Search found 585 matches

by jodokus31
Wed Feb 19, 2020 11:11 am
Forum: Ideas and Suggestions
Topic: Lubricant: The only Flaw in the Fluid System.
Replies: 30
Views: 235

Re: Lubricant: The only Flaw in the Fluid System.

Looks like you really don't get the point. Of course everyone loves oil processing puzzle, chemical products balancing, etc. But lubricant shortage isn't a puzzle. It is potentially unavoidable deadlock. Current tools allow to minimize chances of this deadlock, but it is always potentially possible...
by jodokus31
Wed Feb 19, 2020 9:26 am
Forum: Ideas and Suggestions
Topic: Lubricant: The only Flaw in the Fluid System.
Replies: 30
Views: 235

Re: Lubricant: The only Flaw in the Fluid System.

My opinion is, that this "problem" is a certain kind of puzzle, which can be solved by balancing and prioritizing usage of excess by-products.
Not a flaw, but a small example in an not so crucial area of what could be done to make the game more challenging.
by jodokus31
Thu Jan 09, 2020 5:04 pm
Forum: Mods
Topic: [0.18] Sea Block Pack 0.4.1
Replies: 1479
Views: 480958

Re: [0.17] Sea Block Pack 0.3.8

What's the thinking behind making the whole Jivolite Crystal leaching process Fluoric negative? I know it's that way in Angels, but Seablock adds the whole Calcium Sulfate --> Lime --> Acid Gas --> Extra Hydro-Fluoric process on top, but it still doesn't produce enough to be HFl positive. Shouldn't...
by jodokus31
Sat Dec 21, 2019 1:56 pm
Forum: Mods
Topic: [0.18] Sea Block Pack 0.4.1
Replies: 1479
Views: 480958

Re: [0.17] Sea Block Pack 0.3.7

Having played the game for a while now and reading every FFF I know that the staff are perfectionists and while this is not high on their priority at all I would like to think it rates some where on their meter of things to fix. I could have just gone to the post and downloaded and unzipped it, I c...
by jodokus31
Fri Dec 20, 2019 4:16 pm
Forum: Mods
Topic: [0.18] Sea Block Pack 0.4.1
Replies: 1479
Views: 480958

Re: [0.17] Sea Block Pack 0.3.7

Seablock Pack works the best, if you choose exactly the mods from https://forums.factorio.com/viewtopic.php?f=190&t=43759#p253582 -> Section Mod-list with its versions. Also it's recommended to use default mod settings. (of course :D) The fact, that this thread is currently not overloaded with probl...
by jodokus31
Fri Dec 20, 2019 3:13 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3209
Views: 549608

Re: Development and Discussion

You hardly need to explore far - unless maybe if you're running huge tech cost multipliers ? Wait, by "new seed generators", are you talking about getting all the 3 types ? Otherwise, you could totally make new gardens, have you researched all the biotechs yet ? I think, he is talking about the 3 a...
by jodokus31
Mon Dec 09, 2019 6:16 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3209
Views: 549608

Re: Development and Discussion

Are there any major reasons to use barreling instead of fluid transfer via tanks, fluid wagons, etc? Does it help you get around late game pipe throughout problems or something like that? Starting a seablock run and didn’t use barreling last time either... not sure quite why we would absolutely wan...
by jodokus31
Mon Nov 18, 2019 10:36 am
Forum: Mods
Topic: [0.18] Sea Block Pack 0.4.1
Replies: 1479
Views: 480958

Re: [0.17] Sea Block Pack 0.3.7

Trying SeaBlock again, the last time I played it green algae required the mineralized water and co2 from the very beginning. Now green algae 1 just needs water, while green algae 2 needs them. While green algae 2 is faster and produces twice the algae from what I can tell the mineralized water requ...
by jodokus31
Sat Nov 16, 2019 1:18 pm
Forum: General discussion
Topic: Niggles and nitpicking - player preferences
Replies: 66
Views: 4779

Re: Niggles and nitpicking - player preferences

Yeah I did lazy bastard. It was pretty crude but since the goal is one rocket it's not like it needs to be organized. First impression could be caused by second assumption :D How did you force yourself to do it :D The challenge was not crude, my base was. I didn't force myself, I wanted to do it. P...
by jodokus31
Fri Nov 15, 2019 10:59 am
Forum: General discussion
Topic: Niggles and nitpicking - player preferences
Replies: 66
Views: 4779

