Search found 451 matches

by Avezo
Fri Dec 29, 2023 4:52 am
Forum: News
Topic: Friday Facts #390 - Noise expressions 2.0
Replies: 69
Views: 13369

Re: Friday Facts #390 - Noise expressions 2.0

Reminds me of dwarf fortress map generator
by Avezo
Sun Oct 06, 2019 2:55 pm
Forum: This Forum
Topic: Forgot my password (or not)
Replies: 3
Views: 2326

Re: Forgot my password (or not)

Ok nevermind this all, fortunately I were still logged in on my old laptop so I know my email here now.
by Avezo
Sat Aug 31, 2019 11:59 am
Forum: News
Topic: Friday Facts #310 - Glowing Heat pipes
Replies: 88
Views: 39885

Re: Friday Facts #310 - Glowing Heat pipes

If glow was animated, heated up pipes radiated a bit from super bright to less bright, I think their brightness wouldn't be much of a problem.
by Avezo
Mon Aug 05, 2019 7:16 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 274807

Re: Friday Facts #305 - The Oil Changes

A lot of issues related to oil wall would be solved if we had construction bots earlier. We could have construction bots earlier if electric engines didn't require lubricant. Why not just remove lubricant from electric engines recipe and maybe add it to other higher-level recipes instead? Or (as muc...
by Avezo
Mon Jul 29, 2019 8:46 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 274807

Re: Friday Facts #305 - The Oil Changes

Tbh with changes to oil being still an open debate, PLEASEEEEE use this last chance to introduce fluid fuels for trains without having to use barrels like mentioned above. It not only just makes sense, it also partially solves problems of getting locked down with too much fluid/oil/gas/etc of one t...
by Avezo
Mon Jul 29, 2019 5:47 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 274807

Re: Friday Facts #305 - The Oil Changes

Tbh with changes to oil being still an open debate, PLEASEEEEE use this last chance to introduce fluid fuels for trains without having to use barrels like mentioned above. It not only just makes sense, it also partially solves problems of getting locked down with too much fluid/oil/gas/etc of one ty...
by Avezo
Sun Jul 28, 2019 9:08 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 274807

Re: Friday Facts #305 - The Oil Changes

Wouldn't it have been easier to just remove lubricant altogether instead? It barely have any uses anyway and bots wouldn't be pushed that far into later game? Leaving alone that to me it always felt weird that electric engines of all things require lubricant, but all other things for which lubricant...
by Avezo
Sat Jul 27, 2019 8:04 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 274807

Re: Friday Facts #305 - The Oil Changes

Partial solution is to have just 2 products from oil refiery - 'gas' and 'refined oil' or somesuch. And removing entire cracking chain in chem plants from vanilla game.
by Avezo
Sat Jul 27, 2019 8:14 am
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 274807

Re: Friday Facts #305 - The Oil Changes

Wouldn't it be better to remove cracking of oils in chemical plants and move it to refineries instead with new recipes or somesuch? That way unlocking new recipes for refineries wouldn't require huge overhaul of entire refinery area.
by Avezo
Fri Jul 26, 2019 5:06 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 274807

Re: Friday Facts #305 - The Oil Changes

I were complaining about stuff like that right at the start when changes to science packs, chemical in particular were announced... Better late than never I guess. Now, if only you took a look at complexity of red circuits the same way - that it's too early in progression path to require them in che...
by Avezo
Sat Jul 20, 2019 1:09 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 203489

Re: Friday Facts #304 - Small bugs; Big changes

I still think that main difficulty spike reason at chemical science pack are red circuits, not refineries.
by Avezo
Sat Jun 29, 2019 1:51 pm
Forum: News
Topic: Friday Facts #301 - Crash site: First state
Replies: 52
Views: 25941

Re: Friday Facts #301 - Crash site: First state

Would be cool if there was a scenario with not-crash landing site, where you start with most of technologies unlocked and can go straight to end-game.
by Avezo
Fri Apr 19, 2019 4:53 pm
Forum: News
Topic: Friday Facts #291 - New Campaign, MP stress testing, HR Icons II
Replies: 40
Views: 20549

