Search found 22 matches
- Wed May 08, 2024 8:23 am
- Forum: Ideas and Suggestions
- Topic: New Research - Drone Charging Speed
- Replies: 22
- Views: 1246
Re: New Research - Drone Charging Speed
I briefly scrolled through these replies, and I don’t believe anyone has brought it up yet, so I’m just dropping in to remind you all: Higher quality robots will have larger batter capacity, and higher quality roboports will have an increased charge speed Both of these bonuses will be determined by ...
- Fri May 03, 2024 11:53 pm
- Forum: News
- Topic: Friday Facts #409 - Diminishing beacons
- Replies: 170
- Views: 21074
Re: Friday Facts #409 - Diminishing beacons
Yeah, I've read all the FFFs since version two point zero of the game was announced, and the crafting tree isn't upside down on any planet. It's identical on them all. Sure there are a few new ways to obtain the resources you want, whether that's through recycling scrap or through but harvesting mo...
- Fri May 03, 2024 11:01 pm
- Forum: News
- Topic: Friday Facts #409 - Diminishing beacons
- Replies: 170
- Views: 21074
Re: Friday Facts #409 - Diminishing beacons
The logistical separation would be there for railways, just make every map giant-sized. As in actual planetary scale, as opposed to the relatively narrow ribbons we currently get for things like Rail world maps. Good luck running power poles OR rails across an entire ocean! Just make sure you code ...
- Fri May 03, 2024 10:33 pm
- Forum: News
- Topic: Friday Facts #409 - Diminishing beacons
- Replies: 170
- Views: 21074
Re: Friday Facts #409 - Diminishing beacons
Except that this is exactly how the game works. Once you have the materials sourced, it's just a matter of stamping out nearly identical assembly lines for everything. Well, this is getting a little off track from the original statement. If you think this is a deeper, more fundamental problem with ...
- Fri May 03, 2024 9:22 pm
- Forum: News
- Topic: Friday Facts #409 - Diminishing beacons
- Replies: 170
- Views: 21074
Re: Friday Facts #409 - Diminishing beacons
The problem is that, as I understand it, the solution to all quality production is to just do the exact same recycle loop over and over, for every item in the mall. What makes you think this is how it will work? You think a recycling loop for a beacon, and a recycling loop for an assembly machine 3...
- Fri May 03, 2024 8:11 pm
- Forum: News
- Topic: Friday Facts #409 - Diminishing beacons
- Replies: 170
- Views: 21074
Re: Friday Facts #409 - Diminishing beacons
Everything I see is great and all but I still don't see the reason they could have just kept everything on Nauvis and in Nauvis orbit instead of building whole new planets. That way, just like launching a rocket ends the vanilla game in 1.1, once you press the "warp drive" button you win....
- Fri May 03, 2024 7:31 pm
- Forum: News
- Topic: Friday Facts #409 - Diminishing beacons
- Replies: 170
- Views: 21074
Re: Friday Facts #409 - Diminishing beacons
I really do not like beacons. Conceptually, they are weird and nonsensical. They emit an aura buff to machines around them, which is just way too out there for me. Beacons also ruin module build diversity. All beacon setups have blue speed modules in beacons and red productivity modules in machines...
- Fri May 03, 2024 7:22 pm
- Forum: News
- Topic: Friday Facts #409 - Diminishing beacons
- Replies: 170
- Views: 21074
Re: Friday Facts #409 - Diminishing beacons
Kind-a related, kind-a a tangent -- tied-in because beacon builds consider belt pathways... What if there was a module that said, basically, "this assembly plant has a roboport for deliveries in & out"? No belts needed to that assembler; no loaders; robots can carry stuff in & out...
- Fri May 03, 2024 3:47 pm
- Forum: News
- Topic: Friday Facts #409 - Diminishing beacons
- Replies: 170
- Views: 21074
Re: Friday Facts #409 - Diminishing beacons
The problem is that, as I understand it, the solution to all quality production is to just do the exact same recycle loop over and over, for every item in the mall. What makes you think this is how it will work? You think a recycling loop for a beacon, and a recycling loop for an assembly machine 3...
- Mon Apr 22, 2024 4:05 pm
- Forum: Ideas and Suggestions
- Topic: Spidertron Improvements , SCOUT and FORMATION
- Replies: 9
- Views: 561
Re: Spidertron Improvements , SCOUT and FORMATION
About the formation thing specifically: All you have to do is manually line them up once. When you select them all and move them around, they will stay in that formation exactly as you’d like. It’s practically already a feature. Scouting could be kind of nice, but it seems a little too easy almost. ...
