Search found 116 matches

by Matthias_Wlkp
Fri Jul 26, 2019 6:04 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 56397

Re: Friday Facts #305 - The Oil Changes

The Oil Changes: Too bad you seem locked in to this. Pushing back construction bots is not a "fun" change. The suggestion made by the user last week, to have Basic Oil Tech produce Heavy Oil only which must then must be cracked down, was the most elegant solution. You learn about the different outp...
by Matthias_Wlkp
Fri Jul 26, 2019 6:02 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 56397

Re: Friday Facts #305 - The Oil Changes

To people saying, that new oil processing forces new players to rebuild oil refinery for AOP. Guess what? A LOT of things in this game forces you to rebuild. Including (or most notably) getting better at the game. Unless you are a veteran and know what you are doing, you will have to rebuild. A LOT....
by Matthias_Wlkp
Fri Jul 19, 2019 8:11 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 47420

Re: Friday Facts #304 - Small bugs; Big changes

Obviously, new oil processing recipe is controversial. I'm a "casual Factorian" (despite ~400h on Steam) and I simply LOVE the new oil processing. Primarily because I will no longer have to worry about making sure a particular resource (solid fuel from light and heavy oil) is burned at a reasonable ...
by Matthias_Wlkp
Fri Jun 07, 2019 12:48 pm
Forum: News
Topic: Friday Facts #298 - Demo upgrade for Stable
Replies: 78
Views: 10679

Re: Friday Facts #298 - Demo upgrade for Stable

I would think that inserting into an assembler is more "natural" than inserting into a chest. Not sure why does this have to be 1x1 entity... Would it make sense to use an assembler with a very fast process that consumes the product, but gives nothing back? The player is then "rewarded" with an anim...
by Matthias_Wlkp
Mon Mar 04, 2019 4:02 pm
Forum: General discussion
Topic: [0.17.x]New worm exploit/strategy
Replies: 13
Views: 1986

Re: [0.17.x]New worm exploit/strategy

This would work to kill a base consisting only of worms (we get those too now, which is great!). Would it make sense for the biters to randomly switch between aiming and non-aiming behavior?
by Matthias_Wlkp
Sun Feb 03, 2019 12:37 am
Forum: Off topic
Topic: Wube - what is your next game?
Replies: 1
Views: 875

Wube - what is your next game?

Not sure what your plans are for the future other than fine tuning Factorio, so I thought I'd ask :). I'm truly amazed how you remained focused over all those years, perfecting the game, while consistently communicating with the community. With that approach, I strongly believe you can absolutely na...
by Matthias_Wlkp
Fri Jan 18, 2019 3:06 pm
Forum: News
Topic: Friday Facts #278 - The new quickbar
Replies: 176
Views: 20073

Re: Friday Facts #278 - The new quickbar

Love the quickbar! For sure I will be turning on Ghosts when item count=0. One thing about ghosts - when you have bots/roboports, every ghost within the range of bots gets built automatically. Is there a way that the player character could build ghosts within his building range? One thing that might...
by Matthias_Wlkp
Thu Jan 17, 2019 3:07 pm
Forum: General discussion
Topic: feedback: train signals are hard
Replies: 30
Views: 4359

Re: feedback: train signals are hard

nosports wrote:
Thu Jan 17, 2019 1:53 pm
I started my rail system with a circular rail-path, so no traffic-head-ons, so more throughput even if it means for some train to make the longer path.
This. It's very easy to setup a circular path. Just make sure you add the stations in the right order
by Matthias_Wlkp
Wed Jan 16, 2019 11:51 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 63688

Re: Friday Facts #266 - Cleanup of mechanics

Possible fix would be a "Garbage Requester Chest", which you could place on railroad tracks...
by Matthias_Wlkp
Wed Jan 16, 2019 12:47 pm
Forum: General discussion
Topic: Iron is too needed and copper is nearly useless
Replies: 15
Views: 2777

Re: Iron is too needed and copper is nearly useless

I had similar thoughts... until mid-late game, when I realized my factory is seriously starving copper...
by Matthias_Wlkp
Fri Jan 11, 2019 6:58 pm
Forum: News
Topic: Friday Facts #276 - Belt item spacing & Script rendering
Replies: 155
Views: 21594