Re: Friday Facts #291 - New Campaign, MP stress testing, HR Icons II

You can unlock construction bots tech before you can actully construct them, because they need batteries which require yet higher tech. Constuction robotics requires Robotics which requires Battery. Yeah, tha's what I'm saying - to get batteries you need MUCH MORE set up than fits green science. Or...
by Avezo
Fri Apr 19, 2019 2:14 pm
Forum: News
Topic: Friday Facts #291 - New Campaign, MP stress testing, HR Icons II
Replies: 40
Views: 20549

Re: Friday Facts #291 - New Campaign, MP stress testing, HR Icons II

I think you SHOULD change tech tree a bit;

You can unlock construction bots tech before you can actully construct them, because they need batteries which require yet higher tech.

Things like these seem an obvious candidate to such changes, even moreso because they confuse new players.
by Avezo
Mon Mar 11, 2019 3:07 pm
Forum: News
Topic: Friday Facts #285 - Bugs, Bugs, Bugs.
Replies: 65
Views: 29510

Re: Friday Facts #285 - Bugs, Bugs, Bugs.

I like it. I've even used a mod that did it. But really is it THAT bad that you have a chest somewhere with all the junk you never use anymore? It isn't bad, it's just that ability to recycle old junk seems to fit so well into the game of automation. Any automated means of discarding old junk would...
by Avezo
Sun Mar 10, 2019 11:24 pm
Forum: News
Topic: Friday Facts #285 - Bugs, Bugs, Bugs.
Replies: 65
Views: 29510

Re: Friday Facts #285 - Bugs, Bugs, Bugs.

I don't think the main problem is that they are no longer burnable. The problem is that we eventually end up with various items like wooden power poles, wooden boxes, steel furnaces that are no longer used and there is nothing to do with them. Burning was a way to 'recycle' them. Elegant solution wo...
by Avezo
Fri Mar 08, 2019 4:58 pm
Forum: News
Topic: Friday Facts #285 - Bugs, Bugs, Bugs.
Replies: 65
Views: 29510

Re: Friday Facts #285 - Bugs, Bugs, Bugs.

My bug report screenshoot made it into FFF :o

Feels like winning a lottery.
by Avezo
Fri Mar 01, 2019 4:58 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.2] Glitchy environment graphics
Replies: 4
Views: 1672

Re: [0.17.2] Glitchy environment graphics

posila wrote:
Fri Mar 01, 2019 12:49 pm
Avezo wrote:
Thu Feb 28, 2019 9:20 pm
Issue is not present as of 0.17.3.

Whatever you did, it seemingy fixed it.

Thank you.
Thanks for the report and for letting us know it is fixed.

Can you post log from 0.17.3, please?
Here you go:
factorio-current.log
(6.3 KiB) Downloaded 164 times
I think there was also windows update inbetween though.
by Avezo
Thu Feb 28, 2019 9:20 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.2] Glitchy environment graphics
Replies: 4
Views: 1672

Re: [0.17.2] Glitchy environment graphics

Issue is not present as of 0.17.3.

Whatever you did, it seemingy fixed it.

Thank you.
by Avezo
Wed Feb 27, 2019 10:31 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.2] Glitchy environment graphics
Replies: 4
Views: 1672

[0.17.2] Glitchy environment graphics

20190227192904_1.jpg
20190227192904_1.jpg (530.64 KiB) Viewed 1672 times
20190227192910_1.jpg
20190227192910_1.jpg (481.75 KiB) Viewed 1672 times
20190227225723_1.jpg
20190227225723_1.jpg (592.31 KiB) Viewed 1672 times
Issue is not save-specific, UI is not affected, the further out zoom is, the worse it looks, happening after updating the game to .17 today.

Log:
factorio-current.log
(4.39 KiB) Downloaded 172 times
Not sure what else to add?

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