Search found 178 matches

by Khyron
Tue Oct 11, 2016 6:13 am
Forum: Resolved Problems and Bugs
Topic: [All versions] [kovarex] Removing walls above resources
Replies: 50
Views: 24788

Re: [All versions] [kovarex] Removing walls above resources

kovarex wrote:It took me 2 years, but here we are, it is implemented for 0.13.5
Much love <3
by Khyron
Mon Feb 29, 2016 9:07 am
Forum: News
Topic: Friday Facts #127 - Steam Status III: Thank You
Replies: 89
Views: 23291

Re: Friday Facts #127 - Steam Status III: Thank You

Hey guys, congratulations on the Steam release! This is really a top notch game and you've done a great job. :D
by Khyron
Sun Jul 19, 2015 3:27 pm
Forum: Balancing
Topic: Comparison of end game costs (pre and post 0.12)
Replies: 5
Views: 10266

Comparison of end game costs (pre and post 0.12)

This post contains an analysis of the resource costs for the new end game compared to the old. I would personally recommend playing the game to the end before reading anything like this... There are some comments about strategy that you might like to have a chance to think of for yourself. Pre-0.12 ...
by Khyron
Sun Jul 19, 2015 5:14 am
Forum: Implemented Suggestions
Topic: Be able to remove concrete
Replies: 3
Views: 14292

Re: Be able to remove concrete

Alternatively you can use the deconstruction blueprint and get the drones to do it.
by Khyron
Sat Jul 18, 2015 4:04 am
Forum: Resolved Problems and Bugs
Topic: Beacons stop working when modules are replaced.
Replies: 6
Views: 2226

[0.12.0] Beacon effects not applied in migrated savegames

When updating a save game from 0.11.20 to 0.12.0, the effects of exiting beacons are not applied.
Remove and replace the beacon and its effects are applied correctly.
by Khyron
Fri Jul 17, 2015 8:57 am
Forum: General discussion
Topic: Status of 0.12
Replies: 12
Views: 7933

Re: Status of 0.12

gacek wrote:Is it just to get us on hype train then detach it while on 200km/h?
Ah, I think you'll find the hype train actually travels at 260km/h. [citation]
by Khyron
Mon Jun 29, 2015 10:40 am
Forum: Ideas and Suggestions
Topic: Wireless power transmission
Replies: 11
Views: 2201

Re: Wireless power transmission

What game-value will this suggestion bring, despite from "game is now a bit more realistic"? Not much. It's a small suggestion that would not require a lot of development time. It would make resource bases easier, removing the need to lay poles & wire. Maybe it's not something the devs have thought...
by Khyron
Mon Jun 29, 2015 5:24 am
Forum: Ideas and Suggestions
Topic: Wireless power transmission
Replies: 11
Views: 2201

Wireless power transmission

Did you ever think the power generating items for power armour were a bit strange? I mean, solar panels take up a huge area... and if you can build a portable fusion reactor, why not power your base with similar technology? If we had wireless power transmission we could do away with the portable sol...
by Khyron
Sun May 31, 2015 4:47 am
Forum: News
Topic: Friday Facts #88 - Combinators
Replies: 129
Views: 48144

Re: Friday Facts #88 - Combinators

>Rate, comment, or suggest better names for the combinators. These are very abstract kind of machines so it is hard to imagine what game problems we might solve with combinators. I like the idea of dispatching trains to resource bases when the resource base has a threshold of resources. But that is...
by Khyron
Mon Apr 27, 2015 1:20 pm
Forum: General discussion
Topic: Game stops for autosave - thoughts?
Replies: 33
Views: 7642

Re: Game stops for autosave - thoughts?

