less aggravating to use. So, I vote for automating bot deployment in this fine automation game.psihius wrote: βFri Jun 07, 2019 12:57 pm One thing I truly hate about Destroyer capsules and despite them being awesome even pre-balance is the fact that by the time you deploy your max follower count of them - you literally have about a minute before they start exploding. Also, constant deployment with big pauses between the deploy take a significant amount of time (30-35%) and interrupt combat a lot. It just breaks the flow horribly.
I can say the same about destroyer deployment, but they seemed to last (at least that's the perception I have) longer. It also is not as much of an issue because they take away biter aggression from you, so you basically run around focusing on their deployment as the primary damage dealer and maybe shoot your gun, but I usually just focus on running and deploying.
The same thing does not work with destroyers - because they follow you, you have to deploy a swarm first and it takes a long time, then you need to focus on their control - where they need to go, especially when you have skeleton equipment stacked high for speed. So you end up constantly every minute or so breaking the flow and re-deploying them. Buy the time you deploy all your 144 or so destroyers, first deployed capsules are about half-way in their life cycle.
I feel one of these need to happen:
1. Lifetime balancing
2. Deployment speedup
3. Introduce togglable auto-deploy equipment (actually I think this would be interesting).
Yes, the amount of items that can be moved by the inserters is specifically chosen so that the player needs to reload both the iron drills and the furnaces before they produce 50 plates. This is so we can be sure that we never have to mention refuelling again.eradicator wrote: βFri Jun 07, 2019 2:40 pm The "automatic" mining drills placed by compi run out of fuel after less than 30 seconds?
Yeah, that is an issue that is being worked on. Operable is more than just being openable currently.eradicator wrote: βFri Jun 07, 2019 2:40 pm The chest unhelpfully tells me it's "not operable" when clicked (internal terminology leak).
Just try it and see what happenseradicator wrote: βFri Jun 07, 2019 2:40 pm Neither the inserter not the chest are filtered. Looks like i can just stuff iron ore in there until no space left? (This is not a hidden request for filterable chests :p)
I recommend just inserting from another side of the Compilatron chest, if you insist on not automating it with belts. Then you can unload from one box directly into the Compilatron chest. But, you know... belts? Ack, whatever, new players seem to get it...
regarding using chests now: that's good to hear.
i sure will. the last version i tried the tutorial in, it bugged out and did not progress past the first zone.
I did actually. And when the chest was "full" with iron ore i noticed that i had accidentially put one of each type of the target items, so the test was in vain. But due to this bug i don't want to try again just now. I'll just interpret that smiley as "it's been taken care of". ;)abregado wrote: βFri Jun 07, 2019 3:21 pmJust try it and see what happens :wink:eradicator wrote: βFri Jun 07, 2019 2:40 pm Neither the inserter not the chest are filtered. Looks like i can just stuff iron ore in there until no space left? (This is not a hidden request for filterable chests :p)
Aha! Thanks for clearing that up
You are not the only one