Search found 98 matches

by Kyralessa
Thu Apr 09, 2020 6:35 am
Forum: Questions, reviews and ratings
Topic: [Q] Is it possible to output 2 Solid Items?
Replies: 4
Views: 58

Re: [Q] Is it possible to output 2 Solid Items?

It must be possible, because Kovarex enrichment outputs two different items, U-235 and U-238, at the same time.
by Kyralessa
Fri Apr 03, 2020 5:12 pm
Forum: Mods
Topic: A final note about Industrial Revolution
Replies: 13
Views: 2873

Re: A final note about Industrial Revolution

I had the impression that players where pretty happy about IR and having their mods featured in FFF, twitch, and youtube seems to be a good predictor of modder satisfaction too. What happened to make you feel like killing your own mod is the best solution? The judgmental rebuke you implied in that ...
by Kyralessa
Fri Apr 03, 2020 5:21 am
Forum: Mods
Topic: A final note about Industrial Revolution
Replies: 13
Views: 2873

Re: A final note about Industrial Revolution

For what it's worth, perhaps not much, I think there are a lot of us out here who enjoyed IR and still enjoy it, and who aren't even bothering to upgrade to 0.18 experimental purely because IR doesn't work with it. It's unfortunate that doing anything to stand out on the internet brings the trolls o...
by Kyralessa
Thu Apr 02, 2020 7:33 am
Forum: Gameplay Help
Topic: robots version 0.17.79 when you don't have request chests
Replies: 2
Views: 88

Re: robots version 0.17.79 when you don't have request chests

Logistics robots are still useful if you don't have requester chests. You can set personal logistics requests and they'll deliver to you from storage chests or passive provider chests. This keeps your character all stocked up on things you use often, like belts.
by Kyralessa
Tue Mar 31, 2020 12:30 pm
Forum: Ideas and Suggestions
Topic: User Interface for "less abled"
Replies: 2
Views: 98

Re: User Interface for "less abled"

I agree! https://forums.factorio.com/viewtopic.php?f=6&t=35208&p=220155#p220155 I dislocated my collarbone over the summer and had to have my arm in a sling for many weeks. As a result, using a keyboard was awkward, to say the least. I tried remapping the keys to the same side as my mouse hand, but ...
by Kyralessa
Tue Mar 31, 2020 10:34 am
Forum: Gameplay Help
Topic: Radar range
Replies: 7
Views: 247

Re: Radar range

Small tip, if you check the minimap with a radar in hand (assuming you are standing close to an already placed radar) Then the minimap will show the range of the radars - allowing you to align them neatly without coverage gaps. Yes, this. There's a blue shaded square that shows the radar's 7×7 chun...
by Kyralessa
Tue Mar 31, 2020 7:31 am
Forum: Gameplay Help
Topic: Radar range
Replies: 7
Views: 247

Re: Radar range

According to the wiki, it's 29 chunks square. https://wiki.factorio.com/Radar The Radar charts one distant chunk every time the sector scanning progress bar fills. ... This is done in an 29×29 chunks around the Radar, excluding the nearby 7×7 chunks. With a total number of 797 chunks (29×29 − 7×7), ...
by Kyralessa
Mon Mar 23, 2020 10:49 am
Forum: Off topic
Topic: Sad Weekend
Replies: 9
Views: 710

Re: Sad Weekend

If she's like the rest of the world, she's probably already spent more than the game costs, just on toilet paper.
by Kyralessa
Fri Mar 20, 2020 2:38 pm
Forum: Ideas and Suggestions
Topic: New Beacon Suggestion
Replies: 7
Views: 222

Re: New Beacon Suggestion

Yes! If the beacons are going to have color, it would be cool if they could take on the color of the modules they contain.
by Kyralessa
Fri Mar 20, 2020 2:36 pm
Forum: News
Topic: Friday Facts #339 - Beacon HR + Redesign process
Replies: 209
Views: 16425

Re: Friday Facts #339 - Beacon HR + Redesign process

What about a version that looks like the first beacon, with the thin tower and giant spire... https://cdn.factorio.com/assets/img/blog/fff-339-beacon-anim-test.gif ...but then lower the tower much further into the hole? So the "eye" part of the beacon barely pokes out of the hole. Then the spire can...
by Kyralessa
Fri Mar 20, 2020 9:40 am
Forum: Ideas and Suggestions
Topic: Flashing icon on empty mining drills
Replies: 9
Views: 209

