Search found 192 matches

by Selvek
Mon Jan 07, 2019 4:54 pm
Forum: Ideas and Suggestions
Topic: Combinator comments!
Replies: 2
Views: 66

Combinator comments!

TL;DR Add an editable "comments" field inside each combinator GUI so that you can remind yourself what each combinator is supposed to be doing! What ? Directly under the name (e.g. "arithmetic combinator"), each combinator should have an editable text box for comments/notes. It has no impact on the...
by Selvek
Fri Jan 04, 2019 7:43 pm
Forum: News
Topic: Friday Facts #276 - Belt item spacing & Script rendering
Replies: 153
Views: 11323

Re: Friday Facts #276 - Belt item spacing & Script rendering

As much as I'd like the furnace speed change (since faster furnaces mean less furnaces for the same throughput), I don't like the belt speed change at all. As someone who is heavily using circuits I also see nearly no benefit of getting a constant amount of items per belt piece on fully compressed ...
by Selvek
Thu Jan 03, 2019 6:46 pm
Forum: General discussion
Topic: The Problem With Pickaxes - Digging Out Factorio's Core
Replies: 100
Views: 5753

Re: The Problem With Pickaxes - Digging Out Factorio's Core

If you look at my suggestion I'm not talking about a manual upgrade planner. I'm talking about an automatic one where you define what you want to upgrade (same as upgrade planner) but the robots automatically upgrade parts of your factory they pick if you have enough items in stock. This way eventu...
by Selvek
Fri Dec 21, 2018 7:40 pm
Forum: News
Topic: Friday Facts #274 - New fluid system 2
Replies: 157
Views: 9145

Re: Friday Facts #274 - New fluid system 2

Can you give us a bit more info on how placing pipes will work with the new anti-mixing logic? Can you confirm or deny that this will allow running parallel pipes without them accidentally intersecting? I could see this being a problem potentially (esp in blueprints) if pipe connection order is depe...
by Selvek
Wed Nov 14, 2018 12:08 am
Forum: Questions, reviews and ratings
Topic: expansion of the game from vanilla
Replies: 5
Views: 347

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: 573
Views: 33558

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: 8849

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: 626

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: 292
Views: 22853

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 0.2.17
Replies: 956
Views: 277020

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 0.2.17
Replies: 956
Views: 277020

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: 140
Views: 12859

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: 8
Views: 1846

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: 1306

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: 12418

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: 15216

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: 964

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: 237

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: 1342

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: 1912

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...

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