Search found 178 matches

by Khyron
Mon Jun 02, 2014 6:11 pm
Forum: Balancing
Topic: Attacking biters with turrets makes all weapons pointless
Replies: 233
Views: 134435

Re: Attacking biters with turrets makes all weapons pointles

Attacking biter bases by turret creep is a painfully slow process*, even with builder drones and blueprints. Still, as someone above said, it's sure-fire. No risk. So people will do it. Preventing buildings being placed near spawners is... ugh... cheese solution. I'd rather see other changes, like w...
by Khyron
Mon Jun 02, 2014 5:48 pm
Forum: General discussion
Topic: So i have an issue with the alien things
Replies: 23
Views: 9470

Re: So i have an issue with the alien things

This thread contains 100% pure feedback for developers and I hope they're taking note! The player should be coerced in to learning the basics of combat before evolution gets out of hand. This should be a consideration for the map generator and for the spawner-settler logic. Learning how to be good a...
by Khyron
Mon Jun 02, 2014 5:08 pm
Forum: General discussion
Topic: Pirating as a 'demo'. Your opinions?
Replies: 140
Views: 41577

Re: Pirating as a 'demo'. Your opinions?

There are so many aspects to this... Normally when you buy something you have some rights as a consumer thanks to your national consumer protection laws. This often looks something like a right to have a broken/defective product "repaired, replaced or refunded". Buying games over the web u...
by Khyron
Sun Jun 01, 2014 8:49 pm
Forum: Ideas and Suggestions
Topic: One way Pipes/Smart valves/Pressure regulation/Fluid Control
Replies: 18
Views: 12001

Re: One way Pipes

Restart reading all articles of this thread. :) Ok... Basic example: http://s24.postimg.org/vp5spdr4x/example.jpg Refinery is producing petrol gas and pumping it into the network. Unused gas is going to tank and it's pumping back to network. So the gas from refinery and tank have the highest priori...
by Khyron
Sun Jun 01, 2014 6:56 pm
Forum: Balancing
Topic: solar panel production speed
Replies: 12
Views: 20159

Re: solar panel production speed

BurnHard wrote:Since they only work with intermediate products, no ;)
Oh, true.. that's a shame. Well, I still can't see any reason to make solar panels take longer to build.
by Khyron
Sun Jun 01, 2014 6:46 pm
Forum: Balancing
Topic: Piercing bullets are overpriced
Replies: 7
Views: 16385

Re: Piercing bullets are overpriced

I tend to agree. Although there is a big difference between the weapons you use personally vs your base defenses. Obviously you can't load shotgun shots into a turret. And the SMG is useful in that it auto-aims at biters while you can't easily focus shotgun fire on a single biter. Using 5x more mate...
by Khyron
Sun Jun 01, 2014 5:37 pm
Forum: Balancing
Topic: solar panel production speed
Replies: 12
Views: 20159

Re: solar panel production speed

But what makes you think a factory making solar panels needs to be operating 100% of the time? Does it have any bearing on how many solar panels you need, or how quickly you need them? Would changing the production time make any difference to how many solar panels you need at a given point in the ga...
by Khyron
Sun Jun 01, 2014 3:12 pm
Forum: Ideas and Suggestions
Topic: One way Pipes/Smart valves/Pressure regulation/Fluid Control
Replies: 18
Views: 12001

Re: One way Pipes / Smart valves

Small pumps don't pump anything when unpowered! https://forums.factorio.com/forum/viewtopic.php?f=8&t=3724 This thread is about more intelligent handling of that example! Oops, I did some testing and you're right. They do have to be powered in order for fluid to flow through them. I thought I r...
by Khyron
Sun Jun 01, 2014 2:20 am
Forum: Resolved Problems and Bugs
Topic: [All versions] [kovarex] Removing walls above resources
Replies: 50
Views: 35649

Re: Removing walls above resources

Thanks man :)

