Search found 76 matches

by Jarin
Sun Aug 30, 2020 3:30 am
Forum: Questions, reviews and ratings
Topic: Trying to make an island archipelago game
Replies: 12
Views: 382

Re: Trying to make an island archipelago game

steinio wrote:
Sat Aug 29, 2020 9:19 am
https://mods.factorio.com/mod/Noxys_Swimming allows you and also biters to "swim"
I did mention that, and the troubles with it, in the first post. Biters just treat water like open land.
by Jarin
Sat Aug 29, 2020 3:30 am
Forum: Questions, reviews and ratings
Topic: Trying to make an island archipelago game
Replies: 12
Views: 382

Re: Trying to make an island archipelago game

So no assist on the "help bugs get over water without just *ignoring* water" front?
by Jarin
Wed Aug 26, 2020 3:07 am
Forum: Questions, reviews and ratings
Topic: Trying to make an island archipelago game
Replies: 12
Views: 382

Re: Trying to make an island archipelago game

Pretty sure the basic tugboat fits that niche. Still a bit slow though. TIL the tugboat can be automated. Never thought to try it :o Though depending, it may be easier to just run trains. :D Easier? With the water rails mod, certainly. Landfill? Probably not. But that's beside the point. This is ab...
by Jarin
Wed Aug 26, 2020 2:36 am
Forum: Questions, reviews and ratings
Topic: Trying to make an island archipelago game
Replies: 12
Views: 382

Re: Trying to make an island archipelago game

I tried boats and they are indeed HUGE and SLOW but also eat up fuel like nothing. Would be nice to have some smaller boats that are more energy efficient. Something more in line with cargo wagons with their 40 slots. 100% agreed. A smaller transport ferry would make the boats far more usable. Even...
by Jarin
Wed Aug 26, 2020 2:23 am
Forum: Questions, reviews and ratings
Topic: Trying to make an island archipelago game
Replies: 12
Views: 382

Re: Trying to make an island archipelago game

Well damn. Boats were like... the entire point of this run. Ocean trains, I might as well just play another trainworld.
by Jarin
Wed Aug 26, 2020 12:31 am
Forum: Questions, reviews and ratings
Topic: Trying to make an island archipelago game
Replies: 12
Views: 382

Trying to make an island archipelago game

I'm trying to put together an island-hopping game. Think "rail world" for boats. Focus on lots of scattered bases with freighters moving between islands. I've got a decent start for mod build, but I'm running into a few problems. Good: Islands World - by kapaer. Great worldgen, just what I had in mi...
by Jarin
Mon Oct 29, 2018 3:11 am
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 83322

Re: Friday Facts #266 - Cleanup of mechanics

I was coming in to make a silly comment mourning the loss of the lazy bastard puzzle, but I'm just dumbstruck here. Do people truly not understand the concept of removing unnecessary complexity from a design? Pickaxes add *literally nothing* to the actual gameplay, other than potentially giving the ...
by Jarin
Fri Aug 10, 2018 7:50 pm
Forum: News
Topic: Friday Facts #255 - Construction tools
Replies: 140
Views: 22731

Re: Friday Facts #255 - Construction tools

I have to say I got very excited when I saw the robots in the FFF deconstructing basic items like stone smelters and yellow belts -- I was very much hoping you were announcing early game robots! (Would LOVE these! <3 ) Seconding this. I understand logistic systems being deep down the tech tree, but...
by Jarin
Fri Feb 16, 2018 8:07 pm
Forum: News
Topic: Friday Facts #230 - Engine modernisation
Replies: 81
Views: 25362

Re: Friday Facts #230 - Engine modernisation

Literally laughing till my sides hurt at today's FF. Thanks, guys.

