Search found 57 matches

by just_dont
Thu Apr 24, 2014 1:53 pm
Forum: Gameplay Help
Topic: HELP : evenly feed a full belt onto one side (side insert)
Replies: 16
Views: 55780

Re: HELP : evenly feed a full belt onto one side (side inser

Assuming full-belt input, one can convert it to balanced half-belt output using the following 4x4 unit: http://imgur.com/EFFNsNs.jpg It uses the underground belt trick (one is fast to avoid two halves clamping together) to split lanes, then one lane is switched (left -> right or vice-versa), then tw...
by just_dont
Thu Apr 24, 2014 7:39 am
Forum: General discussion
Topic: Reclaiming the planet
Replies: 14
Views: 6541

Re: Reclaiming the planet

Well, with like a medium starting zone if you do have enough resources nearby (or can make a path to them that doesn't trigger attacks), then you don't even have to face a single one if you control pollution. <...> It leads you to wall in and play a passive defensive game. That's why when I feel li...
by just_dont
Wed Apr 23, 2014 4:05 pm
Forum: Ideas and Suggestions
Topic: Some ideas to change Bots mechanic
Replies: 15
Views: 8010

Re: Some ideas to change Bots mechanic

Out of the whole list, I like the idea of bots belonging (but NOT bound ) to one specific roboport. This could be the cornerstone of having some simple manual bot overrides, which I'd very much like to have (like the "stop doing things and return back" command). On an unrelated note, I'd w...
by just_dont
Tue Apr 22, 2014 12:36 pm
Forum: Implemented Suggestions
Topic: Transport Belts reworking
Replies: 17
Views: 6787

Re: Inserter's capture range

I'm all for this too. No matter the quirks, those quirks should behave consistently at least. Though if "A" gone there will be some tears around as some compact factory designs use that quirk extensively. So I would prefer the "A & B" way of fixing it. Though from a programmi...
by just_dont
Tue Apr 22, 2014 12:19 pm
Forum: Ideas and Suggestions
Topic: Conveyor Belt Router
Replies: 52
Views: 18333

Re: Conveyor Belt Router

While all these designs can be made with inserters and underground belt "glitch", I too wish we had a special compact and deterministic belt sorter. Inserters are non-deterministic, even if you place a couple of smart inserters, they could skip an item due to various circumstances (a facto...
by just_dont
Mon Apr 21, 2014 7:44 pm
Forum: Ideas and Suggestions
Topic: Some game features are abstracted a bit too much
Replies: 18
Views: 8277

Re: Some game features are abstracted a bit too much

Actually tech up fight is another black/white depthless affair Until you have enough exoskeleton you drop tons of distractor and spam base running in circles. Then you get fast enough to congaline aliens and decimate them with impunity and the combat shotgun. In both cases there is zero depth and s...
by just_dont
Mon Apr 21, 2014 5:03 pm
Forum: General discussion
Topic: 10K
Replies: 5
Views: 2608

Re: 10K

pbhead wrote:I blame Quill18 and this video
The game went over to pirates at some relatively recent point (several weeks ago? something like that), that's why I'm here. Was an instabuy after I tried the gameplay.
by just_dont
Mon Apr 21, 2014 3:06 pm
Forum: Ideas and Suggestions
Topic: Some game features are abstracted a bit too much
Replies: 18
Views: 8277

Re: Some game features are abstracted a bit too much

For example the car: this is currently one of the most useful things in the game... And you say it's useless?? Well, I can't imagine how you would use it. Out of my several tries, all ended in pure frustration when I just had to ditch the car to get through some forest, or I had to ditch the car be...
by just_dont
Mon Apr 21, 2014 11:49 am
Forum: Ideas and Suggestions
Topic: Some game features are abstracted a bit too much
Replies: 18
Views: 8277

Re: Some game features are abstracted a bit too much

- I mean - sorry If I'm wrong - that you (just_dont) haven't played a lot with different kinds of map settings. Try with very poor or very rich settings, near and far distance of patches... It is a completely different game! Factorio should work with nearly all types of maps (my opinion!) in the en...
by just_dont
Mon Apr 21, 2014 11:36 am
Forum: Ideas and Suggestions
Topic: Some game features are abstracted a bit too much
Replies: 18
Views: 8277

Re: Some game features are abstracted a bit too much

A developer answered my post! *instant panic* On a serious note, though: 1. Indeed, having difficulties as a balancing factor in "challenge vs. relaxation" gameplay (and in freeplay in general) would be nice and much better than the current boolean "peaceful mode" flag. And nativ...
by just_dont
Mon Apr 21, 2014 9:30 am
Forum: Ideas and Suggestions
Topic: Some game features are abstracted a bit too much
Replies: 18
Views: 8277

Re: Some game features are abstracted a bit too much

About crafting, I like the way it works currently - if you have only the basic resources in your inventory like plates and copper plates, it will take you forever to make stuff like solar panels. You simply have to manufacture those cables, circuit boards and solar panels in assemblies. At the same...
by just_dont
Mon Apr 21, 2014 9:16 am
Forum: Ideas and Suggestions
Topic: Some game features are abstracted a bit too much
Replies: 18
Views: 8277

Re: Some game features are abstracted a bit too much

1. I get your points. Progression-based evolution is a good idea, and it probably should come together with the "emergency response" system, so that the player won't simply faceroll biters (at least not for long) at any point of tech development. However, my biggest gripe with the current ...
by just_dont
Sun Apr 20, 2014 9:34 pm
Forum: Ideas and Suggestions
Topic: Some game features are abstracted a bit too much
Replies: 18
Views: 8277

Some game features are abstracted a bit too much

None of these things can be easily changed, so it's more like the list of things to consider and lean towards later in the development (or not). Changing any of them is most probably quite a big (re)balancing task. Also, all of them goes with my personal "vision" of the game being a game a...
by just_dont
Sun Apr 20, 2014 8:30 am
Forum: General discussion
Topic: Yay Map Generation
Replies: 7
Views: 3366

Re: Yay Map Generation

But but but... that's pretty close! I once had some fun with nests set to high/big, didn't see any coal nearby, so went on a walk. Coal ready to be mined: 0. Coal right under biter's nests: approx. 1M units. I even pondered a bit if it'll be possible to live on wood and make a dash to oil processing...
by just_dont
Sat Apr 19, 2014 9:31 am
Forum: Ideas and Suggestions
Topic: Modular Inserters
Replies: 8
Views: 4907

Re: Modular Inserters

Well, you put here some assumptions as fact, as like you have programmed it. :) a) The speed with belts and inserters is NOT sufficient enough. To keep up with a fast belt you need about 4-6 fast inserters, but the fast belt transports only about 1200 items per minute. I have built setups, where I ...
by just_dont
Fri Apr 18, 2014 12:14 pm
Forum: Ideas and Suggestions
Topic: Modular Inserters
Replies: 8
Views: 4907

Re: Modular Inserters

Well, I can say that I don't like stack-size-bonus tech at all. For a seemingly "minor" thing it gives such a huge boost that can't be beaten at all energy-wise, or can be beaten just barely with quite a few extra pieces of equipment (which also take space and complicate the layout) speed-...
by just_dont
Thu Apr 17, 2014 2:07 pm
Forum: Ideas and Suggestions
Topic: Modular Inserters
Replies: 8
Views: 4907

Modular Inserters

After playing a couple dozens of hours, I had this notion that there's a huge "tech" gap between low-tech belted assemblies and hi-tech logistics network assemblies. After you research long-arm inserter, your options for building a belted assembly pretty much peak out (you can squeeze some...

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