Search found 12 matches

by Yogzototh
Sat Dec 28, 2019 7:28 pm
Forum: Gameplay Help
Topic: Need help making delayed output circuit
Replies: 6
Views: 993

Re: Need help making delayed output circuit

Thanks! Now to reverse engineer this setup... A blueprint with "each" signal This is fucking sorcery. No surprise i couldnt figure this on my own considering i didnt know how exactly this stupid yellow asterisk works. Also, i wonder - is this the best approach to "smooth" an inpu...
by Yogzototh
Sat Dec 28, 2019 4:35 pm
Forum: Gameplay Help
Topic: Need help making delayed output circuit
Replies: 6
Views: 993

Need help making delayed output circuit

Hello everyone! The circuit system confuses me greatly, so while i have managed to understand how existing examples (like timers and latches) work, i have trouble figuring how to make the following setup: One boolean input If input is 0, output is 0 If input is 1, set output to 1 after 10 seconds. I...
by Yogzototh
Fri Aug 02, 2019 7:21 pm
Forum: Releases
Topic: Version 0.17.61
Replies: 8
Views: 6743

Re: Version 0.17.61

0.17.59 wrote:Changed expensive variant of electronic circuit to require 8 copper cables instead of 10.
So, are any deeper revisions planned to the "expensive recipes" mode?
I dont want to start a new run until it is finalized, and the original FFF post kinda implied more thorough changes.
by Yogzototh
Fri Mar 08, 2019 5:52 pm
Forum: Releases
Topic: Version 0.17.9
Replies: 56
Views: 22003

Re: Version 0.17.9

Oh hey it is now almost a year since the last time i whined about the Expensive Recipes overhaul:
viewtopic.php?f=3&t=58949#p351680
Well i am not giving up. I mean all it takes is just to sit down and crunch some spreadsheets, c'mon.
by Yogzototh
Thu Mar 22, 2018 8:21 pm
Forum: Releases
Topic: Version 0.16.33
Replies: 9
Views: 8161

Re: Version 0.16.33

AFAIK map generation tends to be updated only in major releases. What if 0.17 was dedicated to map generation update, so each 0.17.x version can improve it? The supposed update was about tweaking the recipes, not the way map works (The part in FFF about mapgen has been already done in 0.16). Thats ...
by Yogzototh
Thu Mar 22, 2018 7:36 pm
Forum: Releases
Topic: Version 0.16.33
Replies: 9
Views: 8161

Re: Version 0.16.33

Klonan wrote: It won't be done in a minor 0.16 update, it might happen in 0.17
Posting about it in these threads is off-topic
Aww man, i was assuming it was minor enough to be in the plans somewhere for 0.16.XX
This is sad ;_;
by Yogzototh
Thu Mar 22, 2018 7:20 pm
Forum: Releases
Topic: Version 0.16.33
Replies: 9
Views: 8161

Re: Version 0.16.33

I wont stop whining about the Expensive recipes overhaul from https://factorio.com/blog/post/fff-217 until its finally done.
by Yogzototh
Mon Feb 26, 2018 8:39 pm
Forum: Releases
Topic: Version 0.16.26
Replies: 33
Views: 16592

Re: Version 0.16.26

Still waiting on that Expensive Recipes mode overhaul from https://factorio.com/blog/post/fff-217

Considering its supposedly a matter of just juggling a few numerical values, you'd think it'd come sooner
by Yogzototh
Sat Dec 16, 2017 2:33 pm
Forum: Releases
Topic: Version 0.16.4
Replies: 11
Views: 11072

Re: Version 0.16.4

So, in https://factorio.com/blog/post/fff-217 twinsen mentioned overhauling the "expensive recipes" mutator. To balance all this out, the plan is to change some some recipes in expensive mode, so that the required copper to iron ratio is roughly the same in normal and expensive mode. Then ...
by Yogzototh
Mon May 15, 2017 4:47 pm
Forum: General discussion
Topic: Reactor Adjacentcy - Industrial-craft
Replies: 14
Views: 4545

Re: Reactor Adjacentcy - Industrial-craft

Yeah, IC2's original reactor design has proven to be great, no surprise there are at least 2 games trying to emulate it (the other one being the reactoridle idle game). You had the simple passive cooling (heat disperser), the active cooling (buckets/ice) which allowed for crazy efficiency, but neede...
by Yogzototh
Mon May 01, 2017 10:04 pm
Forum: General discussion
Topic: Difference in Recipe/Technology Difficulty?
Replies: 20
Views: 19761

Re: Difference in Recipe/Technology Difficulty?

What about a way to put a value less than 1 in the Technology price multiplier? I'd like a more casual game with faster technology instead of sitting for 10 min waiting on basic techs to get researched. I agree. Non-integer values would be great either for a blitz mode with like 0.5 or 0.2 modifier...
by Yogzototh
Sun Apr 30, 2017 8:02 pm
Forum: General discussion
Topic: Biters seem MUCH easier in 0.15?
Replies: 25
Views: 6689

Re: Biters seem MUCH easier in 0.15?

I got a related question: If expansion is enabled, do biters expand into the starting area? I see a lot of green circles in expansion candidate view, but i dont think i have seen any expansion in the last 8 hours. Also, does expansion frequency depend on current evolution factor? And regarding this ...

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