Search found 376 matches

by featherwinglove
Fri Dec 14, 2018 10:35 am
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 503
Views: 26446

Re: Friday Facts #266 - Cleanup of mechanics

I am listening (actually I am spending on this much more time than I should), but all I hear are emotions and very little reason. As I go back over this thread to the parts that I hadn't read yet (previously I had read the first four pages and from 22 up), I am increasingly baffled by posila's clai...
by featherwinglove
Fri Dec 14, 2018 6:40 am
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 503
Views: 26446

Re: Friday Facts #266 - Cleanup of mechanics

It is unfortunate reality of early access games - you might see the game as something else than what developers see it as and end up being disappointed when the development progresses and the game gets closer to vision of developers rather than what you have thought it is going to be. So I feel lik...
by featherwinglove
Thu Dec 13, 2018 9:32 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 503
Views: 26446

Re: Friday Facts #266 - Cleanup of mechanics

We don't do favoritism. His opinion counts just as much as yours or as much AntiElite 's (a good friend of mine and most popular speedrunner) or anyone elses. Is this the chink in the armor built against the existence of the axe? The aforementioned seed of doubt? I was about to throw together a rec...
by featherwinglove
Thu Dec 13, 2018 7:07 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 503
Views: 26446

Re: Friday Facts #266 - Cleanup of mechanics

It is unfortunate reality of early access games - you might see the game as something else than what developers see it as and end up being disappointed when the development progresses and the game gets closer to vision of developers rather than what you have thought it is going to be. So I feel lik...
by featherwinglove
Thu Dec 13, 2018 8:29 am
Forum: Off topic
Topic: A Danger of Factorio
Replies: 9
Views: 3759

Re: A Danger of Factorio

Koub wrote:
Fri Oct 26, 2018 5:20 pm
Moved to Off topic Merged with "You know you play Factorio too much when..."
Also, I lol'd :)
What I expected :mrgreen:
by featherwinglove
Thu Dec 13, 2018 7:45 am
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 503
Views: 26446

Re: Friday Facts #266 - Cleanup of mechanics

I don't care about the axe at all. It's like they have said you craft it once and forget it until it wears out and you get annoyed about the fact you have to craft a bunch again. Mods can have different tools you hold in the hand (would be appropriate for the stone age mod) or just do as vanilla an...
by featherwinglove
Sun Dec 09, 2018 1:59 am
Forum: General discussion
Topic: Gifting the game to 2 friends, best way?
Replies: 7
Views: 357

Re: Gifting the game to 2 friends, best way?

Purchase direct. Leave it to them whether they want to transfer it to Steam.
by featherwinglove
Sun Dec 09, 2018 1:55 am
Forum: News
Topic: Friday Facts #272 - Mod GUI
Replies: 76
Views: 4391

Re: Friday Facts #272 - Mod GUI

Small typo... Why thank you. Oh, wait, that isn't about you wanting to go out with me :D I like the idea of mod folders in the UI. A difficulty I can see is that making a windows-like click and drag interface would probably require a bunch of middleware that's not in the game yet. Without it, it co...
by featherwinglove
Sun Dec 09, 2018 1:35 am
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 503
Views: 26446

Re: Friday Facts #266 - Cleanup of mechanics

I mostly play vanilla. Which means 99 percent of the time I would play the game as you intended. Without the pickaxe. I do not mind any other change you did but one. The pickaxe. Not because I like the mods with it but because I love the Mod/DIY spirit of the community and this is basically saying:...
by featherwinglove
Tue Dec 04, 2018 9:45 am
Forum: News
Topic: Friday Facts #270 - HR Substation & Save/Load overview
Replies: 97
Views: 5746

Re: Friday Facts #270 - HR Substation & Save/Load overview

But there already is a valid reason to use substations. They are more effective and easier to use. Not for me. The one thing I'm usually out of is red circuits (or Bob equivalent ECBs), and I don't like wasting them on glorified power poles. I also often have trouble fitting them into tight builds ...
by featherwinglove
Mon Dec 03, 2018 5:55 am
Forum: General discussion
Topic: The Problem With Pickaxes - Digging Out Factorio's Core
Replies: 30
Views: 2813