I wouldn't bother making a suggestion that only benefited myself. Hopefully this ends up helping lots of other players, perhaps those who don't read the forums.
by Khyron
Sun Jun 01, 2014 2:13 am
Forum: Resolved Problems and Bugs
Topic: [All versions] [kovarex] Removing walls above resources
Replies: 50
Views: 35649

Re: Removing walls above resources

Hey Garm, that works but it's kind of obscure. I think the majority of people will just fumble with the mining problem. Better that the interface accommodates the kind of contextual awareness of my suggestion, especially since the logic is so straight foward, no?
by Khyron
Sun Jun 01, 2014 1:10 am
Forum: Gameplay Help
Topic: Question about electricity
Replies: 6
Views: 3080

Re: Question about electricity

One power line can carry unlimited electricity. I think you just need to make more steam engines and boilers. Usually people put 14 boilers and 10 steam engines with one water pump. If you need more that that, make a separate bioler/steam water network because the pipes can only move enough water fo...
by Khyron
Sun Jun 01, 2014 12:48 am
Forum: General discussion
Topic: Question About Radar
Replies: 7
Views: 3383

Re: Question About Radar

Radars serve a couple of useful purposes. Firstly, as you point out, putting one in each corner of your base gives you line of sight (or removes the fog of war, if you prefer) as if you were standing in each corner of your base at once. That's useful because sometimes biters will come and build a ne...
by Khyron
Sun Jun 01, 2014 12:38 am
Forum: Gameplay Help
Topic: Question about electricity
Replies: 6
Views: 3080

Re: Question about electricity

In the power screen, if consumption is less than 100% you need more power.
If production is nearing 100% you should start to think about expanding your power supply.

Radars use heaps of electricity. Try disconnecting a few!
by Khyron
Sun Jun 01, 2014 12:32 am
Forum: Ideas and Suggestions
Topic: One way Pipes/Smart valves/Pressure regulation/Fluid Control
Replies: 18
Views: 12001

Re: One way Pipes

Telarin wrote:The small pumps should accomplish this for you.
This.

Small pumps double as a one-way valve even when unpowered.
by Khyron
Sun Jun 01, 2014 12:28 am
Forum: Resolved Problems and Bugs
Topic: [All versions] [kovarex] Removing walls above resources
Replies: 50
Views: 35649

[All versions] [kovarex] Removing walls above resources

Running along digging up a wall is fantastically easy (and a well designed feature!) but it hits a snag when your wall goes over some resources. Your character stops to dig the metal or whatever. Could this be improved? If a mining 'session' (while RMB) begins with the mining of a building, then ign...
by Khyron
Sun Jun 01, 2014 12:12 am
Forum: Ideas and Suggestions
Topic: Player logistic slot improvements
Replies: 4
Views: 3072

Re: Player logistic slot improvements

I would be happy with just one more tech level for player logistics slots. And another row for the toolbelt. Switching between building fluid networks, rail networks, factory & belts as well as a set of combat related things I just don't quite have enough room. Compared with everything else in F...
by Khyron
Sun Jun 01, 2014 12:07 am
Forum: Ideas and Suggestions
Topic: Wall-related suggestions
Replies: 12
Views: 4726

Re: Wall-related suggestions

Walls currently don't block light sources. Is that regarded as a bug? It seems a low priority thing but... I often put lights against the walls of my base, especially around rail/car entrances etc. The current light graphic makes it look as if the light is sitting at ground level rather than up on a...
by Khyron
Fri May 30, 2014 7:00 pm
Forum: Balancing
Topic: Trains vs conveyors?
Replies: 108
Views: 80927

Re: Trains vs conveyors?

I think there is a small balance problem with Trains vs Belts at the moment. But mainly it comes down to a question of how your map was generated. As ssilk said, once you need to move resources 400 tiles or more, the train networks are a better solution. The problem is defaul/normal map settings are...

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