Search found 188 matches

by Selvek
Wed Nov 14, 2018 12:08 am
Forum: Questions, reviews and ratings
Topic: expansion of the game from vanilla
Replies: 5
Views: 154

Re: expansion of the game from vanilla

Looking for exactly the same thing. I'm in the middle of a seablock (angels/bobs) playthrough and have discovered I just don't have enough time to commit to that. So I'm hoping for a mod that's maybe 2X the complexity of vanilla, rather than ~10X. I'll take a look at AAI industries.
by Selvek
Mon Oct 29, 2018 11:11 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 451
Views: 21706

Re: Friday Facts #266 - Cleanup of mechanics

And suddenly, your megabase needs 5% more mining drills to keep up. Thats roughly... 6 new ore patches you need to cover :)

But the complexity reduction is great! While we're on the subject, how come NONE of the assemblers have a crafting speed of 100%? :lol:
by Selvek
Sat Oct 20, 2018 4:37 am
Forum: News
Topic: Friday Facts #265 - Nomenclature & Steam networking
Replies: 115
Views: 7420

Re: Friday Facts #265 - Nomenclature & Steam networking

While we are there, you REALLY need an easy way to see all the ways to produce a certain item (e.g. sulphur / cobalt in Bob's Mod)... I hate having to refer to a wiki to get an in-game answer. Try FNEI (https://mods.factorio.com/mods/npo6ka/FNEI). It lets you search for any item and find all the re...
by Selvek
Tue Sep 18, 2018 11:53 pm
Forum: Gameplay Help
Topic: PROBLEM WITH OIL REFINERY
Replies: 12
Views: 453

Re: PROBLEM WITH OIL REFINERY

I think your quick fix is to add another oilfield (more pumpjacks!) rather than focusing on circuit network and modules quite yet!
by Selvek
Tue Sep 18, 2018 7:55 pm
Forum: News
Topic: Friday Facts #260 - New fluid system
Replies: 286
Views: 18640

Re: Friday Facts #260 - New fluid system

Yay! Sounds like great improvements! Now we just need some method to have adjacent pipes not auto-connect to each other. :shock: :?
by Selvek
Sat Sep 01, 2018 4:21 pm
Forum: Mods
Topic: [0.16] Sea Block Pack 0.2.16
Replies: 924
Views: 251939

Re: [0.16] Sea Block Pack 0.2.13

I've got a bit of a problem while running this mod: All the terrain (land and water) is black! Entities are visible normally - if I place a light, it's visible. I installed the entire mod pack via the download link, after cleaning my mods folder out completely. I had this problem with all the mods ...
by Selvek
Sat Sep 01, 2018 12:48 am
Forum: Mods
Topic: [0.16] Sea Block Pack 0.2.16
Replies: 924
Views: 251939

Re: [0.16] Sea Block Pack 0.2.13

I've got a bit of a problem while running this mod: All the terrain (land and water) is black! Entities are visible normally - if I place a light, it's visible. I installed the entire mod pack via the download link, after cleaning my mods folder out completely. I had this problem with all the mods i...
by Selvek
Fri Aug 10, 2018 8:21 pm
Forum: News
Topic: Friday Facts #255 - Construction tools
Replies: 138
Views: 10902

Re: Friday Facts #255 - Construction tools

Best FFF ever!!! On the "new blueprint Q window" topic: I don't remember whether there was ever a conclusion on changing the hotbar so that it only holds links, not items, but I think things would be much simpler in general if your "hand" couldn't hold anything that doesn't exist in your inventory. ...
by Selvek
Thu Aug 09, 2018 4:29 pm
Forum: Railway Setups
Topic: AID - Automatic Item Delivery
Replies: 7
Views: 1332

Re: AID - Automatic Item Delivery

This looks awesome! I've been pondering about something like this for a while, but never had the motivation to actually design one :lol: Can't wait to try it out!
by Selvek
Thu Aug 09, 2018 3:37 pm
Forum: General discussion
Topic: Game+ in Factorio?
Replies: 17
Views: 1131

Re: Game+ in Factorio?

