Search found 315 matches

by Zaflis
Sat Jan 11, 2020 2:29 pm
Forum: News
Topic: Friday Facts #329 - Campaign reassessment
Replies: 76
Views: 6260

Re: Friday Facts #329 - Campaign reassessment

I would also recommend a later map or more that goes beyond the rocket launch. Using power armors, dealing with behemoths, artillery, infinite sciences... Even the slower players would get a taste of the endgame and know what waits there.
by Zaflis
Sat Jan 11, 2020 10:17 am
Forum: News
Topic: Friday Facts #329 - Campaign reassessment
Replies: 76
Views: 6260

Re: Friday Facts #329 - Campaign reassessment

My opinion on the campaign is, have both 1 and 2! Perhaps the 2 could arrive first but the game is very much lacking in campaign/premade scenarios. Both styles would be very welcome. You could learn some things from 1 that you don't from the other and vice versa. That's really not a lot to ask from ...
by Zaflis
Fri Dec 13, 2019 5:23 pm
Forum: News
Topic: Friday Facts #325 - New Explosions and Particles
Replies: 54
Views: 6390

Re: Friday Facts #325 - New Explosions and Particles

One thing I think is wrong in provided gifs is that particles spread of dying enemyes are biased toward vertical axis (very noticable with big worm). I noticed this with the rail destruction. While it looks really nice, being destroyed with bullets doesn't intuitively felt make a high explosion if ...
by Zaflis
Tue Dec 10, 2019 11:52 am
Forum: Outdated/Not implemented
Topic: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size
Replies: 33
Views: 1443

Re: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size

Bilka wrote:
Tue Dec 10, 2019 11:39 am
You'd need more than 800k people to agree with you to have a majority. Do you see why I find your "reddit proof for majority" hilarious?
That's not how gallup's work. Statistically very small sample is enough to give an idea of what is generally acceptable or atrocious.
by Zaflis
Tue Dec 10, 2019 11:30 am
Forum: Outdated/Not implemented
Topic: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size
Replies: 33
Views: 1443

Re: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size

(Wall of text) It looks like you have never visited https://www.reddit.com/r/factorio/ before. It's a nice place, i can recommend trying. Personally i love playing with mods of all kinds. Reddit is perhaps the best place to post your base screenshots and videos, get feedback, give feedback, learn n...
by Zaflis
Tue Dec 10, 2019 7:55 am
Forum: Outdated/Not implemented
Topic: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size
Replies: 33
Views: 1443

Re: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size

lol, reddit post upvotes as opinion barometers. Never change forums, never change. Feel free to downplay reddit community as much as you wish, just wanted to show it's a topic that is being raised time and time again and people agree. If you don't really care if it's 30 or 32, this is not a topic f...
by Zaflis
Tue Dec 10, 2019 6:32 am
Forum: Outdated/Not implemented
Topic: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size
Replies: 33
Views: 1443

Re: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size

Fact is you're asking for something to be changed to suit your playstyle. Nothing wrong with that, and as the devs has expressed they disagree with your reasoning, nothing wrong with that either. There's nothing stopping you changing it, and the point there is, nothing is stopping you from playing ...
by Zaflis
Tue Dec 10, 2019 5:17 am
Forum: Outdated/Not implemented
Topic: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size
Replies: 33
Views: 1443

Re: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size

There's no reason to increase the wire reach just because the chunk size is 32. It has no gameplay advantage of disadvantage to be 32 vs 30. If nobody ever told you chunk size was 32x32 then you wouldn't even know it was a thing. Just ignore the fact chunks exist and build as you want. It doesn't c...
by Zaflis
Mon Dec 09, 2019 6:28 am
Forum: Outdated/Not implemented
Topic: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size
Replies: 33
Views: 1443

Re: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size

I think you mean one line. C'mon it was never about wether it's possible with mods. https://mods.factorio.com/mod/GJBigPolesAlign https://mods.factorio.com/mod/chunk-sized-roboports Most people share their blueprints only if they are vanilla compatible. Quite a lot of rail blueprints are aligned to...
by Zaflis
Mon Dec 09, 2019 5:18 am
Forum: Outdated/Not implemented
Topic: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size
Replies: 33
Views: 1443

