Search found 102 matches
- Tue Dec 08, 2015 9:00 pm
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Addon Engines 0.4.20 (0.14.X)
- Replies: 173
- Views: 136941
Re: Yuoki Industries - Addon Engines 0.1.7 (f0.12)
I think I actually did watch some of your YT videos(if you are "RDirect") and there was something useful: the 0.8 pipes transmit fluid slightly faster, but the problem remains: It is not possible to provide enough water to the 50 MW boiler. When I played around a little bit I found out, th...
- Tue Dec 08, 2015 1:50 pm
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Addon Engines 0.4.20 (0.14.X)
- Replies: 173
- Views: 136941
Re: Yuoki Industries - Addon Engines 0.1.7 (f0.12)
I experimented around with engines and power production and in my opinion the current version is very imbalanced or at least I do not know how to handle it. I like the idea of massive power consumption but I identified some problems resulting from this. First, the "old" content: energy thr...
- Sun Dec 06, 2015 12:47 pm
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 569026
Re: Yuoki Industries - Informations, Suggestions, Questions
After exploring Bobs mod I also tried Yuokies and actually I like the idea of producing and "selling" stuff. But the problem I see is, that vanilla content necessarily makes this mod imbalanced. The best thing you can do for Yuokis mod is to DELETE energy saving modules(or change numbers t...
- Sun Nov 15, 2015 10:24 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Modules.
- Replies: 205
- Views: 125638
Re: [0.11.22/0.12.x][v0.12.9] Bob's Modules.
I recently started played bobs mod but I do not understand the balancing of the mobules, because the balancing seems out of reason. Fortunatly you can change the numbers with the config mod, so this is what I did: -productivity from 5% to 2% (productivity is OP as cascading it will reduce resource c...
- Sun Nov 15, 2015 10:13 am
- Forum: Bob's mods
- Topic: My personal experience with bobs mods.
- Replies: 7
- Views: 16793
Re: My personal experience with bobs mods.
I started played Bobs Mod a few days ago and totally like it! Before I played DyTech but Bobs mod is a lot smarter in my opinion. Not because of the ridiculous amount of crafting recipes, but because the balancing seems a lot more consistant! :) Only thing I come across so far is that the mk1 fusion...
- Fri Nov 13, 2015 12:16 pm
- Forum: News
- Topic: Friday Facts #110 - Tech art finished
- Replies: 52
- Views: 40702
Re: Friday Facts #110 - Tech art finished
I just updated to 1.17 (though I saw the tech icons before) and my opinion on this is, that the improved tech icons are a waste of resources. Sorry, I know, that you dont want to hear this as the new icons were made in good intentions to improve the game, but in my opinion they are unnessassary and ...
- Fri Nov 06, 2015 11:27 am
- Forum: General discussion
- Topic: Opinion on Fuel cubes?
- Replies: 12
- Views: 19473
Re: Opinion on Fuel cubes?
Only useful for rocket, because it can be substituted(coal) too easily. My suggestion is to implement better uses for coal, like: -make coal useful for energy production (my suggestion: https://forums.factorio.com/forum/viewtopic.php?f=6&t=17499), but ofc there might be different ideas -change s...
- Fri Nov 06, 2015 11:19 am
- Forum: Ideas and Suggestions
- Topic: Breakable Solar Modules
- Replies: 16
- Views: 18062
Re: Breakable Solar Modules
@ssilk Ok, now I somehow get what you want to say, but still I see it completly different. Yes, balancing involves different aspects, but for me, the resource consumption is the most important aspect of balancing. I dont understand, how my way of balancing stuff excludes additional energies? The mai...
- Thu Nov 05, 2015 12:31 pm
- Forum: Ideas and Suggestions
- Topic: Breakable Solar Modules
- Replies: 16
- Views: 18062
Re: Breakable Solar Modules
Sorry, I would find that just annoying: the need to for a second type of "repair pack". Think to this: Factorio is a game of automation. It will make (game-play wise) no sense to artificially complicate the reparation of solar panels, because it's basically the same principle: produce X a...
- Wed Nov 04, 2015 6:59 pm
- Forum: Balancing
- Topic: is effectivity module op?
- Replies: 39
- Views: 31397
Re: is effectivity module op?
Well, need for resources can be made irrelevant as well. Yes, but if you can decide between lower resource consumption and lower energy consumpion, saving resources is more useful, because you have less pressure expanding your rail network and fighting biters. In the current game, energy does not m...
