Search found 91 matches
- Mon Jan 27, 2014 4:05 pm
- Forum: Show your Creations
- Topic: 540 kW coal power plant
- Replies: 12
- Views: 18723
Re: 540 kW coal power plant
Do you plan to offer some savegame? Sure, here you go http://www.mediafire.com/download/gpfou8h54omcka3/landoflittledronesandtrains.rar If you want to have the powerplant running just put down a power line to connect the miners where you're standing to the powerline with the lights, that should giv...
- Mon Jan 27, 2014 1:54 pm
- Forum: Show your Creations
- Topic: 540 kW coal power plant
- Replies: 12
- Views: 18723
540 kW coal power plant
Finally finished this after 3 days. This was mostly just for fun, but it also works as a backup power supply if for some reason solar fails, and now i finally have somewhere to dump my coal. :lol: It was too big to fit it all in a screenshot so gonna do a tour-thing with screenshots instead. I did h...
- Fri Jan 24, 2014 6:37 pm
- Forum: Ideas and Suggestions
- Topic: Resource Sinks
- Replies: 12
- Views: 6409
Re: Resource Sinks
Besides researching to increase the amount of combat bots why not also research the amount of some high-level factory buildings one could have running in parallel? Perhaps even some higher level defense structures. I'm currently trying to play with zero productivity modules and it seems like I do n...
- Fri Jan 24, 2014 6:09 pm
- Forum: Ideas and Suggestions
- Topic: My thought on the oil industry
- Replies: 43
- Views: 23170
Re: My thought on the oil industry
Why not have the resources still as finite but have their output be high at start and slow down (to specific minimum speed) as more get extracted. This allready happens as the miners at the edge of ore clumps finish first, unless you're not mining an entire clump at a time. I think this is a bad id...
- Fri Jan 24, 2014 2:34 pm
- Forum: Balancing
- Topic: Module Reballance
- Replies: 48
- Views: 22668
Re: Module Reballance
Guys, what if modules had durability? Productivity modules would be a lot less potent if they broke after 100 uses
- Fri Jan 24, 2014 1:28 pm
- Forum: Ideas and Suggestions
- Topic: My thought on the oil industry
- Replies: 43
- Views: 23170
Re: My thought on the oil industry
Keep in mind every world is different. My worlds have for the most part been around lakes, and stone has always been incredibly sparse, which I imagine is very different from your experiences. I think what we need right now are more options, so that instead of it feeling like we can't progress beca...
- Fri Jan 24, 2014 12:12 pm
- Forum: Ideas and Suggestions
- Topic: My thought on the oil industry
- Replies: 43
- Views: 23170
Re: My thought on the oil industry
Oil is just another resource (so yes it will be finite) Never been a fan of this; resources for construction should be finite because they never really go away; what you build with them stays around in another form, but its never lost; or it's used to achieve something, like destroying a biter town...
- Thu Jan 23, 2014 10:20 pm
- Forum: Ideas and Suggestions
- Topic: My thought on the oil industry
- Replies: 43
- Views: 23170
Re: My thought on the oil industry
What about liquid train cars? How do we extract the oil? Is oil a finite resource?
- Thu Jan 23, 2014 2:51 pm
- Forum: Ideas and Suggestions
- Topic: Resource Sinks
- Replies: 12
- Views: 6409
Resource Sinks
Factorio needs more ways to remove resources (Iron/copper) from the game. Right now the only sinks in the game are research and combat. (I don't count building as a sink because right now everything you build exists to provide MORE resources. Building is fun but spending resources to get more resour...
- Sun Jan 19, 2014 3:58 am
- Forum: Balancing
- Topic: [0.8.x] Logistics Robots
- Replies: 29
- Views: 39546
Re: [0.8.x] Logistics Robots
But I think it would be faster, when they use paths over other roboports. I mean they could use a similar algorithm as the internet routing: If one path is full ( because the roboports are full of the loading stations) they should search a way over the other roboports. Which might be longer, but in...