Re: Flashing icon on empty mining drills

As noted in the linked thread, Auto Deconstruct can do this for you:

https://mods.factorio.com/mod/AutoDeconstruct

They're marked with a deconstruction X, so either your bots will take care of them, or you can manually remove them if you don't have bots there.
by Kyralessa
Fri Mar 20, 2020 9:37 am
Forum: Ideas and Suggestions
Topic: Temporary Stations = Manual train mode
Replies: 20
Views: 1413

Re: Temporary Stations = Manual train mode

Maybe the best solution is a compromise. If the train is in manual mode when you control-click to create a temp station, then the train temporarily switches to auto mode, drives to the temp station, then switches back to manual mode. If the train was in auto mode, then it stays in auto mode when it...
by Kyralessa
Sat Jan 25, 2020 5:17 pm
Forum: Ideas and Suggestions
Topic: Let the car and tank move like the player does
Replies: 42
Views: 1280

Re: Let the car and tank move like the player does

So this would make the car move up if you press up, and down if you press down, and left if you press left, and so forth?

Like how you drive a car in, say, Lego Star Wars?

I find that totally unintuitive, and I hope they won't do it.
by Kyralessa
Fri Jan 17, 2020 6:21 pm
Forum: News
Topic: Friday Facts #330 - Main menu and File Share Shenanigans
Replies: 94
Views: 9592

Re: Friday Facts #330 - Main menu and File Share Shenanigans

If we are talking about the main menu, you should make it's background [...] load a factory as a background Yep! Put the image of the last save as background. How perfect smooth transition into game after hitting "continue" :arrow: button would it be... Yes! Doesn't the game already save a thumbnai...
by Kyralessa
Sun Jan 12, 2020 4:04 pm
Forum: News
Topic: Friday Facts #329 - Campaign reassessment
Replies: 78
Views: 8326

Re: Friday Facts #329 - Campaign reassessment

Here's what I wrote on this campaign topic three years ago. I still agree with myself :D in regards to all this: I do hope you'll look at improving the "story" part of the game. The current campaign is enjoyable and does the job of teaching the mechanics, but I feel like the game could benefit from ...
by Kyralessa
Fri Jan 10, 2020 8:12 pm
Forum: News
Topic: Friday Facts #329 - Campaign reassessment
Replies: 78
Views: 8326

Re: Friday Facts #329 - Campaign reassessment

No story. But the story is what makes the goals interesting! Not "Automate green science because that's what we think you should learn next." But "You need to construct a train to retrieve goods from the spaceship across the ravine, because XYZ." Or whatever. And of course to construct a train you ...
by Kyralessa
Sat Dec 21, 2019 3:48 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 991
Views: 128513

Re: [MOD 0.17] Industrial Revolution

I try to find this: Why cant I plant the sapling and help to grow a forest? There are a way to do? They need to go into a greenhouse, and you need like 20 or so to start the first grow cycle. Just 10. I dont want more wood. I want help with pollution. And maybe avoid bitter walk easy to my base... ...
by Kyralessa
Sat Nov 23, 2019 7:12 am
Forum: Duplicates
Topic: [0.17.79] Pipes can be placed by bots and trap player
Replies: 8
Views: 415

Re: [0.17.79] Pipes can be placed by bots and trap player

Does the pipe trap you permanently, such that the game is unrecoverable?

If not, then they're going to say it's not a bug.
by Kyralessa
Mon Nov 18, 2019 7:20 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 991
Views: 128513

Re: [MOD 0.17] Industrial Revolution

Hi, Deadlock, I would just like to say that this mod is amazing. The plethora of items is bewildering at first glance, but everything makes sense in terms of what it's used in, and the complexity ramps up gradually at a perfect rate. On default settings I do find it difficult to keep up, technology-...
by Kyralessa
Mon Nov 18, 2019 7:02 pm
Forum: Questions, reviews and ratings
Topic: Money for mods?
Replies: 1
Views: 391

Money for mods?

I've found some Factorio mods have improved the game to such a degree (not that the vanilla game isn't already extraordinary, mind you) that I feel a bit guilty at receiving them for free. In particular, it's clear that some modders have spent hundreds of hours or more, and it shows in the creativit...

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