Search found 237 matches

by Hedning1390
Sun May 12, 2024 2:54 pm
Forum: General discussion
Topic: Removing rcu?
Replies: 13
Views: 910

Re: Removing rcu?

Anyway here are the first original plans for the Space Platforms: https://www.factorio.com/blog/post/fff-74 It was as early as February 2015. That is now more than 9 years ago. ^^ Things always take longer or go a different path from what you optimisti If the rocket itself is a placeholder, then I ...
by Hedning1390
Sat May 11, 2024 10:29 pm
Forum: General discussion
Topic: Please Make Science Packs Less Abstract
Replies: 5
Views: 511

Re: Please Make Science Packs Less Abstract

For science the progress bar and the productivity bonus progress bars are lies. The only ones in the game. It was probably made that way because even one of each flask has pretty major value and you wouldn't want to lose that the same way you lose resources when mining buildings of any other type (i...
by Hedning1390
Sat May 11, 2024 8:40 pm
Forum: General discussion
Topic: Removing rcu?
Replies: 13
Views: 910

Re: Removing rcu?

Them being able to move forward with their original intentions of the game without having to consider old placeholder baggage. You cannot convince me that they have placeholder baggage in the game 4 years after the full release, which in turn was after 4 years in EA. EA is where you do minor tweaks...
by Hedning1390
Sat May 11, 2024 10:43 am
Forum: General discussion
Topic: Removing rcu?
Replies: 13
Views: 910

Re: Removing rcu?

Anyway if it is true... good riddance. Always disliked that part. It shall not be missed from my side considering there are 3 different eletronics chips already. ^^ RCU is a test if you can actually produce all 3 circuits in large quantities. It basically doubles the production requirement of all 3...
by Hedning1390
Sat May 11, 2024 10:38 am
Forum: General discussion
Topic: Removing rcu?
Replies: 13
Views: 910

Re: Removing rcu?

Is this true? and if it is; what is the reason to remove rcu in the base game? Yes. To simply rocket production. Do you see how that makes sense for the expansion where the rocket is low tech while it doesn't make sense for the base game where the rocket is supposed to be the end-game challenge? I ...
by Hedning1390
Fri May 10, 2024 7:56 pm
Forum: General discussion
Topic: Removing rcu?
Replies: 13
Views: 910

Removing rcu?

Someone said they will remove rcu when 2.0 is released, even if you don't buy the expansion, for no apparent reason as no new building (except an inserter merger) or production chains from the expansion was going to be added. Is this true? and if it is; what is the reason to remove rcu in the base g...
by Hedning1390
Sun Oct 11, 2020 5:19 pm
Forum: Gameplay Help
Topic: Nest and a-bomb texture changes permanent?
Replies: 3
Views: 1362

Re: Nest and a-bomb texture changes permanent?

You can plaster over them with concrete/stone. I am not sure what happens if you then remove the concrete/stone though. Some parts are removed when you place them, same as with bushes and stuff on normal grass. For nests its things like the slime and the pits of... whatever that is. The cracked mud...
by Hedning1390
Sun Oct 11, 2020 1:34 pm
Forum: Gameplay Help
Topic: Nest and a-bomb texture changes permanent?
Replies: 3
Views: 1362

Nest and a-bomb texture changes permanent?

Biter nests and atomic bombs causes texture changes on the ground. Are these permanent? Do these have any gameplay effects such as changing pollution absorption?
by Hedning1390
Thu Oct 08, 2020 6:46 pm
Forum: Gameplay Help
Topic: How to deal with all these biters?
Replies: 19
Views: 7879

Re: How to deal with all these biters?

You can sit in one spidertron yourself with a power armor designed for that, then control one more spidertron with a remote. 2 with some practice. However in your case any manual work is too much work with biters set to maximum. I'd say just claim the area that your artilleries have cleared, then mo...
by Hedning1390
Wed Oct 07, 2020 5:57 pm
Forum: Gameplay Help
Topic: Insterter speed loading from belt
Replies: 3
Views: 1265

Re: Insterter speed loading from belt

There are many answers, depending on your specific problem. For example, my favorite problem is maximizing UPS with belt to assembling machine. The answer there is underground exit, side load, near side only. Thanks for the answer. The question was about speed, but ups may become important too. My ...
by Hedning1390
Wed Oct 07, 2020 3:17 pm
Forum: Gameplay Help
Topic: Insterter speed loading from belt
Replies: 3
Views: 1265

