Search found 30 matches

by osric_athanasius
Sun Aug 16, 2020 8:35 am
Forum: General discussion
Topic: Did anyone else delete your achievements at 1.0 launch?
Replies: 9
Views: 3199

Re: Did anyone else delete your achievements at 1.0 launch?

So understandable, Koub. Achieving there is no spoon is really quite a pain. It took me three dedicated attempts on the same map with planned out blueprints to pull off. I am actually looking forward to redoing a lazy bastard run in the future. Your efforts in both in the game and forums are not to ...
by osric_athanasius
Sat Aug 15, 2020 1:11 pm
Forum: General discussion
Topic: Did anyone else delete your achievements at 1.0 launch?
Replies: 9
Views: 3199

Did anyone else delete your achievements at 1.0 launch?

Greetings, I am curious if anyone else deleted all their achievements for Factorio when they start playing with the 1.0 release? I did. For me, coming back to Factorio at 1.0 launch. It felt right to look forward to seeing all the achievements pop up again. I have to thank the devs by the way. Facto...
by osric_athanasius
Sat Jul 20, 2019 2:28 am
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 208435

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

Some discussions on the Discord server led to an idea for dealing with the new player issues with oil that I think would work a lot better here. Original credit for the idea goes to Hexicube. The idea is based on the following assumptions: * The fundamental problem is that it is difficult for playe...
by osric_athanasius
Fri Jun 28, 2019 9:01 am
Forum: Not a bug
Topic: [0.17.52] It is possible to add productive modules to the kovarex enrichment process when wiki/past play disagrees
Replies: 2
Views: 838

[0.17.52] It is possible to add productive modules to the kovarex enrichment process when wiki/past play disagrees

According to my best knowledge, it should not be possible to use productivity modules as part of the kovarex enrichment process.
However, on my current play through it is possible to just simple add them.
by osric_athanasius
Fri Mar 01, 2019 10:06 am
Forum: General discussion
Topic: Not pleased with 17.1 so far...
Replies: 65
Views: 17685

Re: Not pleased with 17.1 so far...

I am pleased so far with 0.17. I have had a 191 hr Base that is not quite up to mega yet. However, I had put some serious effort into defense at one point during 0.16. Then I realized that I had over built my Rail wall defense networks and started scaling them back a bit. Now in 0.17, my defenses ar...
by osric_athanasius
Fri Mar 01, 2019 10:01 am
Forum: General discussion
Topic: I had a 450hours base (0.17)
Replies: 11
Views: 4174

Re: I had a 450hours base (0.17)

I have had a 191 hr Base that is not quite up to mega yet. However, I had put some serious effort into defense at one point during 0.16. Then I realized that I had over built my Rail wall defenses and started scaling them back a bit. Now in 0.17, my defenses are holding 99% of the time. I have had a...
by osric_athanasius
Wed Jan 09, 2019 12:37 pm
Forum: General discussion
Topic: Thank you (Make the dev-team happy today!)
Replies: 571
Views: 293462

Re: Thank you (Make the dev-team happy today!)

So I need to say Thank you to the Devs. I just finished all the achievements after a couple of years of owning this game. It has been worth it. Even with the 1180hrs of my life spent playing. The value is around 1 to 2 cents per hour. Just attached the image of my first attempt at a mega base to kno...
by osric_athanasius
Fri Aug 31, 2018 1:27 pm
Forum: Ideas and Suggestions
Topic: Please increase the limit of 5 copper wires per pole
Replies: 3
Views: 1617

Please increase the limit of 5 copper wires per pole

TL;DR 8 copper wire connection points per pole would allow better connections in grid-like designs. What ? Could the current limit of 5 copper wire connection per pole be increased to a slightly higher number? The current limit is 5 copper wire connections per poles. https://forums.factorio.com/vie...
by osric_athanasius
Fri Aug 24, 2018 3:59 am
Forum: General discussion
Topic: Aren't construction bots available too late?
Replies: 88
Views: 31378

Re: Aren't construction bots available too late?

Construction Bots are not too early at all. My build order is basically Red & Green Science, A basic mall and then a bot facility. In my last no spoon run, I had bots up within 3:45mins. Now this can be done even faster as my Bot facility was 4 roboports away from my basic mall (caused by some ...
by osric_athanasius
Mon Aug 20, 2018 5:17 am
Forum: General discussion
Topic: Aren't construction bots available too late?
Replies: 88
Views: 31378

Re: Aren't construction bots available too late?

