Search found 988 matches
- Thu Apr 28, 2016 7:25 pm
- Forum: Bob's mods
- Topic: Review of Bob's Mods with Suggestions
- Replies: 12
- Views: 7523
Re: Review of Bob's Mods with Suggestions
Sodium Hydroxide... I've already rebalanced the recipe to give far less sodium hydroxide. but it will likely still be too much for general production. There are no current plans on how to dispose of it. I am open to other ideas though that don't involve just throwing it away. If you think it will s...
- Wed Apr 27, 2016 1:36 pm
- Forum: Bob's mods
- Topic: Review of Bob's Mods with Suggestions
- Replies: 12
- Views: 7523
Review of Bob's Mods with Suggestions
Hi, I've got plenty of hours now in my Bob's Mods campaign, so wanted to share my experience and give some suggestions for improvement. Overall I very much appreciate the work that has gone into the mods; it makes the game more interesting for veteran players and is a worthy addition to Factorio. I'...
- Fri Apr 08, 2016 7:52 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Harder Energy
- Replies: 18
- Views: 23490
Re: [MOD 0.12.x] Harder Energy
I don't see that your argument holds true to be honest. Everything in Factorio is infinite since it's procedurally generated, I said that fuel is not infinite in the same sense that solar power is. A solar farm is like an infinite coal repository that is converted into energy automatically, with ze...
- Wed Apr 06, 2016 4:16 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Harder Energy
- Replies: 18
- Views: 23490
Re: [MOD 0.12.x] Harder Energy
One side effect though (and of this mod in general) is it makes eff1 modules way way way more attractive. A watt saved by an eff1 module is already cheaper than a watt generated by un-nerfed solar panels for anything using more than about 150kW. For solar panels at 20kW that threshold goes down to ...
- Wed Apr 06, 2016 3:47 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Harder Energy
- Replies: 18
- Views: 23490
Re: [MOD 0.12.x] Harder Energy
Hi it's nice to see that my reply to the mod thread sparked some discussion. First of all, let me say that I pretty much pulled the 20 kW figure (for a solar panel) out of my butt, mainly going from the observation that it should take "a few times longer" to amortize, but certainly not 10 ...
- Mon Apr 04, 2016 11:22 am
- Forum: Mods
- Topic: [MOD 0.12.x] Harder Energy
- Replies: 18
- Views: 23490
Re: [MOD 0.12.x] Harder Energy
I'm now over 20 hours into a game with these changes (I also use RSO and significantly more expensive research). The changes to coal's fuel value are fine and make the game more interesting (especially during the early and mid game you need to be careful or you'll suffer black outs). Finally trains ...
- Tue Mar 29, 2016 2:19 pm
- Forum: Balancing
- Topic: Passive providers chests are useless when you get them
- Replies: 10
- Views: 10672
Re: Passive providers chests are useless when you get them
At the very least we need to have the storage chest added to either the logistic robotics research, or to the logistic trash slots AND the logistics system, otherwise, if you don't research construction robotics, there is this hole. Yes, completely agree. I've just completed my first play through, ...
- Tue Mar 29, 2016 12:56 pm
- Forum: Balancing
- Topic: Solar panels less of a no-brainer
- Replies: 378
- Views: 198649
Re: Solar panels less of a no-brainer
Hi everyone, first post here, let me add my two cents to this thread :). (Everything that follows is in the context of a Vanilla Freeplay Factorio game on a difficulty appropriate for the player; assume default map settings.) tl;dr : In my opinion solar power is completely optional in the context of...