- Sat Jan 18, 2014 4:03 pm
- Forum: Balancing
- Topic: Module Reballance
- Replies: 48
- Views: 22668
Re: Module Reballance
I don't think that will matter kovarex :( Productivity modules improves the core recipie while speed and efficiency only improve the method. Even if they were 1%, 2%, 3% i'd still use them exclusively, because they provide something nothing else in the game is capable off, whereas i can build more p...
- Sat Jan 18, 2014 3:36 pm
- Forum: Balancing
- Topic: [0.8.x] Logistics Robots
- Replies: 29
- Views: 39546
Re: [0.8.x] Logistics Robots
Okay was about to make a thread about this but noticed this was up :D I always use drones when expanding my mining sites, usually setup with a train stop in the middle and then cover every resource deposit in a radius of 4-5 roboport areas with miners. Its very fast and easy to setup and take back d...
- Fri Jan 10, 2014 10:55 am
- Forum: Balancing
- Topic: Module Reballance
- Replies: 48
- Views: 22668
Re: Module Reballance
With speed that would drop to around 1 hour i think, but thats with the highest possible amount of productivity modules; just cutting it down by 1 module would reduce the time to 1 hour that can be reduced to about 10mins with speed bacon. But the point is you would need a much larger factory for a ...
- Fri Jan 10, 2014 10:07 am
- Forum: Balancing
- Topic: Module Reballance
- Replies: 48
- Views: 22668
Re: Module Reballance
But that doesn't take time into consideration. I didn't crunch numbers on what i'm sugesting, but you're clearly right that this wouldn't offset it completely. What if the time penalty is raised to 2^n for tier 1, 4^n for tier 2 and 8^n for tier 3? that would put the time it takes to assemble a sing...
- Fri Jan 10, 2014 9:19 am
- Forum: Balancing
- Topic: Module Reballance
- Replies: 48
- Views: 22668
Re: Module Reballance
What is the original problem with productivity modules?
- Fri Jan 10, 2014 3:17 am
- Forum: Balancing
- Topic: Module Reballance
- Replies: 48
- Views: 22668
Module Reballance
I've been playing with this idea for a while now and would like to know what you guys think. Pretty much everyone i've heard from thinks theres SOMETHING wrong with the way modules/beacons currently work, and i think i've finally nailed down what could be changed to resolve this: Productivity module...
- Fri Jan 10, 2014 2:33 am
- Forum: Resolved Problems and Bugs
- Topic: [0.8.7]Performance Drop after Exploring
- Replies: 5
- Views: 7707
Re: [0.8.7]Performance Drop after Exploring
I just found it really really weird because the game wasn't lagging until the exact moment i ran out and explored. The save is at a point where everything is paused, i had the same save running with 6 trains, 4k+ drones derping around and all the production lines running and i've never had a drop in...
- Thu Jan 09, 2014 7:08 am
- Forum: Resolved Problems and Bugs
- Topic: [0.8.7]Performance Drop after Exploring
- Replies: 5
- Views: 7707
[0.8.7]Performance Drop after Exploring
Okay, trying this again, hopefully less fail. After exploring the top-left part of my map i suddenly had a drop in performance right after running into a big biter town. I thought it might just have been the biters, but after killing them the game still ran slowly. It's not a crippling drop in perfo...
- Thu Jan 09, 2014 6:10 am
- Forum: Gameplay Help
- Topic: Game started laggin after exploring
- Replies: 3
- Views: 4769
Re: Game started laggin after exploring
Its constant, reloaded my autosave and it was still doing it, but going back one extra autosave (Right before exploring) removed the problem. Its not slowing down just while exploring, even if i run back to base it's still doing it, ive had the game running some 20 odd minutes and theres no improvem...
- Thu Jan 09, 2014 5:24 am
- Forum: Gameplay Help
- Topic: Game started laggin after exploring
- Replies: 3
- Views: 4769
Game started laggin after exploring
I ran a bit further away from my base, and very suddenly the performance tanked. It's still playable but the framerate is making me nauseus, and i don't want it to get worse. Its a pretty old game so idk if maybe im just at the limit of what my PC can handle, although that seems really silly since i...