Search found 57 matches

by just_dont
Mon Sep 17, 2018 3:21 pm
Forum: News
Topic: Friday Facts #260 - New fluid system
Replies: 292
Views: 33450

Re: Friday Facts #260 - New fluid system

I really hope that TheYeast ideas will make it into the game in some way - they seem to be really well-thought and from my (admittedly very simple) attempts to simulate it in various scenarios, I can say that nothing about it feels "unintuitive" with regards to how the liquid moves around pipes.
by just_dont
Mon Dec 29, 2014 5:10 pm
Forum: News
Topic: Friday Facts #66 - Merry christmas
Replies: 69
Views: 27489

Re: Friday Facts #66 - Merry christmas

Another general thought about "endgame content": There should be enough of stuff to do on the current gameplay level (making factories). One of the problem of automation is that it naturally scales extremely fast (simplistically speaking, 1 factory makes stuff to build another factory, then 2 factor...
by just_dont
Mon Dec 29, 2014 3:46 pm
Forum: News
Topic: Friday Facts #66 - Merry christmas
Replies: 69
Views: 27489

Re: Friday Facts #66 - Merry christmas

Either use robots, or we invent a completely new way to do this, but inserters have those "physical limitations". Please excuse me for derailing the discussion somewhat, but this is a very wrong statement. Inserters are presented in-game as a (relatively simple) automated mechanic arm manipulator, ...
by just_dont
Mon Dec 29, 2014 12:05 pm
Forum: News
Topic: Friday Facts #66 - Merry christmas
Replies: 69
Views: 27489

Re: Friday Facts #66 - Merry christmas

This (and many similar situations) could be resolved pretty well if we had variable-sized storages. At the moment, the biggest limiting factor with chest-based layouts is the fact that chests are 1x1, and a single chest can be worked by only 4 inserters, never more. Well, we have train wagons used a...
by just_dont
Mon Dec 29, 2014 11:17 am
Forum: General discussion
Topic: On biter difficulty
Replies: 9
Views: 1716

Re: On biter difficulty

I'm pretty sure you're joking about tank being "mid game". You can get it out in the midgame, by crafting blue packs semi-manually, but that require you to specifically focus on it, and in general it's hardly any different from rushing laser towers without much automation (it IS possible, but in no ...
by just_dont
Sun Dec 28, 2014 10:38 pm
Forum: General discussion
Topic: Automatic mining bases expansion (or eliminating the need)
Replies: 31
Views: 9649

Re: Automatic mining bases expansion (or eliminating the nee

We already have endless resources mod (which makes them non-depletable with quantities <1, so slow mining), and RSO (resource spawner overhaul), which makes exploring rather more interesting. You can use them together to create a rather different experience than your vanilla factorio game session).
by just_dont
Sun Dec 28, 2014 9:09 pm
Forum: News
Topic: Friday Facts #66 - Merry christmas
Replies: 69
Views: 27489

Re: Friday Facts #66 - Merry christmas

I wasn't there in time to comment on FFF #64 and the ending, so I'll do it here: indeed, as noticed by many players, "win by monies" sounds quite weak and anti-climactic. However, the whole "build your spaceship" concept is cool indeed and should really be attempted. In my opinion, the optimal way t...
by just_dont
Sat Nov 01, 2014 6:54 pm
Forum: Ideas and Suggestions
Topic: Proper order of auto-updates
Replies: 0
Views: 460

Proper order of auto-updates

There's one moment that's bugging me for quite a long time. The game fully loads its assets (mods, graphics, etc) before checking for updates and letting you download the new version. Which is quite awkward especially when something severe about mods changes (like when it was back with 0.10): if you...
by just_dont
Fri Sep 19, 2014 3:26 pm
Forum: Mods
Topic: [MOD 0.10.x] Floors v0.0.2
Replies: 56
Views: 32313

Re: [MOD 0.10.x] Floors v0.0.2

Capitalization matters in internal references too. The mod is named "Floors" (uppercase F), but all internal references are "floors" (lowercase f).
To make it work, first change the mod name in info.json from "Floors" to "floors", then rename the mod folder to "floors_0.0.2". Then it'll work.
by just_dont
Fri Jun 06, 2014 8:46 pm
Forum: News
Topic: Friday Facts #37
Replies: 80
Views: 30244

Re: Friday Facts #37

My update keeps crashing with "boost::filesystem:remove:" error (x64). What's this?