I find the newer autosave to be a bit... jarring? I guess that's the best word for it. It's like a full screen popup. It takes my attention off what I was doing in the game. I appreciate the autosave, and it's nice and quick, but I want to stay focused on the game. The old way where it just paused s...
by Khyron
Sun Apr 12, 2015 6:09 am
Forum: Resource Spawner Overhaul
Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
Replies: 191
Views: 140881

Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2

Ok, this thread is pretty confusing so let me post an update for anybody wondering what's going on here. Dark, the original creator of this mod was last seen on this forum 17 Sep 2014, according to the profile. AnodeCathode stepped up and maintained an unofficial version of RSO which is now version ...
by Khyron
Sun Apr 05, 2015 1:40 am
Forum: Mods
Topic: [0.11.13] RoadWorks 2.0.0
Replies: 126
Views: 101112

Re: [0.11.13] RoadWorks 2.0.0

@Rahjital I haven't used this mod since 0.10x and it's looking much better now. FYI it's currently necessary to rename the mod's folder to 'RoadWorks_2.0.0' and then it seems to work. (mismatch between info.json and the base folder name in the archive). FWIW I'm more interested in changing ground ti...
by Khyron
Sun Apr 05, 2015 1:28 am
Forum: Resource Spawner Overhaul
Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
Replies: 191
Views: 140881

Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2

Great mod! I have two questions... 1. I'm having a bit of trouble using this mod with Roadworks. Small patches of limestone are appearing far too frequently. It's as if limestone is not being managed by RSO. I used default settings for both mods before trying different settings in RSO (override_type...
by Khyron
Sun Mar 29, 2015 12:32 am
Forum: Cheatsheets / Calculators / Viewers
Topic: Solar Power Excel sheet
Replies: 8
Views: 30293

Re: Solar Power Excel sheet

For each megawatt of power you need, build 23.8 solar panels and 20 accumulators.

If you're curious on the math, view the thread where we worked it out.
by Khyron
Thu Mar 26, 2015 7:14 am
Forum: Frequently Suggested / Link Collections
Topic: Frequently Suggested Ideas
Replies: 20
Views: 30941

Re: FREQUENTLY SUGGESTED IDEAS

ssilk has done at least half the work in the original post at this point. Just wanted to say thanks! I think the thread is doing what we wanted at the time we created it - it's stopping the same thing being suggested once per week. Remember when we created it, we would see 2 or 3 suggestions for spl...
by Khyron
Wed Mar 25, 2015 12:42 pm
Forum: Ideas and Suggestions
Topic: Factorio Fluid System Changes
Replies: 18
Views: 6878

Re: Factorio Fluid System Changes

Upon a discussion on #factorio about the realism of the fluid system in factorio, I’d like to propose the following changes. Realism can be an inspiration for gameplay, but is subordinate to gameplay and performance (simulation processing cost). The current abstraction of the fluid system as Quanti...
by Khyron
Wed Mar 25, 2015 10:50 am
Forum: General discussion
Topic: Player position affects biter attacks
Replies: 27
Views: 9753

Re: Player position affects biter attacks

Your first question is an interesting one. Results for the left outpost not being as extreme as the results for the right outpost is due, I believe, to a slight asymmetry in the map. While both outposts are equally far from the biter bases (40 tiles from the nearest spawned to the outer walls) the ...
by Khyron
Wed Mar 25, 2015 6:21 am
Forum: General discussion
Topic: Player position affects biter attacks
Replies: 27
Views: 9753

Re: Player position affects biter attacks

Overkill much? haha. Ok, I'll admit this is interesting and no, I didn't know about this bias. I can't say knowing this will impact my play style either way. Having said that, yes, I read your post :) and only a couple of questions jump out at me: In the Full Results graph, why are the L results clu...
by Khyron
Thu Mar 19, 2015 6:32 am
Forum: General discussion
Topic: How bright is this planet anyway?
Replies: 37
Views: 12111

Re: How bright is this planet anyway?

...and you still need a baseline power system. ... says conventional wisdom. Challenge the status quo, man. We can do better! Part of the problem here is that we arrive at this need for a baseload power system if we start by assuming a) we will need a ubiquitous power grid and b) power companies wi...
by Khyron
Thu Mar 19, 2015 2:53 am
Forum: General discussion
Topic: How bright is this planet anyway?
Replies: 37
Views: 12111

Re: How bright is this planet anyway?

Well there you have it. Every tile is 1 meter squared. So transport belts are a meter, and the splitters are a ridiculously wide piece of machinery? Why not? :D I'm waiting to see how far down the rabbit hole this thread goes... If a 2m x 1m piece of machinery requires 16 iron to build, how much do...

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