Search found 35 matches

by Nick-Nack
Thu Feb 22, 2018 12:32 pm
Forum: Releases
Topic: Version 0.16.25
Replies: 72
Views: 21506

Re: Version 0.16.25

I'm really sad that compression was introduced again. In my opinion it goes against what Factorio stands for: figuring out best builds on your own. It's not that full compression is actually needed for playing the game or that you can't achieve it with some thought. It isn't even the case that creat...
by Nick-Nack
Sat Jan 13, 2018 12:24 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 145817

Re: Friday Facts #225 - Bots versus belts (part 2)

Logistic bots already cost more than they add compared to belts. Any further nerf without a cost reduction would further make them cost a ridiculous amount for what they add. You could make 25k blue belts just from the research cost difference alone. Each bot costs 3.4 times as much as each additio...
by Nick-Nack
Sat Jan 13, 2018 10:36 am
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 145817

Re: Friday Facts #225 - Bots versus belts (part 2)

That's funny, I might be wrong, but I get the feeling that most people who ask for a bot debuff actually mostly play without them (or with very little of them). So basically, it's a "bots should be nerfed because I don't use them, so it won't change my playstyle, while hindering the pleasure of tho...
by Nick-Nack
Fri Jan 12, 2018 8:20 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 145817

Re: Friday Facts #225 - Bots versus belts (part 2)

The splitters are really awesome! Please make the filter changeable via circuit network, and they will solve a lot of problems I had in more complex belt set ups. Concerning the bots after reading the discussion from last week I came to the conclusion that there is a simple yet effective solution : ...
by Nick-Nack
Sat Jan 06, 2018 8:17 am
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 127578

Re: Friday Facts #224 - Bots versus belts

add cooldown for grabbing/dropping item (like landing / take off) and allowing only x bots accessing the building (chest) This! If you limit interaction to one bot per second, then bot networks need more space without removing any functionality. Instead of scaling up by creating more bots (which do...
by Nick-Nack
Fri Jan 05, 2018 8:17 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 127578

Re: Friday Facts #224 - Bots versus belts

Really love that you discuss this! I totally understand why you would want to nerf logistic bots, and I agree that the game is more fun when played with belts instead. I have for some time now thought about this, and maybe some of this might be helpful. First of all, when are logistic bots used (app...
by Nick-Nack
Wed Aug 02, 2017 10:24 pm
Forum: Ideas and Requests For Mods
Topic: Server player cam
Replies: 1
Views: 318

Server player cam

Hi there! I'm looking for a way to automatically follow a different player for a multiplayer server and live streaming. Even better if the cam automagically chooses which player to focus on, but just something where I can click a button and the camera automatically follows a selected player would be...
by Nick-Nack
Tue Jun 20, 2017 2:18 pm
Forum: Ideas and Suggestions
Topic: Blueprints and planning with new inventory GUI
Replies: 8
Views: 1633

Re: Blueprints and planning with new inventory GUI

Blueprint Creative Mode actually would work very well with this, I agree :)
by Nick-Nack
Thu May 25, 2017 11:54 pm
Forum: Ideas and Suggestions
Topic: Blueprints and planning with new inventory GUI
Replies: 8
Views: 1633

Re: Blueprints and planning with new inventory GUI

The only thing I am unsure about is, whether there is a need for some way to enable and disable ghosts for construction robots.
by Nick-Nack
Mon May 22, 2017 3:52 pm
Forum: Ideas and Suggestions
Topic: Making early blueprints\ghost place when moving easily
Replies: 1
Views: 335

Re: Making early blueprints\ghost place when moving easily

Here's a more defined design proposal that includes this:
viewtopic.php?f=6&t=48110
by Nick-Nack
Mon May 22, 2017 3:51 pm
Forum: Ideas and Suggestions
Topic: Early-game blueprints
Replies: 6
Views: 2340

Re: Early-game blueprints

Here's a proposal for what you want, worked out a bit more. Would that fit with what you need? :)
viewtopic.php?f=6&t=48110
by Nick-Nack
Mon May 22, 2017 3:47 pm
Forum: Ideas and Suggestions
Topic: Blueprints and planning with new inventory GUI
Replies: 8
Views: 1633

Re: Blueprints and planning with new inventory GUI

Yeah, given that you would have to click each ghost individually and get close to the ghosts, this shouldn't make construction robots irrelevant :)
by Nick-Nack
Mon May 22, 2017 3:42 pm
Forum: Multiplayer
Topic: German (Deutsch) live on Youtube
Replies: 0
Views: 287

German (Deutsch) live on Youtube

(English below) Hallo zusammen! Auf meinem Kanal gibt es regelmäßig Factorio-Runden zum Mitspielen. Wir spielen auf deutsch und verwenden Discord zur Kommunikation. Aktuell spielen wir Vanilla, also ohne Mods. Hier ist der Kanal: https://www.youtube.com/channel/UCfxpRnV4V-XqFUn_lyM2obQ Hi there! We ...
by Nick-Nack
Sat May 20, 2017 11:36 am
Forum: Ideas and Suggestions
Topic: Blueprints and planning with new inventory GUI
Replies: 8
Views: 1633

Blueprints and planning with new inventory GUI

Hi there, after yesterdays Friday Facts I looked through the forums for currently discussed ideas on blueprints, ghosts and planning and developed a proposal that creates a coherent usage of blueprints throughout the Factorio game stages. Idea in one sentence: Use blueprints and ghost placements to ...
by Nick-Nack
Tue Mar 14, 2017 2:47 pm
Forum: Ideas and Requests For Mods
Topic: Set recipes for assemblers
Replies: 2
Views: 759

Re: Set recipes for assemblers

Thanks, didn't find that one and will try it! :)
by Nick-Nack
Mon Mar 13, 2017 4:07 pm
Forum: Ideas and Requests For Mods
Topic: Set recipes for assemblers
Replies: 2
Views: 759

Set recipes for assemblers

Hi there!

Not sure if this exists already, but I only found a broken mod:
It would be great to be ablte to set the recipe of an assembler via circuit network. If multiple signals are received, only the first one is used (similar to stack filter inserters).
by Nick-Nack
Sun Sep 18, 2016 12:28 pm
Forum: Ideas and Suggestions
Topic: Varying recipy components
Replies: 5
Views: 449

Re: Varying recipy components

I guess you can't access any information from the map like item counts when loading the recipes, either? That would be a work around for "saving" the seed :-/
A workaround to test the idea would be to just create multiple mods with different seeds and players could choose which mod to use randomly.
by Nick-Nack
Sun Sep 18, 2016 12:17 pm
Forum: Development Proposals
Topic: Circuit network features for 0.15
Replies: 136
Views: 46899

Re: Circuit network features for 0.15

Bi0nicM4n wrote:I can't fill two filtered slots with 200 repair packs because when there are already 195 repair packs in the wagon and my inserter picks 7, it stops
Easy solution: Limit to 388 ;-)
by Nick-Nack
Sat Sep 17, 2016 7:47 pm
Forum: Ideas and Suggestions
Topic: Varying recipy components
Replies: 5
Views: 449

Re: Varying recipy components

So there's no random number generator in mods?

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