Good luck with that graphics update... sounds like you've got your work cut out for you.
by Jarin
Thu Jan 18, 2018 7:38 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 162234

Re: Friday Facts #225 - Bots versus belts (part 2)

I used to trust the devs, and still mostly do, but then they changed barrels without asking for feedback as far as I recall. Also mostly because I have heard rumors that some of the devs are not taking kindly to the feedback and that, though only for testing, changes to the bots have already been m...
by Jarin
Fri Jan 12, 2018 6:54 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 162234

Re: Friday Facts #225 - Bots versus belts (part 2)

A very minor "interaction time" penalty on bots dropping items in chests might help? Instead of infinite bots interacting simultaneously, limit it by game update tick or something. So it doesn't have to be a drastic reduction, just moving bots back down closer to max belt throughput.
by Jarin
Thu Jan 11, 2018 10:01 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 144478

Re: Friday Facts #224 - Bots versus belts

The one thing that people seem to not want to talk about, is that if you remove a huge aspect of the game, or nerf it drastically to the point where the overall dynamic of the game changes and doesn't allow people to play the game that they want, and have spent hours and hours and hours on, you are...
by Jarin
Tue Jan 09, 2018 7:36 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 144478

Re: Friday Facts #224 - Bots versus belts

The thing is : If half the players want to keep (or even buff) the logistic bots, and half of them want to get rid of (or violently debuff) them, which half should the devs upset (if they were really considering to do something, even radical, for good) ? :) Pretty sure that buffing belts and insert...
by Jarin
Tue Jan 09, 2018 8:26 am
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 144478

Re: Friday Facts #224 - Bots versus belts

Developer #1: We need to figure out bot / belt balance. Developer #2: We should ask the community what they think. Developer #1: No. When we ask opinions we get hundreds of answers and end up with a worse situation than we started with. Developer #2: Yeah. The community only really hashes things ou...
by Jarin
Fri Dec 01, 2017 10:43 pm
Forum: News
Topic: Friday Facts #219 - Cliffs
Replies: 191
Views: 41088

Re: Friday Facts #219 - Cliffs

It's a shame you couldn't properly link the cliffs to elevation, but we can't have everything I guess. Still, that looks like it'll do wonders for making the terrain more interesting.
by Jarin
Thu Nov 02, 2017 10:51 pm
Forum: News
Topic: Friday Facts #214 - Concrete rendering
Replies: 129
Views: 33262

Re: Friday Facts #214 - Concrete rendering

I would suggest to use the new concrete graphics as bricks. New bricks graphics as cobblestone (smaller bonus but made from stone, not bricks). And make a proper "flat featureless industrial grey" concrete with sharp (not blurred!) hazard painting. I like this idea. +1 +1 Is it just me, or the thre...
by Jarin
Fri Oct 27, 2017 11:09 pm
Forum: News
Topic: Friday Facts #214 - Concrete rendering
Replies: 129
Views: 33262

Re: Friday Facts #214 - Concrete rendering

That last example picture in the FF article is amazing. I can understand what people are saying about the new blocky texture, and for a proper "concrete" look, it could be a little more... flat? Still, those transitions look great, and I can't wait to play with better aesthetics for my bases.
by Jarin
Mon Jun 26, 2017 7:40 pm
Forum: Gameplay Help
Topic: Single rail train network
Replies: 51
Views: 10410

Re: Single rail train network

Rule of thumb for train networks in factorio: Use block signals only at entrances to blocks safe for trains to wait and chain signals everywhere else. Adhering to that rule i see no way a single track setup would ever deadlock. Throughput will be terrible though. Thank you for the advice. That's wh...
by Jarin
Fri Jun 23, 2017 6:14 pm
Forum: Gameplay Help
Topic: Single rail train network
Replies: 51
Views: 10410

Single rail train network

So I've been looking through rail network tutorials, and have a pretty solid grasp on the basics, but every guide and discussion seems to work on the assumption that you have one rail going each direction, requiring two full tracks to any destination. I'm trying to make a fully operational train net...
by Jarin
Thu May 18, 2017 12:37 am
Forum: Show your Creations
Topic: Kovarex enrichment loop
Replies: 17
Views: 9528

Re: Kovarex enrichment loop

Anyone figured out a way around needing a buffer of 80 units u238 per centrifuge, since it always tries to grab double the recipe amount? I guess you mean U235. Yes. Here is a good one. Even without combinators. https://forums.factorio.com/viewtopic.php?f=202&t=45871#p274367 For explanation look tw...

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