Search found 45 matches

by mathturtle
Thu Mar 12, 2020 4:21 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3502
Views: 599196

Re: Development and Discussion

Not a fan of forced biostuff, i hope it gets better and maybe becomes optional. Also why you counting costs in making mineral water, you literally need liquifier and waterpump to make as much of it as you want from your crushing... As evandy pointed out I'm coming out of a seablock playthrough. Ele...
by mathturtle
Wed Mar 11, 2020 1:51 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3502
Views: 599196

Re: Development and Discussion

1) The advanced seeds are a bit like kovarex, you just have to set it up and leave it running for a while. You don't have to start from 1, as you can get 5 seeds at once (with a chance) from the gardens, so maybe you won't get it right from the start, but you can increase the amount of gardens late...
by mathturtle
Sun Mar 08, 2020 6:20 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3502
Views: 599196

Re: Development and Discussion

Regarding the # of seeds, see my suggestion to triple farm yield above. If you were getting more crops out, would you still need more seeds? The main concern I have with the idea of increasing seeds is that eventually they could back up everything so you need a way to destroy any excess (can they b...
by mathturtle
Sat Mar 07, 2020 3:04 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3502
Views: 599196

Re: Development and Discussion

I came to add some suggestions to farming and I see it is already being discussed :) evandy has said all I wanted to on bio-plastics so I'll just +1 his comment above. I don't want to sound too negative, I do love your mods and I wanted to suggest some ways they could be better. The other things I w...
by mathturtle
Fri Dec 06, 2019 5:12 pm
Forum: News
Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
Replies: 98
Views: 15347

Re: Friday Facts #324 - Sound design, Animated trees, Optimizations

Thank you Rseding for the optimizations! I can't wait to play with them!

The moving trees/water look amazing too guys :D

Biter footsteps were something I never really thought about but I like what you have right now!
by mathturtle
Mon Nov 04, 2019 4:31 pm
Forum: Releases
Topic: Version 0.17.75
Replies: 23
Views: 9074

Re: Version 0.17.75

I think the next obvious target for bulk building is belts: they are 1x1 and usually laid down in bulk. But a special case for belts may not be worth it.
by mathturtle
Thu Aug 29, 2019 4:44 pm
Forum: News
Topic: Friday Facts #309 - Controversial opinions
Replies: 291
Views: 29058

Re: Friday Facts #309 - Controversial opinions

shortcut to toggle manual mode in trains YES PLEASE! I'm understand the exploit for returning ingredients.... but it's such an edge case that I'm with Rseding: bring it back. All it does is punish new players for not knowing. What can you get with it? A few free blue circuits at the cost of a lot o...
by mathturtle
Fri Aug 31, 2018 8:49 pm
Forum: News
Topic: Friday Facts #258 - New autoplace
Replies: 145
Views: 24967

Re: Friday Facts #258 - New autoplace

Another vote for fixing water generation here! Keeping all the ore from being underwater is a good start, but the map being swampy anywhere far from spawn is annoying. Although I guess landfill does give me something to do with all this stone... Oil not in the starting area is annoying. I like to ha...
by mathturtle
Fri Aug 03, 2018 9:52 pm
Forum: News
Topic: Friday Facts #254 - No research queue for you
Replies: 223
Views: 31394

Re: Friday Facts #254 - No research queue for you

I understand the part about the new recipes being unlocked but not noticed. It is part of the reason that I don't like the auto-research mod and don't include it unless I am very familiar with a modpack. But the research queue is more of a reminder to myself that I'm working toward bots (for example...
by mathturtle
Thu Jun 07, 2018 12:10 pm
Forum: Ideas and Suggestions
Topic: Energy graphs on electric network info
Replies: 7
Views: 12201

Re: Energy graphs on electric network info

What I'd like is a graph of accumulator charge over time. This would let me check in the morning and see how low it got the previous night instead of trying to catch it right as it hits the nightly low.
by mathturtle
Fri Jun 01, 2018 7:59 pm
Forum: News
Topic: Friday Facts #245 - Campaign concept
Replies: 167
Views: 25436

Re: Friday Facts #245 - Campaign concept

+1 for science pack technologies. I remember this being confusing for me as a new player in .14/.15 I bought the game for a friend a few months ago and he didn't enjoy the campaign much. The constant resetting of progress and the arbitrary 'mine X iron' goals didn't really give him a good feel for t...
by mathturtle
Sat May 12, 2018 12:38 pm
Forum: News
Topic: Friday Facts #242 - Offensive programming
Replies: 51
Views: 11605

Re: Friday Facts #242 - Offensive programming

Rseding91 wrote: But I don't. That's why I asked for example saves because the ones I test with don't have this problem.
Rseding91, you should have a save now, I uploaded it in the performance optimizations thread.
by mathturtle
Sat May 12, 2018 12:36 pm
Forum: General discussion
Topic: Performance optimization - post your saves
Replies: 266
Views: 107590

Re: Performance optimization - post your saves

@Rseding91 Here is a save that exhibits the behavior mentioned in the comments of the FFF. I load it and it sits for 6-8 seconds with a full progress bar before actually loading the game. (I have a 7700k with DDR4, so I don't think it is my pc being slow). I think it may have something to do with it...
by mathturtle
Sat Apr 28, 2018 3:11 am
Forum: News
Topic: Friday Facts #240 - Factorio-data & Fast pipe replace
Replies: 35
Views: 9286

Re: Friday Facts #240 - Factorio-data & Fast pipe replace

... I will say one quick not about the quick replace. It would be REALLY nice to have a hotkey(holding shift) to enable or disable quick replace (underground/splitter -> belt at least). When building complex structures with a lot of stuff around, it gets really annoying to have a belt move you and ...
by mathturtle
Tue Mar 13, 2018 10:26 pm
Forum: Duplicates
Topic: [.16.28] In game screenshots ignore mapview
Replies: 3
Views: 431

[.16.28] In game screenshots ignore mapview

I've been playing around with the /screenshot and /c game.take_screenshot commands on the console and I have a bug report/feature request. They are very nice and I've made some good screenshots, but right now the screenshot commands capture the area around the player character *regardless of what I ...
by mathturtle
Sun Feb 25, 2018 12:53 pm
Forum: News
Topic: Friday Facts #231 - Belt compression & Crash log uploading
Replies: 89
Views: 21512

Re: Friday Facts #231 - Belt compression & Crash log uploading

IMHO crash reports are missing one simple thing: A GUID that is added to the sent data AND displayed to the user as a way to link a specific crash report to a forum bug report. When the game crashes, the report is sent, and the user is told "If you want to report more details about what happened, f...
by mathturtle
Sat Feb 24, 2018 12:05 pm
Forum: News
Topic: Friday Facts #231 - Belt compression & Crash log uploading
Replies: 89
Views: 21512

Re: Friday Facts #231 - Belt compression & Crash log uploading

I admit I was skeptical about the crash logs at first. But I think you have convinced me. I will trust your personal data remover and the EU privacy laws (which are much better than here in the US). About belt compression: THANK YOU!!!!! I did wonder when the whole belts/bots debate started why you ...
by mathturtle
Fri Feb 23, 2018 12:49 pm
Forum: General discussion
Topic: 2 screen questions
Replies: 6
Views: 1362

Re: 2 screen questions

If you are playing on steam, that also has a 'take screenshot' button (I think F12 is the default).
by mathturtle
Fri Feb 23, 2018 12:44 pm
Forum: Releases
Topic: Version 0.16.25
Replies: 72
Views: 21461

Re: Version 0.16.25

I'm sure everyone else has already said this, but thank you for belt compression!

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