Insterter speed loading from belt

Hello, I'm returning from 0.15-0.16 and it seems loading from sideways undergrounds are now really bad, so what is the fastest way to supply the inserter? I tried some different setups and here are the results for the fastest 6 I tried: It seems right lane fed underground exit < far inside curve < c...
by Hedning1390
Tue Jun 12, 2018 4:45 pm
Forum: General discussion
Topic: Why are 60 UPS = 1s?
Replies: 26
Views: 11882

Re: Why are 60 UPS = 1s?

You can change it to 50 ups by typing the following into console: /c game.speed=5/6. Note that this will also affect fps. As far as the engine is concerned with respect to in-game time passing per tick and units (as a result), there are still 60 ticks per second. All the console command does is tel...
by Hedning1390
Sun Jun 10, 2018 11:26 pm
Forum: General discussion
Topic: Why are 60 UPS = 1s?
Replies: 26
Views: 11882

Re: Why are 60 UPS = 1s?

You can change it to 50 ups by typing the following into console: /c game.speed=5/6. Note that this will also affect fps.
by Hedning1390
Fri Jun 08, 2018 1:30 am
Forum: Balancing
Topic: How to fix module balance
Replies: 78
Views: 22629

Re: How to fix module balance

I thought we were in agreement here that productivity modules are obscenely overpowered. I never agreed to that. I think efficiency modules are underpowered but producticity are well balanced with the amount of speed that is available andthe current recipes. Here's what I said earlier: It rebalance...
by Hedning1390
Thu Jun 07, 2018 4:52 pm
Forum: Balancing
Topic: How to fix module balance
Replies: 78
Views: 22629

Re: How to fix module balance

The main reason to use them would be to stretch the supply of a scarce resource on maps without a general abundance of all resources. So what about speed and efficiency? 4xSpd3 in Assem 3s gives +200% speed=300% speed in total for +280% energy consumption=380% of base energy consumption. You can ge...
by Hedning1390
Thu Jun 07, 2018 6:07 am
Forum: Balancing
Topic: Enemies on Very Low, Very Small, Very Poor…
Replies: 25
Views: 10736

Re: Enemies on Very Low, Very Small, Very Poor…

Do you think by testing I was standing by a nest and used console to change the settings, and then expected the nest to change before my eyes? How stupid do you think I am? What I did was I generated a map with one set of settings then started a new game with the same seed but different settings and...
by Hedning1390
Thu Jun 07, 2018 5:18 am
Forum: Balancing
Topic: Enemies on Very Low, Very Small, Very Poor…
Replies: 25
Views: 10736

Re: Enemies on Very Low, Very Small, Very Poor…

Maybe it somehow affects new settlements then, because it has no effect on the generated nests, even further out. I have tested and the nests are identical.
by Hedning1390
Thu Jun 07, 2018 2:13 am
Forum: Balancing
Topic: Enemies on Very Low, Very Small, Very Poor…
Replies: 25
Views: 10736

Re: Enemies on Very Low, Very Small, Very Poor…

Ranakastrasz wrote:Very small scales the size of bases down.
Only frequency affects biter bases. The other two settings work on everything else but not biter bases.
thereaverofdarkness wrote:1.) size setting does almost nothing
It does absolutely nothing.
by Hedning1390
Thu Jun 07, 2018 1:32 am
Forum: Balancing
Topic: How to fix module balance
Replies: 78
Views: 22629

Re: How to fix module balance

Without beacons, you now actually have reasons to consider not just using prod in buildings, and then the idea of making energy efficient setups that are also fast (e.g. 3xEff3+1xSpd3) becomes something worth considering relative to prod modules. How would removing 8/12 modules affecting each assem...
by Hedning1390
Wed Jun 06, 2018 3:33 am
Forum: Balancing
Topic: How to fix module balance
Replies: 78
Views: 22629

Re: How to fix module balance

Like I said in the continuation of that quote: ...unlike other production which provides new logistics challenges at different levels. Edit: Just for reference of what new late game challenges can be; this station can service 110k iron plates per minute: https://i.imgur.com/zWiZ133.png This is a lit...

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