Construction Bots are not too early at all. My build order is basically Red & Green Science, A basic mall and then a bot facility. In my last no spoon run, I had bots up within 2 hours 45mins (edit: the previous figure of 3:45mins was wrong). Now this can be done even faster as my Bot facility w...
by osric_athanasius
Sun Aug 19, 2018 11:30 am
Forum: General discussion
Topic: High Returns on Productity Module 1s.
Replies: 1
Views: 1315

High Returns on Productity Module 1s.

Greetings, I was playing around with Mad Zuri's Module Sheet. I want to get a feel for what the returns would be like if only Productivity 1 Modules were used without beacons. Now the result are very good. So can someone check my numbers. The results for a sample are (hours:minutes:seconds): Rocket ...
by osric_athanasius
Sat Aug 04, 2018 12:06 pm
Forum: News
Topic: Friday Facts #254 - No research queue for you
Replies: 223
Views: 82871

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

I would like to see the inclusion of the research queue in the 0.17 update. However, it probably should only be enabled by a setting.

I could not find a poll on this topic so I have created one in the general discussion.

viewtopic.php?f=5&t=61915
by osric_athanasius
Sat Aug 04, 2018 12:00 pm
Forum: General discussion
Topic: [Poll] "No research queue for you"
Replies: 27
Views: 8251

[Poll] "No research queue for you"

The devs have decided to remove the research queue implementation for 0.17. This poll seeks to get an idea as to the number of pitch forks and torches on each side. Poll will last 30 days. I have not found another poll on the topic. I have tried to include the some of the responses to the Dev diary ...
by osric_athanasius
Thu Jun 21, 2018 4:01 am
Forum: General discussion
Topic: Closing the pollution No Spoon achievement loophole?
Replies: 10
Views: 8754

Re: Closing the pollution No Spoon achievement loophole?

You are correct that there are a quite a few loophole abuse methods available for this achievement. The developers have closed some abuse methods on it in the past.
Is advisable for the developers to close this loophole and perhaps some others?
by osric_athanasius
Thu Jun 21, 2018 3:55 am
Forum: General discussion
Topic: Closing the pollution No Spoon achievement loophole?
Replies: 10
Views: 8754

Re: Closing the pollution No Spoon achievement loophole?

I will note that previous attempts used Very big starting areas as well. The previous run attacks started after the 2 to 3 hour mark. With major damage being caused by 4.5 hours. The starting area does have an impact. However, this factory is quite large, 1.6k worth of stone smelters built and aroun...
by osric_athanasius
Tue Jun 19, 2018 12:00 pm
Forum: General discussion
Topic: Whats your current game goal?
Replies: 43
Views: 18274

Re: Whats your current game goal?

Just completed my most recent goal today of the No Spoon achievement.

Now I aim to design a war module to complement my robot module and other pre-rocket modules.
by osric_athanasius
Tue Jun 19, 2018 8:27 am
Forum: General discussion
Topic: Closing the pollution No Spoon achievement loophole?
Replies: 10
Views: 8754

Closing the pollution No Spoon achievement loophole?

Greetings, I just completed the No Spoon achievement on my 3rd attempt. However, let us be honest, I used a loophole on the pollution settings to eliminate the impact of biters on my base. My previous 2 attempt failed due to biters hammering through my base and the scale at which I working at result...
by osric_athanasius
Mon Jun 18, 2018 10:45 am
Forum: Technical Help
Topic: Low FPS with high sprite resolution
Replies: 14
Views: 4418

Re: Low FPS with high sprite resolution

Greetings Posila, Relax and enjoy your vacation. I think I have found the culprit and figured out a fix. It took somewhere around 15 different help advice columns, 2 installs of Factorio, 2 installs of drivers and 7 hours. The cause is indeed the Desktop Windows Manager. So I don't think you will ha...
by osric_athanasius
Mon Jun 18, 2018 3:30 am
Forum: Technical Help
Topic: Low FPS with high sprite resolution
Replies: 14
Views: 4418

Re: Low FPS with high sprite resolution

The following is with the NVidia GPu VSync set to off and Intel GPU set to performance (this is the nearest setting I can get to turning it off).

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