Search found 91 matches

by Balthazar
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...
by Balthazar
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...
by Balthazar
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...
by Balthazar
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...
by Balthazar
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 :idea:
by Balthazar
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...
by Balthazar
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...
by Balthazar
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?
by Balthazar
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...
by Balthazar
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...
by Balthazar
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...
by Balthazar
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...
by Balthazar
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 ...
by Balthazar
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...
by Balthazar
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?
by Balthazar
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...
by Balthazar
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...
by Balthazar
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...
by Balthazar
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...
by Balthazar
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...

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