Search found 43 matches

by Radioactive Pretzels
Thu Dec 12, 2019 12:35 am
Forum: Ideas and Suggestions
Topic: List of playstyle Challenges
Replies: 15
Views: 6145

Re: List of playstyle Challenges

Several people messaged me asking what mod I used to do my interesting Pricy Green Circuit challenge.
Changing recipes is straightforward, I just used this forum post as a guide. Have fun!
by Radioactive Pretzels
Mon Nov 25, 2019 6:45 am
Forum: Ideas and Suggestions
Topic: List of playstyle Challenges
Replies: 15
Views: 6145

Re: List of playstyle Challenges

So: "ONLY belts" challenge. No trains, no bots, no splitters, no underground belts. If you want to drive it to the extreme add: only loaders, no inserters, no chests, which should completely break any attempt to build "fake splitters". Oh, that "only loaders" twist mak...
by Radioactive Pretzels
Sun Nov 24, 2019 11:26 pm
Forum: Ideas and Suggestions
Topic: List of playstyle Challenges
Replies: 15
Views: 6145

Re: List of playstyle Challenges

Just finished a "challenge" game where I made a single change: green circuits cost 20 iron and 40 copper coil.. OUTRAGEOUSLY expensive. Other recipes unchanged. This made green circuits precious and made a very interesting and different midgame. Tech research was SLOW and was the main limi...
by Radioactive Pretzels
Sat Oct 12, 2019 9:59 am
Forum: Ideas and Suggestions
Topic: Burner Miner should mine and destroy Uranium ore
Replies: 4
Views: 1574

Re: Burner Miner should mine and destroy Uranium ore

You can build on ore. What's the point in destroying it? It interferes with other mining placement since the miner gets jammed without H2SO4. Though you bring up an excellent extra point, the DangOreOus mod makes it so you can't build on ore. This burner miner feature would be even more useful for ...
by Radioactive Pretzels
Sat Oct 12, 2019 1:20 am
Forum: Ideas and Suggestions
Topic: Burner Miner should mine and destroy Uranium ore
Replies: 4
Views: 1574

Burner Miner should mine and destroy Uranium ore

Part of the micromanagement fun of Factorio is dealing with the difference of U ore mining.. it's slower to mine and also requires H2S04. In late game, sometimes this is really annoying, though. A small U patch that you want to get rid of requires annoying manual H2SO4 logistics just to destroy it. ...
by Radioactive Pretzels
Thu Aug 22, 2019 9:59 am
Forum: Technical Help
Topic: [0.17.66] Crash during zoomed out panning
Replies: 8
Views: 2438

Re: [0.17.66] Crash during zoomed out panning

Wow, this is interesting. It is indeed a system stability problem, and not factorio at all. I had not even considered it because, indeed, I had previously validated my machine with overnight Prime95 which passed with no errors. And I just reran it overnight.. no problem. I then ran furmark (seperate...
by Radioactive Pretzels
Tue Aug 20, 2019 9:13 pm
Forum: Technical Help
Topic: [0.17.66] Crash during zoomed out panning
Replies: 8
Views: 2438

Re: [0.17.66] Crash during zoomed out panning

I'd post the crash log if there was one. Nearly all crashes are full system freezes and reboots and nothing in the factorio log at all. You mention that it may be a system stability problem. I will experiment with that. I have tested the hardware with overnight Prime95 testing, but maybe factorio is...
by Radioactive Pretzels
Tue Aug 20, 2019 1:03 am
Forum: Outdated/Not implemented
Topic: Don't cut off Expected Resources from miner display on small window
Replies: 2
Views: 1513

Don't cut off Expected Resources from miner display on small window

Hover over a miner, you get the set of details like name, health, status, fluid temperature, etc. For a miner, the MOST IMPORTANT detail is "expected resources" so you can see if a miner is out of ore, or what it's mining or will mine. This line of info is third-to-last out of 13 different...
by Radioactive Pretzels
Tue Aug 20, 2019 12:56 am
Forum: Technical Help
Topic: [0.17.66] Crash during zoomed out panning
Replies: 8
Views: 2438

Re: [0.17.66] Crash during zoomed out panning

Just crashed again, same cause of zoomed out view, though I was passive in the middle of my factory with no orefield nearby. The "zoomed out a lot" tends to
be consistent. Wild guess, more zoomout means more entities/tiles on screen at once, but that's just ignorant guessing.
by Radioactive Pretzels
Tue Aug 20, 2019 12:36 am
Forum: Technical Help
Topic: [0.17.66] Crash during zoomed out panning
Replies: 8
Views: 2438