Re: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size

Should be default definitely! We want to start making and sharing blueprints with them, so if they require mod they are no longer compatible with vanilla.
by Zaflis
Tue Nov 26, 2019 2:00 pm
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 615
Views: 329693

Re: 4-way intersections: Throughput and deadlocks [image heavy]

I made some improvements to 2-lane, A, Compact, RHD blueprint.
It wasn't rotationally symmetric and it could be squeezed a little smaller still.

edit: Oops, 1 rail signal at the end is too much.. lemme fix that in a bit...
Done.

https://pastebin.com/eS5sjrtd
by Zaflis
Mon Nov 25, 2019 8:00 am
Forum: Ideas and Suggestions
Topic: [0.17.79] Too tricky to drop blueprints in the library
Replies: 5
Views: 199

Re: [0.17.79] Too tricky to drop blueprints in the library

I reported it as a bug because other similar "bug/suggestion" report about not seeing progression on cancelled research was suggested by dev to be reported as bug instead, because it was an oversight. This is one of those issues that really stands out in the game as inconsistent with how smooth the ...
by Zaflis
Mon Nov 25, 2019 5:47 am
Forum: Ideas and Suggestions
Topic: [0.17.79] Too tricky to drop blueprints in the library
Replies: 5
Views: 199

[0.17.79] Too tricky to drop blueprints in the library

Here is 1 example of when i'm trying to drop blueprint in but i can't: bp.png There's this massive gray background but none of that is interactible. The spot i'm trying to drop on happens to be in an area of another blueprint so it won't, and only acceptable places are near that arrow and few pixels...
by Zaflis
Sun Nov 17, 2019 1:26 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 991
Views: 114608

Re: [MOD 0.17] Industrial Revolution

kingarthur wrote:
Sun Nov 17, 2019 2:06 am
all the leech function does is allow a burner inserter to take fuel out of a assembler/furnace to feed its self if its set to pull items out from that entity
But it will only ever pull fuel from the input side of inserter. If it puts in an assembler that already has coal in, it can't take it out.
by Zaflis
Sat Nov 16, 2019 1:14 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 991
Views: 114608

Re: [MOD 0.17] Industrial Revolution

Do you have any other mods running? I have never seen oil in the water. I have seen rubber trees in quite big number around the water. Definitely other mods, not ones that affect trees spawning though. "Water Ores" allows ores to spawn in water. It doesn't specifically add more of them like RSO, it...
by Zaflis
Sat Nov 16, 2019 12:51 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 991
Views: 114608

Re: [MOD 0.17] Industrial Revolution

Rubber trees seem to be a real problem, and they are needed for electric drills. I explored a large area and found none at all: https://i.imgur.com/1vSkeL4.jpg I suppose /editor is the solution. But should there be another way, like converting regular saplings through some process? After using edito...
by Zaflis
Fri Nov 08, 2019 4:51 pm
Forum: News
Topic: Friday Facts #320 - Color correction
Replies: 198
Views: 16945

Re: Friday Facts #320 - Color correction

I'm a bit torn with opinion. The new map colors look much better, but for objects it propably won't make a difference for me for either way. What i can say is that i use dark themes on websites and apps whenever it is an option. But i know visual clarity can be a good thing too, up to a point.
by Zaflis
Fri Nov 01, 2019 2:59 pm
Forum: News
Topic: Friday Facts #319 - New T-shirts & Lua event filtering
Replies: 35
Views: 4138

Re: Friday Facts #319 - New T-shirts & Lua event filtering

Shelves full of boxes looks like inventory bottleneck issue :) Need more "storage chests" or excess has nowhere to go.
by Zaflis
Fri Oct 18, 2019 1:41 pm
Forum: Not a bug
Topic: [0.17.69] Train schedule scaling issue with window
Replies: 2
Views: 197

Re: [0.17.69] Train schedule scaling issue with window

Then it might be possible to write a bugfix mod, or is the train map size hardcoded or something?
by Zaflis
Fri Oct 18, 2019 12:02 pm
Forum: News
Topic: Friday Facts #317 - New pathfinding algorithm
Replies: 69
Views: 7884

Re: Friday Facts #317 - New pathfinding algorithm

Awesome pathfinder i must say. One little question about it though, because i heard the AAI vehicles use biter AI too. Can it be told to find a path that ignores trees and rocks, and just drive through them? How about other vehicles in the way, will they somehow semi-smartly still group together?

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