Search found 98 matches

by malecord
Fri Oct 09, 2020 4:19 pm
Forum: News
Topic: Friday Facts #361 - Train stop limit, Tips and tricks
Replies: 163
Views: 22440

Re: Friday Facts #361 - Train stop limit, Tips and tricks

Nice for the stations. My max optimization until now has been to only activate raw minerals stations when ready and use a semaphore to release from smelting stations only the trains strictly necessary to fulfill the stations currently opened. It mitigated but not removed the issues you addressed in ...
by malecord
Mon Sep 07, 2020 9:17 pm
Forum: Ideas and Suggestions
Topic: cliff/water highlight mode
Replies: 1
Views: 81

cliff/water highlight mode

So I have this issue especially when cleaning xenos up with the tank that I always end stuck against some cliff or single water hole tiles hidden into the trees or some other doodle (even bugs cadavers sometimes). And was thinking. What about an obstacle highlight mode that can be toggled up when dr...
by malecord
Fri Jul 24, 2020 5:41 pm
Forum: News
Topic: Friday Facts #357 - Nuke
Replies: 96
Views: 11372

Re: Friday Facts #357 - Nuke

Atomic explosion looks good now. I would like to see some biters’ reaction to the blast. They could stop for a few seconds and turn around to look what’s the hell is happening. They should notice and run away if realistic reaction is what you seek :lol: For my part I love the shockwave but I think ...
by malecord
Fri May 15, 2020 2:24 pm
Forum: News
Topic: Friday Facts #347 - New hope demo levels
Replies: 46
Views: 6330

Re: Friday Facts #347 - New hope demo levels

Nice job having construction bots throwing explosives.

So... when will the "biters deconstruction planner" be ready? XD
by malecord
Fri Oct 04, 2019 10:24 am
Forum: News
Topic: Friday Facts #314 - 0.17 stable
Replies: 105
Views: 18273

Re: Friday Facts #314 - 0.17 stable

Regarding the wow analysis, I agree that convenience killed the game. Dungeon queue with random people, instant teleport and so on. But imho also the reduced difficulty. Dungeoning in vanilla was pleasantly difficult. Burning crusade was maybe even to much difficult (although I loved it). Then wotlk...
by malecord
Fri May 17, 2019 7:14 pm
Forum: News
Topic: Friday Facts #295 - New design for the chemical plant
Replies: 77
Views: 15330

Re: Friday Facts #295 - New design for the chemical plant

Wow. That's a very cool piece of entity. I like it!
by malecord
Sun Mar 17, 2019 8:08 pm
Forum: Releases
Topic: Version 0.17.14
Replies: 30
Views: 12307

Re: Version 0.17.14

I read something about new pollution mechanics in the past patch notes. So I started a new game today. I can't understand if those nasty swarms of 15-30 biters that comes in the first 2 attacks are the new norm or just a balance issue. I mean... I can handle them (I'm on railworld, so...). But I'm s...
by malecord
Wed Jan 10, 2018 2:49 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 143743

Re: Friday Facts #224 - Bots versus belts

Personally I don't understand this "buff the belts" argument. What is the problem with current belts? You upgrade yellow to red, red to blue and then you put down multiple blue. Putting down multiple parallel belts is not a chore is actually a nice evolution of the puzzle in the mid-late game. It's...
by malecord
Wed Jan 10, 2018 11:16 am
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 143743

Re: Friday Facts #224 - Bots versus belts

Personally I don't understand this "buff the belts" argument. What is the problem with current belts? You upgrade yellow to red, red to blue and then you put down multiple blue. Putting down multiple parallel belts is not a chore is actually a nice evolution of the puzzle in the mid-late game. It's ...
by malecord
Mon Jan 08, 2018 10:02 am
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 143743

Re: Friday Facts #224 - Bots versus belts

My two cents. Logistic bots are evil only because they are not "realistic". In the sense that they occupy no space and so are collision free. And this allows them to defeat physic and achieve impossible throughput. You can buff belts as much as you like but they will never match logistic bots throu...
by malecord
Sun Jan 07, 2018 2:04 am
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 143743

Re: Friday Facts #224 - Bots versus belts

My two cents. Logistic bots are evil only because they are not "realistic". In the sense that they occupy no space and so are collision free. And this allows them to defeat physic and achieve impossible throughput. You can buff belts as much as you like but they will never match logistic bots throug...
by malecord
Wed May 17, 2017 9:33 am
Forum: Ideas and Suggestions
Topic: I hate beacons...
Replies: 4
Views: 573

Re: I hate beacons...