Even if the devs introduced this feature, nobody would agree about how much stuff should be available. Fortunately, this game already has a feature which allows you to customize its every aspect... mods!
by Selvek
Mon Jul 09, 2018 8:11 pm
Forum: News
Topic: Friday Facts #250 - Dead end conclusion
Replies: 142
Views: 11227

Re: Friday Facts #250 - Dead end conclusion

Instead of blueprint books, why not blueprint folders? The difference, obviously, is that folders can be multiple levels deep. Balancers/BlueBalancers/4toN/4to8Balancer Also, while we're on the subject, the blueprint editor allows you to delete entities, but not move or add them. How many times have...
by Selvek
Mon Jul 02, 2018 8:58 pm
Forum: News
Topic: Friday Facts #249 - Dead end exploration
Replies: 206
Views: 13728

Re: Friday Facts #249 - Dead end exploration

There will be a way to do copy-paste quickly without having to create a blueprint
ThankyouThankyouThankyouThankyouThankyouThankyouThankyouThankyouThankyouThankyou!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
by Selvek
Thu May 24, 2018 8:16 pm
Forum: Ideas and Suggestions
Topic: Remove ability to take/drop from/to splitters
Replies: 20
Views: 838

Re: Remove ability to take/drop from/to splitters

In my opinion the only problem with dropping things on splitters is that it's not obvious whether they will be dropped before or after the split. A graphical fix would probably solve this, similar to the graphical fix which gets brought up every so often to make it obvious why underground belts work...
by Selvek
Thu May 24, 2018 8:07 pm
Forum: Technical Help
Topic: What does some stuff stands for? sorry im clueless
Replies: 4
Views: 214

Re: What does some stuff stands for? sorry im clueless

UPS is "updates per second", the speed at which the actual simulation of your factory runs.

Not sure about ML, posting the context of where you saw it would help.
by Selvek
Mon May 21, 2018 10:07 pm
Forum: Ideas and Suggestions
Topic: Mining Uranium Should be Required
Replies: 21
Views: 1185

Re: Mining Uranium Should be Required

Building a 10-science-per-second megabase isn't required to "beat the game", but people still do it. If someone is happy launching a rocket and being "done", I don't see any reason to force them to get uranium. There's plenty of complexity required to launch a single rocket, and if people feel the d...
by Selvek
Thu May 17, 2018 5:57 pm
Forum: Gameplay Help
Topic: On the capacity of trains
Replies: 31
Views: 1681

Re: On the capacity of trains

Once you have roboports, construction robots, and repair packs, could you use gates on an unsignaled rail system, and short trains (max length that won't destroy gates or rail cars when crashing at full speed), to prevent deadlocks and have trains queue by smashing into the gate or train ahead of t...
by Selvek
Tue Apr 24, 2018 7:26 pm
Forum: Ideas and Suggestions
Topic: Construction bot pathing
Replies: 14
Views: 427

Re: Construction bot pathing

The weird inconsistency is, what does the roboport "range" actually mean? In my mind, robots should never try to path outside of the roboport allowed area. That gives you the ability to actually affect how the network behaves. On the subject of "networks", the entire point of a network is that a ser...
by Selvek
Thu Mar 15, 2018 8:42 pm
Forum: Ideas and Suggestions
Topic: Nukes are overpowered and they need to be nerfed in some way
Replies: 23
Views: 1273

Re: Nukes are overpowered and they need to be nerfed in some way

Clearing biter bases late game is a chore, not a challenge or fun. Nukes offset the pointlessness of the time required to clear out biters. They required a massive infrastructure investment to mass produce, so they are only available very late game in useful quantities.

No nerf is needed IMO.
by Selvek
Thu Feb 08, 2018 9:32 pm
Forum: Ideas and Suggestions
Topic: Nuclear disasters
Replies: 36
Views: 2182

Re: Nuclear disasters

Options for nuclear meltdown: 1) Be random (low frequency) People will still build them, and occasionally they will explode. People will be like "darn it, now I have to run back and rebuild it... again... sigh..." 2) Be random (high frequency) No one will use them, because they require more active p...
by Selvek
Tue Jan 30, 2018 11:39 pm
Forum: Ideas and Suggestions
Topic: Destroyed things drop inventory
Replies: 11
Views: 539

Re: Destroyed things drop inventory

Ever tried the hard crafting mod? Early mining gives you a TON of leftover dirt and gravel. The ONLY way to deal with it early game is by putting it in a bunch of chests, then shotgunning them down. Otherwise, you just stockpile dirt and gravel until they take over the entire world...

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