- Wed Nov 04, 2015 4:16 pm
- Forum: Balancing
- Topic: Armor Batteries are underpowered, give them a boost
- Replies: 14
- Views: 29383
Re: Armor Batteries are underpowered, give them a boost
I dont know what the bigger problem is: the armor solar panels or the batteries. Both are actually useless, because the fusion reacor is so much better by its numbers. After a quick thought this is what Id do: Put together batteries and solar panels to a new device which acts like a self recharging ...
- Wed Nov 04, 2015 3:32 pm
- Forum: Ideas and Suggestions
- Topic: Breakable Solar Modules
- Replies: 16
- Views: 18062
Re: Breakable Solar Modules
I think introducing the idea of breakable things is interesting. But in my sense of logic it cannot be, that solar panels break, but pipes with h2so4 inside not. So logically you need to add more breakable things! If you add breakable things you need to do it with everything! Well, I dont think so....
- Mon Nov 02, 2015 7:38 pm
- Forum: General discussion
- Topic: Suggestion (sort of) - excluding researches
- Replies: 10
- Views: 13913
Re: Suggestion (sort of) - excluding researches
I don't like the idea of excluding research paths in the technology tree completely. I think it would be better to make it more difficult to research 'rivaling' paths, so if you research a lot of transport belt upgrades it costs more to research the robot upgrades, maybe exponentially. In that case...
- Mon Nov 02, 2015 7:19 pm
- Forum: Balancing
- Topic: Add one extra follower robot to techlvl 5
- Replies: 5
- Views: 15070
Re: Add one extra follower robot to techlvl 5
There is no point to disagree. Also It would be nice to see your current maximum number of robots(if this isnt already in the game?)
- Sun Nov 01, 2015 8:55 pm
- Forum: Ideas and Suggestions
- Topic: Breakable Solar Modules
- Replies: 16
- Views: 18062
Breakable Solar Modules
Hi, I am pretty new and enjoy playing factorio a lot. However, there are some game mechanics, I do not like, because they trivialize and make the game too easy and brainless. And one of those mechanics is the free energy given by solar panels. Why is free energy bad? Because it provides the player w...
- Sun Nov 01, 2015 2:26 pm
- Forum: Balancing
- Topic: Accumulators are too cheap
- Replies: 65
- Views: 40480
Re: Accumulators are too cheap
You didn't say how you want to limit the solar panels, but I think it is the important question. I point to this, cause I don't think, that there should be ever any limit on any item or entity to craft or to built with the reason like "you are not able to built/produce more than X solar panels...
- Sun Nov 01, 2015 2:02 pm
- Forum: Balancing
- Topic: Evolution and turrests
- Replies: 16
- Views: 26177
Re: Evolution and turrests
I wouldnt mess around with resistances by evolution, because the math behind the damage calculation is very prone to imbalances (1 damage more might double your damage) In my opinion turrets should be equally useful, but for different purposes. But to balance it this way, there have other things to ...
- Fri Oct 30, 2015 12:22 pm
- Forum: Ideas and Suggestions
- Topic: Coal in the (current) late game.
- Replies: 7
- Views: 13672
Re: Coal in the (current) late game.
I agree with the idea, however, I see the problem in the solar panels, which provide unlimited energy. Allowing to change coal into patroleum is a good idea, but personally Id like to see a change like this: -build limit for solar panels -research allows player to increase build limit and output (re...
- Fri Oct 30, 2015 12:07 pm
- Forum: Balancing
- Topic: is effectivity module op?
- Replies: 39
- Views: 31397
Re: is effectivity module op?
For some time I thought efficiency modules are OP too, but actually, they are not. If you want to make the "perfect factory" you will not use any efficiency module at all, but instead productivity modules everywhere(exception oil drills), because you will have such a big solar farm and suc...
- Fri Oct 30, 2015 12:03 pm
- Forum: Balancing
- Topic: Why are electric furnaces so expensive?
- Replies: 53
- Views: 55052
Re: Why are electric furnaces so expensive?
Electric furnances are perfectly fine, however, I do not like it, that there is a perfect solution for a certain task(which is electric furnance for smelting) Maybe it would be a cool idea to make steel furnaces worthwhile. A game is more interesting, if you have several options which are balanced t...