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

And now, that simple iron pickaxe that formed the basis of your journey can be done away with. Your factory cares for it not, and best that you no longer remember when you were once the master and not the slave. Hmm... ...I think finally someone has put into words that previously indecipherable fee...
by featherwinglove
Mon Dec 03, 2018 3:26 am
Forum: News
Topic: Friday Facts #270 - HR Substation & Save/Load overview
Replies: 97
Views: 5746

Re: Friday Facts #270 - HR Substation & Save/Load overview

I fail to see the point of penalizing electricity distance by the number of poles used. As the wire is isolated against the pole anyway the current does not really care about passing above an isolator. Technically, there is no limitation against putting 110kV on a line of wooden masts. It will turn...
by featherwinglove
Sun Dec 02, 2018 10:32 am
Forum: News
Topic: Friday Facts #270 - HR Substation & Save/Load overview
Replies: 97
Views: 5746

Re: Friday Facts #270 - HR Substation & Save/Load overview

Your reply seems to have missed the key point. How and why does this improve gameplay? Discussing how to implement and balance your suggestion is irrelevant unless your proposed change going to result in an better/more enjoyable game. (If it isn't going to make Factorio a better game, then let us s...
by featherwinglove
Sun Dec 02, 2018 2:42 am
Forum: News
Topic: Friday Facts #270 - HR Substation & Save/Load overview
Replies: 97
Views: 5746

Re: Friday Facts #270 - HR Substation & Save/Load overview

But does that actually improve the gameplay, or simply lead to players being annoyed that they need to build lots of separate isolated power networks, and spend time calculating how much power each section of their base needs, and then building an appropriate power supply network. Then recalculatin...
by featherwinglove
Sun Dec 02, 2018 1:38 am
Forum: News
Topic: Friday Facts #270 - HR Substation & Save/Load overview
Replies: 97
Views: 5746

Re: Friday Facts #270 - HR Substation & Save/Load overview

I think this fear of "lowering the maximum factory size" is a bit of a looming shadow over factorio development If a plant is too far away it may struggle to power anything at all. That's the setup. The gameplay solution is very simple. Build lots of smaller power plants next to everything that nee...
by featherwinglove
Sun Dec 02, 2018 1:18 am
Forum: News
Topic: Friday Facts #270 - HR Substation & Save/Load overview
Replies: 97
Views: 5746

Re: Friday Facts #270 - HR Substation & Save/Load overview

btw this overall suggestion (power losses over distance) is one of the very oldest in Factorio's history : https://forums.factorio.com/viewtopic.php?f=6&t=119 And the devs' answer has always been "No". It doesn't mean it will never be "Yes", but that's highly unlikely, because the gains (additional...
by featherwinglove
Sun Dec 02, 2018 12:49 am
Forum: News
Topic: Friday Facts #271 - Fluid optimisations & GUI Style inspector
Replies: 121
Views: 6858

Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector

...before actually merging straight pipe sections into one fluid box which should improve things again. I thought this was a long time ago. I maybe should boot up Factorio on the Conroe/Cedar (a system named after its CPU and GPU die codenames respectively) to have a weak enough system to test olde...
by featherwinglove
Sat Dec 01, 2018 8:18 am
Forum: News
Topic: Friday Facts #270 - HR Substation & Save/Load overview
Replies: 97
Views: 5746

Re: Friday Facts #270 - HR Substation & Save/Load overview

Implement a loss factor on the power grid on the basis of the number of power entities (power poles and such). This has been suggested and rejected multiple times. In my opinion it is a good idea and should be implemented. The argument for rejection was that it hurts the UPS and they'd rather turn ...
by featherwinglove
Sat Dec 01, 2018 8:12 am
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 503
Views: 26446

Re: Friday Facts #266 - Cleanup of mechanics

You are confusing development environment with integrated development environment (IDE). No, I'm not, I just didn't make the distinction. I agree with Oktokolo that a Factorio standard Blender preset would certainly constitute a healthy part of the development environment. I just had a new idea of ...
by featherwinglove
Sat Dec 01, 2018 7:52 am
Forum: Off topic
Topic: You know you play Factorio too much when...
Replies: 140
Views: 76791

Re: You know you play Factorio too much when...

foodfactorio wrote:
Sun Nov 25, 2018 6:47 am
is that the 10 hours one? :)
Yup...

I just posted a comment on Youtube in response to "Another good enough from Bethesda that ended up biting them in the ass" with "Biter is the enemy of good enough."

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