Without beacons, there would be only one solution to late-game factory building - as many as possible in a straight line. With beacons, there is a tradeoff between length, width, cost and energy usage. Unfortunately, as Tamanous pointed out above, the optimal solution seems to be to sandwich rows o...
by malecord
Wed May 17, 2017 8:43 am
Forum: Ideas and Suggestions
Topic: Add weather to ruin lives
Replies: 3
Views: 824

Re: Add weather to ruin lives

The devs already said that they won't add new features in this factorio. But in an expansion I would like to see more weather mechanics. Not only clouds and eclipses could make solar less reliable, but other phenomena like heilstorms, snowfalls, sandstorms, pollen clouds (depending on biome I guess)...
by malecord
Fri May 05, 2017 1:23 pm
Forum: Ideas and Suggestions
Topic: [QOL] more functions for construction bots & blueprints
Replies: 2
Views: 404

[QOL] more functions for construction bots & blueprints

Wtih 0.15 I started a modless run. I wanted to feel how the game is mature right now and in the process I will also unlock some achievments. The game is indeed very close to perfection, but there are still areas to improve imho. The biggest one is blueprints and construction bots. The limitations ha...
by malecord
Thu May 04, 2017 3:50 pm
Forum: Releases
Topic: Version 0.15.6
Replies: 37
Views: 24647

Re: Version 0.15.6

_alphaBeta_ wrote:I may have missed this "feature" but why do pumpjacks with no modules display a purple production bar anyway? If this is a bug, I'll report it accordingly.
Mining productivity research affects pumpjacks as well.
by malecord
Tue May 02, 2017 3:05 pm
Forum: Releases
Topic: Version 0.15.6
Replies: 37
Views: 24647

Re: Version 0.15.6

At long last! No more bot construction bot babysitting :D
by malecord
Fri Apr 28, 2017 1:36 pm
Forum: News
Topic: Friday Facts #187 - Space science & 0.15 graphics
Replies: 362
Views: 72283

Re: Friday Facts #187 - Space science & 0.15 graphics

I had an idea while researching the portable fusion reactor. It seems that it doesn't really belong to any energy tech. It just stands on itself. we can't make big fusion reactors for the factory. How about renaming it portable RTG, and folding it into the nuclear power. It would still work the sam...
by malecord
Mon Apr 24, 2017 6:05 pm
Forum: Technical Help
Topic: [0.15] Can't load Factorio
Replies: 13
Views: 2138

Re: [0.15] Can't load Factorio

Ah my bad. I should have posted it on the release thread where someone attached the screenshot. Well I guess who's looking for the workaround will come here too sooner or later. :)
by malecord
Mon Apr 24, 2017 5:54 pm
Forum: Technical Help
Topic: [0.15] Can't load Factorio
Replies: 13
Views: 2138

Re: [0.15] Can't load Factorio

timvisee wrote:Edit: Disabling Steam Cloud sync does seem to be a valid workaround.
Actually my Steam for Linux doesn't have the option to disable steam cloud for the specific application.

For me though disabling it globally did the trick as well.
by malecord
Mon Apr 24, 2017 5:47 pm
Forum: Releases
Topic: Version 0.15.0
Replies: 152
Views: 103893

Re: Version 0.15.0

Uhm. My Steam for Linux client doesn't have the disable "steam cloud" checkbox. I guess my contribution as beta tester will be limited to this comment for today :lol:

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