Re: Niggles and nitpicking - player preferences

Honktown wrote:
Fri Nov 15, 2019 12:52 am
Yeah I did lazy bastard. It was pretty crude but since the goal is one rocket it's not like it needs to be organized.
First impression could be caused by second assumption :D
How did you force yourself to do it :D
by jodokus31
Thu Nov 14, 2019 6:58 pm
Forum: Ideas and Suggestions
Topic: Confirm dialog on close in windowed mode
Replies: 28
Views: 11226

Re: Confirm dialog on close in windowed mode

Yes, exactly. If nothing is to be saved, it can close like before.
by jodokus31
Thu Nov 14, 2019 6:41 pm
Forum: Logistic Train Network
Topic: What is included in "Console Message level: Warnings"
Replies: 9
Views: 503

Re: What is included in "Console Message level: Warnings"

In this case you might want to check this signal: Disable Warnings (optional) - Suppresses warnings, like no station supplying x found, for this Requester. (default=0 false) See: https://forums.factorio.com/viewtopic.php?f=214&t=51072 I recommend LTN-Tracker (actually the beta version: https://mods....
by jodokus31
Thu Nov 14, 2019 3:41 pm
Forum: Logistic Train Network
Topic: What is included in "Console Message level: Warnings"
Replies: 9
Views: 503

Re: What is included in "Console Message level: Warnings"

I actually have the opposite issue to this, i would really like to be able to disable the "no station supplying x" messages while retaining the actual dispatch messages as i have a huge (200+ station) LTN network in my angelbobs layout and the number of messages being spammed is getting ridiculous ...
by jodokus31
Wed Nov 13, 2019 9:57 pm
Forum: Mods
Topic: [MOD 0.17] Xander Mod v3.2.0
Replies: 667
Views: 114100

Re: [MOD 0.17] Xander Mod v3.1.0

Here is my most advanced base, which had 60 hours in 0.15/0.16 with xander 1.5.
I restarted later, because terrain was screwed up in 0.16, but never got that far again.
I had advanced circuits, but no blue science yet.
Screenshot from 2019-11-13 22-50-02.png
Screenshot from 2019-11-13 22-50-02.png (264.82 KiB) Viewed 400 times
by jodokus31
Wed Nov 13, 2019 8:51 pm
Forum: Ideas and Suggestions
Topic: Confirm dialog on close in windowed mode
Replies: 28
Views: 11226

Re: Confirm dialog on close in windowed mode

OK, searched for the wrong words :( Thanks for merging.
Hiding the close-button sounds nice, too. It's maybe possible in linux to configure for a certain app, but not that easy, it seems.
by jodokus31
Wed Nov 13, 2019 4:37 pm
Forum: Ideas and Suggestions
Topic: Confirm dialog on close in windowed mode
Replies: 28
Views: 11226

Warning before closing Factorio via window X-Button

I run Factorio on Linux Mint, Standalone Version. While I play Factorio in windowed mode, I can close the window with the X-Button on top right. It just closes the window without warning or autosave and I assume it's intended behaviour, because the log file does not say anything about an error. (see...
by jodokus31
Wed Nov 13, 2019 1:24 pm
Forum: News
Topic: Friday Facts #320 - Color correction
Replies: 198
Views: 18242

Re: Friday Facts #320 - Color correction

It's interesting, that's quite a lot of people with 1 post only accounts in this friday facts thread. Not sure it's only this time, or it's always happen with FF. It's frequent. Not for all FFFs, but it's almost systematic on significant changes. Funny that simple color change became significant to...
by jodokus31
Tue Nov 12, 2019 1:56 pm
Forum: News
Topic: Friday Facts #320 - Color correction
Replies: 198
Views: 18242

Re: Friday Facts #320 - Color correction

My opinion is, that it's not bad to add a bit of saturation and brightness. But maybe not so much. More like halfway or less. The desert orange is also very much too much, almost stinging. Map view is a lot better. The biggest problem I have with the nighttime blue-ish look. I don't think, the color...
by jodokus31
Fri Nov 08, 2019 4:49 pm
Forum: Balancing
Topic: Difficulty setting to scale science costs/alter mid-game tedium
Replies: 21
Views: 1272

Re: Difficulty setting to scale science costs/alter mid-game tedium

Honktown is right. The complexity of blue and gold sciences increased quite a bit. The reduced iron/copper costs are a small benefit and blue probably ought to get a buff in the form of more net output. So maybe 2x cost and 3x output to match gold science. Blue science was changed in multiple aspec...

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