Re: [17.66] (Graphics?) Crash during zoomed out panning

Another hint, I'm running in windowed mode (taking up most of the screen, but still windowed.) --------------- Also some output on the command line leads to the graphics being cause.. (nautilus:9457): GLib-GIO-CRITICAL **: g_dbus_interface_skeleton_unexport: assertion 'interface_->priv->connections ...
by Radioactive Pretzels
Tue Aug 20, 2019 12:14 am
Forum: Technical Help
Topic: [0.17.66] Crash during zoomed out panning
Replies: 8
Views: 2438

[0.17.66] Crash during zoomed out panning

Loving v17, but I crash Factorio daily. It's slightly unpredictable, but mostly happens during heavy combat when I'm zoomed out view and I'm rapidly strafing while firing rockets. It can happen even in quiescent views too. again, it tends to be when zoomed out. It has happened while in Radar map vie...
by Radioactive Pretzels
Sat Dec 17, 2016 10:38 am
Forum: Ideas and Suggestions
Topic: Initial power / wreck/crashed ship
Replies: 9
Views: 6160

Re: Initial power / wreck/crashed ship

Extend the same idea of some starting materials from the ship, and include one modular armor, 10 construction robots, one mobile roboport, and two or three portable solar panels. Now you have a way to (slowly!) place blueprints in the early game. You'd have to be very careful not to lose your (very ...
by Radioactive Pretzels
Tue Dec 13, 2016 9:50 am
Forum: Ideas and Suggestions
Topic: Liquid collisions should slowly void
Replies: 6
Views: 2023

Liquid collisions should slowly void

When you accidentally cross-connect two fluid pipes, the liquids "jam" and it is a real pain to clean out the "contaminating" liquid. Usually you just tear up all the pipes since it's too annoying to identify exactly what parts of the pipes are still wrong! Other solution methods...
by Radioactive Pretzels
Mon Dec 12, 2016 5:46 am
Forum: Ideas and Suggestions
Topic: Make pollution management matter in endgame
Replies: 6
Views: 3722

Re: Make pollution management matter in endgame

That's interesting. Maybe you could make peace with local biters (by being a clean neighbor) but aggro distant biters because you're dumping waste in their home region. Thus biters themselves become factions hostle to each other! And you can manufacture weapons for your biter allies, transport them ...
by Radioactive Pretzels
Mon Dec 12, 2016 12:22 am
Forum: Ideas and Suggestions
Topic: Make pollution management matter in endgame
Replies: 6
Views: 3722

Make pollution management matter in endgame

There have been ideas (and mods) to allow for ways to reduce or absorb or manipulate pollution. It would be fun to make pollution interact more with base design. The basic concept is to make pollution transportable. This might be done using existing Factorio code by having a buildable pollution abso...
by Radioactive Pretzels
Fri Sep 23, 2016 7:49 pm
Forum: News
Topic: Friday facts #157 - We are able to eat paper, but we don't do it
Replies: 91
Views: 41762

Re: Friday facts #157 - We are able to eat paper, but we don't do it

Ratzap, that's a good question. Are concrete tiles entities or decorations?

If they're entities, maybe Factorio could use the same "not a full entity" optimization for brick/concrete in 0.15 to reduce map size and speed up computation when you've concreted vast swatches of paved space.
by Radioactive Pretzels
Wed Sep 21, 2016 3:15 pm
Forum: Ideas and Suggestions
Topic: Another approach to Cable Resistance (with fluid network)
Replies: 27
Views: 10181

Re: Another approach to Cable Resistance (with fluid network)

ske's original idea of "capacitance" for power really, really has merit, more than most players may think. Yes, you can imagine it like a fluid network, too. The main change is that the flow of power is constrained by the power pole type. You can't just string everything together with smal...
by Radioactive Pretzels
Tue Sep 20, 2016 9:55 pm
Forum: Ideas and Suggestions
Topic: List of playstyle Challenges
Replies: 15
Views: 6145

Re: List of playstyle Challenges

"No pipes" is a winnable limitation. Probably not very interesting consequences though.. you'd have to use storage tanks to "connect" all the fluid users. So more annoying than interesting. There's a Let's Play with the self-imposed limitation of using only a single assembler . H...
by Radioactive Pretzels
Tue Sep 20, 2016 9:29 pm
Forum: Ideas and Suggestions
Topic: List of playstyle Challenges
Replies: 15
Views: 6145

Re: List of playstyle Challenges

I saw an interesting stream once of someone who refused to cut down trees as much as he could help it, and had put himself on a small peninsula. The geographic bit of course depends on your map but he had a very cramped factory. I would recommend this challenge for people (such as myself) who get s...
by Radioactive Pretzels
Tue Sep 20, 2016 5:03 pm
Forum: Ideas and Suggestions
Topic: Oil (overflow) burner
Replies: 29
Views: 15015

Re: Oil (overflow) burner

A steam engine will consume any liquid, even unheated.

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