UPD: The process stuck in OS for some reason and refused to be removed. After I rebooted the PC, update went nicely.
by just_dont
Tue May 13, 2014 10:53 am
Forum: Implemented Suggestions
Topic: Using stone for land reclamation
Replies: 11
Views: 10745

Re: Using stone for land reclamation

Just to clarify this. It is absolutly possible to create a mod that allow something like that. It just nobody did it yet ;) Current lua interfaces do not allow terrain modification in any form. So no, it's not possible to do that the way topicstarter described. It may be possible currently to make ...
by just_dont
Mon May 12, 2014 7:01 pm
Forum: Ideas and Suggestions
Topic: Custom UI notifications from logistic network conditions
Replies: 2
Views: 596

Re: Custom UI notifications from logistic network conditions

I think sslik already made some suggestions in that area, but yeah -- generally, it would be cool to implement some "purely visual" indicators that can work with logistic networks. The most simple idea is -- make a "smart lamp" (probably also a colored one), that can be wired to logistic networks. V...
by just_dont
Mon May 12, 2014 6:55 pm
Forum: Gameplay Help
Topic: Dropping over 25 FPS and also constant stopping of the game
Replies: 10
Views: 1207

Re: Dropping over 25 FPS and also constant stopping of the g

Likely you were running another application -- it either being heavy on CPU cycles, or memory usage, or HDD usage -- everything would lead to slowdowns in Factorio if your computer is not powerful/fast enough to offset that.
by just_dont
Mon May 12, 2014 6:47 pm
Forum: Balancing
Topic: Intermediate fluids as items
Replies: 22
Views: 15602

Re: Intermediate fluids as items

ssilk wrote:Use the underground pipes. :)
But it's not enough!
Underground pipes are barely enough to get all the required routing, and when you finish laying down all those 4- or 5- pipes T-sections and cross-sections, there's barely enough (or "just not enough") place to walk.
by just_dont
Mon May 12, 2014 6:40 pm
Forum: Implemented Suggestions
Topic: Using stone for land reclamation
Replies: 11
Views: 10745

Re: Using stone for land reclamation

Now that's quite a useful idea! We may be getting ships and planes and other fancy stuff in some future update, but for now it would be a great (and very simple) idea to implement! I'd surely like to request it as a mod, but alas, this kind of terraforming is not possible through lua interfaces at t...
by just_dont
Mon May 12, 2014 3:29 pm
Forum: Ideas and Suggestions
Topic: My (controls) suggestions after player 37 hours freeplay
Replies: 11
Views: 2549

Re: My (controls) suggestions after player 37 hours freeplay

Regarding quickbar, he is correct on all accounts. 1. You can't have a quickbar that won't be touched without your permission, UNLESS you "lock" all available slots by pressing MMB. You can't leave empty slots because then they'll be filled next time you pick something new up. And if you "lock" your...
by just_dont
Mon May 12, 2014 10:32 am
Forum: Ideas and Suggestions
Topic: Multiple turret types/general turret rebalance
Replies: 8
Views: 2793

Re: Multiple turret types/general turret rebalance

As a person who helped sparking this topic to life, I feel compelled to write my thoughts here. There will be two parts in it -- one about "current biters vs. current towers", the other one more about Drury's suggestion in full. 1. A Blast of Steel For An Unhappy Biter. Regarding to our current oppo...
by just_dont
Mon May 12, 2014 9:37 am
Forum: Archive
Topic: [outdated] Some (maybe) useful tools for factory design
Replies: 17
Views: 25655

Re: Some (maybe) useful tools for factory design

I'd imagine getting 150 alien artifacts per second would eventually become the biggest problem. Even several largest chests of AAs will get dry very fast (probably even before you can "debug" your layout). Although ~150K of iron plates per second seems scary, I'm pretty sure it can be parallelized e...
by just_dont
Mon May 12, 2014 9:31 am
Forum: Show your Creations
Topic: Solar panel factory
Replies: 14
Views: 16620

Re: Solar panel factory

Very intressting usage of the cargo wagons :idea: Huh, you didn't know that? With the "inserter stack size bonus" tech, chests are becoming much more important for moving items in bulks, as opposed to belts. But the chest is only 1x1, and the amount of inserters you can place for it is always very ...

Go to advanced search