- Sat Apr 13, 2024 8:53 pm
- Forum: Ideas and Suggestions
- Topic: Craft beacons in the electromagnetic plant
- Replies: 2
- Views: 256
Re: Craft beacons in the electromagnetic plant
Last paragraph, lolChefOfRamen wrote: ↑Sat Apr 13, 2024 3:26 pmHow do you know that it can't craft beacons? We haven't seen an actual recipe list for it yet.
- Sat Apr 13, 2024 1:44 am
- Forum: Ideas and Suggestions
- Topic: Craft beacons in the electromagnetic plant
- Replies: 2
- Views: 256
Craft beacons in the electromagnetic plant
TL;DR Let the electromagnetic plant craft beacons. What ? Add beacons to the assortment of items that can be crafted in the electromagnetic plant, alongside power poles, accumulators, etc. Why ? There are two main reasons I think this should be done: 1) Beacons are used in large quantities, and are...
- Mon Mar 11, 2024 9:01 pm
- Forum: Ideas and Suggestions
- Topic: Make Steam Turbine a separate research.
- Replies: 6
- Views: 618
Re: Make Steam Turbine a separate research.
I do actually see one niche potential reason for this in 2.0. On Vulcanus, the acid steam recipe produces extra hot steam that would be best used by a turbine, and it has nothing to do with nuclear. And getting into space only requires uranium processing tech, not nuclear power, so theoretically you...
- Sun Mar 10, 2024 9:19 am
- Forum: Ideas and Suggestions
- Topic: Fulgoran Oil Processing Reimagined
- Replies: 2
- Views: 294
Re: Fulgoran Oil Processing Reimagined
I, for one, think the relative simplicity of oil processing is a nice complement to the scrap processing puzzle. The planet already has its central challenge. And remember that planets, besides adding new challenges, also simplify other areas of the game, to avoid repetition. For example, Vulcanus g...
- Wed Feb 28, 2024 1:06 pm
- Forum: News
- Topic: Friday Facts #399 - Trash to Treasure
- Replies: 289
- Views: 39808
Re: Friday Facts #399 - Trash to Treasure
I wonder - how do you build a factory on Fulgora from scratch? The devs said, that every planet needs to have a way to craft a rocket from from scratch using its resources (even if it may be inefficient and/or expensive). How do you recycle scrap when you have no recyclers? Scrap recycling can be d...
- Sun Feb 25, 2024 4:59 pm
- Forum: Ideas and Suggestions
- Topic: Increase non-stack inserter capacity from 3 to 4 because of stacking
- Replies: 19
- Views: 1126
Re: Increase non-stack inserter capacity from 3 to 4 because of stacking
Of course I took all of these things into account before posting. The math is quite simple. But, you say “only” 3 times slower compared to 4 times slower, as if that’s significant at all. It’s certainly not enough to cross any important throughput thresholds, besides of course the very minor one of...
- Sun Feb 25, 2024 3:19 pm
- Forum: Ideas and Suggestions
- Topic: Increase non-stack inserter capacity from 3 to 4 because of stacking
- Replies: 19
- Views: 1126
Re: Increase non-stack inserter capacity from 3 to 4 because of stacking
I don't see how this is a problem? And honestly, I like it when not everything is a perfect match/ratio. I never said it was a problem, per se. I just think it would look quite ugly. I would prefer my perfectly stacked belts to remain perfectly stacked, if it can be helped. I, unlike you it seems, ...
- Sun Feb 25, 2024 2:36 pm
- Forum: Ideas and Suggestions
- Topic: Spidertrons remote control
- Replies: 2
- Views: 430
Re: Spidertrons remote control
I’m sorry, I just don’t see any purpose to this feature. Not only is it conceptually overcomplicated and unintuitive, but it also provides absolutely no new functionality. Everything you described is either already possible via a robot network or spidertron, or will be made possible in version 2.0 a...
- Sun Feb 25, 2024 2:05 pm
- Forum: Ideas and Suggestions
- Topic: Increase non-stack inserter capacity from 3 to 4 because of stacking
- Replies: 19
- Views: 1126
Re: Increase non-stack inserter capacity from 3 to 4 because of stacking
I don't see how this is a problem? And honestly, I like it when not everything is a perfect match/ratio. I never said it was a problem, per se. I just think it would look quite ugly. I would prefer my perfectly stacked belts to remain perfectly stacked, if it can be helped. I, unlike you it seems, ...
- Sun Feb 25, 2024 12:03 pm
- Forum: Ideas and Suggestions
- Topic: Increase non-stack inserter capacity from 3 to 4 because of stacking
- Replies: 19
- Views: 1126
Increase non-stack inserter capacity from 3 to 4 because of stacking
TL;DR Increase max inserter hand size from 3 to 4, to match with belt stacks. What ? Currently, research can increase the hand size of non-stack inserters up to 3. https://forums.factorio.com/download/file.php?mode=view&id=80888 For 2.0, with the arrival of stacking, I think this should be incr...