Re: Friday Facts #276 - Belt item spacing & Script rendering

But does that give any advantage over a train? How would that be different? Trains take up more space for the rail track and especially the stations You still need a track or a conveyor for the pallets (very similar to tracks) and the pallets themselves are nothing more than a vessel, like the trai...
by Matthias_Wlkp
Fri Jan 11, 2019 3:18 pm
Forum: News
Topic: Friday Facts #276 - Belt item spacing & Script rendering
Replies: 155
Views: 21594

Re: Friday Facts #276 - Belt item spacing & Script rendering

IRL for high throughput of bulk items over short distances we use pallets on rollers. As well as realism it'd have the advantage of still having an open belt animation and seeing what's "on" the pallet (really just an inventory with alt). Optionally there could be the logistics challenge of packing...
by Matthias_Wlkp
Wed Jan 09, 2019 1:48 pm
Forum: News
Topic: Friday Facts #276 - Belt item spacing & Script rendering
Replies: 155
Views: 21594

Re: Friday Facts #276 - Belt item spacing & Script rendering

Also, I think that ratio breaking updates should be MORE common. Factorio is a solved game and every multiplayer map is just people plopping down the same massive blueprints they didn't even make. And everybody just waiting for it to build. I agree with this, look at nuclear power - 'perfect' ratio...
by Matthias_Wlkp
Wed Jan 09, 2019 1:41 pm
Forum: This Forum
Topic: Suggestion: Vote Up/Down/Troll etc on forum posts
Replies: 9
Views: 2396

Re: Suggestion: Vote Up/Down/Troll etc on forum posts

I lurk on the Crusader Kings forums that have this functionality and I really like how it works. It's not only pointing out the things the community agrees, but also to what community disagrees. You also have to learn a little how to read it - as you say, the number of votes the first few posts get ...
by Matthias_Wlkp
Sat Jan 05, 2019 5:02 pm
Forum: News
Topic: Friday Facts #276 - Belt item spacing & Script rendering
Replies: 155
Views: 21594

Re: Friday Facts #276 - Belt item spacing & Script rendering

Factorio is still an early access game. It's in development. Things should change and many even break as often stuff can only change and improve by breaking others. In my opinion we can't rely on backwards compatibility and retention of etablished configurations as this holds back the overall devel...
by Matthias_Wlkp
Fri Jan 04, 2019 12:41 am
Forum: General discussion
Topic: The Problem With Pickaxes - Digging Out Factorio's Core
Replies: 100
Views: 10931

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

You have your game and I have mine. If you don't want it in yours, I'm fine with that. Why can't you be fine with me wanting it in mine? What made you think I have a problem with your game? I have a problem with the pick ax and I am happy it will be gone. That's it. When it comes to a debate - if i...
by Matthias_Wlkp
Thu Jan 03, 2019 12:38 pm
Forum: General discussion
Topic: The Problem With Pickaxes - Digging Out Factorio's Core
Replies: 100
Views: 10931

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

My point is that having both in the same game really adds a lot of flavor and meaning to Factorio. Really? If not for the fact, that pick ax gets used and you have to craft a new one, I would never notice it exist in the first place. Good choice by the devs to remove it and even greater choice to s...
by Matthias_Wlkp
Wed Jan 02, 2019 1:46 pm
Forum: General discussion
Topic: The Problem With Pickaxes - Digging Out Factorio's Core
Replies: 100
Views: 10931

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

featherwinglove wrote:
Wed Jan 02, 2019 2:40 am
Matthias_Wlkp wrote:
Wed Jan 02, 2019 2:32 am
Wube - good call removing the pick ax - Thanks!
I just hope you finished reading the OP. It's a pretty good read!
Yes, I did. Making the point sentimental doesn't change my mind.
by Matthias_Wlkp
Wed Jan 02, 2019 2:32 am
Forum: General discussion
Topic: The Problem With Pickaxes - Digging Out Factorio's Core
Replies: 100
Views: 10931

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

So, let's apply them to the pickax (item) vs pickax (research) How does it improve player experience? Hmm....I honestly can't really say that it does. It's the same thing, except that you have to manually craft the item after researching it. It adds an extra step. But why? If there's no durability,...
by Matthias_Wlkp
Sun Dec 30, 2018 7:02 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 44951

Re: Friday Facts #275 - 0.17 Science changes

I'm cautiously optimistic about all these changes. I add to the voices that Chemical Science (formerly known as blue) takes too much time. Compared to others tier above, it gives one less beaker for roughly the same time. This means I will need 50% more assemblers for this particular science pack ty...

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