Search found 12 matches
- Sat Dec 28, 2019 7:28 pm
- Forum: Gameplay Help
- Topic: Need help making delayed output circuit
- Replies: 6
- Views: 1836
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...
- Sat Dec 28, 2019 4:35 pm
- Forum: Gameplay Help
- Topic: Need help making delayed output circuit
- Replies: 6
- Views: 1836
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...
- Fri Aug 02, 2019 7:21 pm
- Forum: Releases
- Topic: Version 0.17.61
- Replies: 8
- Views: 8078
Re: Version 0.17.61
So, are any deeper revisions planned to the "expensive recipes" mode?0.17.59 wrote:Changed expensive variant of electronic circuit to require 8 copper cables instead of 10.
I dont want to start a new run until it is finalized, and the original FFF post kinda implied more thorough changes.
- Fri Mar 08, 2019 5:52 pm
- Forum: Releases
- Topic: Version 0.17.9
- Replies: 56
- Views: 30366
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.
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.
- Thu Mar 22, 2018 8:21 pm
- Forum: Releases
- Topic: Version 0.16.33
- Replies: 9
- Views: 9590
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 ...
- Thu Mar 22, 2018 7:36 pm
- Forum: Releases
- Topic: Version 0.16.33
- Replies: 9
- Views: 9590
Re: Version 0.16.33
Aww man, i was assuming it was minor enough to be in the plans somewhere for 0.16.XXKlonan 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
This is sad ;_;
- Thu Mar 22, 2018 7:20 pm
- Forum: Releases
- Topic: Version 0.16.33
- Replies: 9
- Views: 9590
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.
- Mon Feb 26, 2018 8:39 pm
- Forum: Releases
- Topic: Version 0.16.26
- Replies: 33
- Views: 20845
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
Considering its supposedly a matter of just juggling a few numerical values, you'd think it'd come sooner
- Sat Dec 16, 2017 2:33 pm
- Forum: Releases
- Topic: Version 0.16.4
- Replies: 11
- Views: 12705
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 ...
- Mon May 15, 2017 4:47 pm
- Forum: General discussion
- Topic: Reactor Adjacentcy - Industrial-craft
- Replies: 14
- Views: 6531
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...
- Mon May 01, 2017 10:04 pm
- Forum: Gameplay Help
- Topic: Difference in Recipe/Technology Difficulty?
- Replies: 21
- Views: 25507
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...
- Sun Apr 30, 2017 8:02 pm
- Forum: General discussion
- Topic: Biters seem MUCH easier in 0.15?
- Replies: 25
- Views: 9463
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 ...