Search found 57 matches

by mcdjfp
Fri Aug 16, 2019 6:01 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 50180

Re: Friday Facts #305 - The Oil Changes

Sigh, no response in either thread for about a week. In the end it doesn't matter much because the trend is still there. Factorio feels like it is shifting from an automation game with just enough tower defense to keep the player honest, to something that feels much more like a tower defense game. I...
by mcdjfp
Sat Aug 10, 2019 7:00 pm
Forum: News
Topic: Friday Facts #307 - 0.17 stable candidate
Replies: 83
Views: 11595

Re: Friday Facts #307 - 0.17 stable candidate

That thread was already mentioned and it gave me the impression that categories helped, but that there were still problems when multiple mods interact. Is there any good way for an endgame miner from one mod to work with endgame deposits in another mod?
by mcdjfp
Sat Aug 10, 2019 6:15 pm
Forum: News
Topic: Friday Facts #307 - 0.17 stable candidate
Replies: 83
Views: 11595

Re: Friday Facts #307 - 0.17 stable candidate

Since it hasn't been answered in 305's thread, has anything been done to help mods deal with the removal of mining hardness? If something has, how complete a replacement is it?
by mcdjfp
Sat Aug 10, 2019 1:43 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 50180

Re: Friday Facts #305 - The Oil Changes

That is the worst part of the game for me. There comes a time as I move into the midgame where I spend 90% of my time running from one side of my base to the other repairing/rebuilding my defenses (Or taking a train/car from one outpost to another). Sometimes 3-4 repair jobs will be chained in a row...
by mcdjfp
Thu Aug 08, 2019 8:42 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 50180

Re: Friday Facts #305 - The Oil Changes

Fine. I was being polite. I am well aware that the delay is their plan, but when I read that post the thought that came into my head was that they don't really care at all about really fixing the problem, so long as their average playtime number goes up. If you read the past years' FFF, and as you'...
by mcdjfp
Thu Aug 08, 2019 7:25 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 50180

Re: Friday Facts #305 - The Oil Changes

Fine. I was being polite. I am well aware that the delay is their plan, but when I read that post the thought that came into my head was that they don't really care at all about really fixing the problem, so long as their average playtime number goes up. If you read the past years' FFF, and as you'...
by mcdjfp
Thu Aug 08, 2019 5:18 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 50180

Re: Friday Facts #305 - The Oil Changes

Fine. I was being polite. I am well aware that the delay is their plan, but when I read that post the thought that came into my head was that they don't really care at all about really fixing the problem, so long as their average playtime number goes up.
by mcdjfp
Thu Aug 08, 2019 4:08 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 50180

Re: Friday Facts #305 - The Oil Changes

Klonan wrote:
Thu Aug 08, 2019 2:32 pm
Preserteo wrote:
Thu Aug 08, 2019 2:24 pm
only the problem is delayed.
Thats what we wanted
I am sure that is not what you meant to say. It appears to imply that the goal of the change was to lure players later in the game before giving up.
by mcdjfp
Wed Aug 07, 2019 9:31 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 50180

Re: Friday Facts #305 - The Oil Changes

I just don't like the practice in general. In Factorio, the biggest worry is the appearance of a "new" mechanic. Unless a new player had wandered into nuclear first (if that is possible anymore) or placed a miner on two different deposits they may believe that they understand how buildings work when...
by mcdjfp
Wed Aug 07, 2019 8:41 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 50180

Re: Friday Facts #305 - The Oil Changes

Sorry I don't understand to which fact, confusion, or misunderstanding to which you are referring? If you are talking about a building that potentially has a recipe for multiple outputs (i.e. petroleum gas, light oil, heavy oil), then (discounting mods) forgive me but I think that's the only one. S...
by mcdjfp
Wed Aug 07, 2019 7:13 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 50180

Re: Friday Facts #305 - The Oil Changes

2. Sure, just imagine the flare stack there then or assume it's the tall tower in the graphics, no problem? Yes problem. The flare stack comment was an example. The point of #2 that I feel that with all of the simplifications to puzzles happening, claiming that you are preserving the puzzle no long...
by mcdjfp
Wed Aug 07, 2019 5:58 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 50180

Re: Friday Facts #305 - The Oil Changes

That would require maintaining multiple different tech/recipe trees. I like the idea otherwise. I was trying to come up with something where both easy and hard modes could use the same techs and recipes.
by mcdjfp
Wed Aug 07, 2019 4:42 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 50180

Re: Friday Facts #305 - The Oil Changes

Automatic flare/burn is worse than all of the solutions. It takes away the entire multi-output oil product challenge. Also we dont have a good gui to show if flare is activated or not (I have reasons about not to trust wube on this). I better would like to see my factory to stop than burn excess pr...
by mcdjfp
Wed Aug 07, 2019 2:12 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 50180

Re: Friday Facts #305 - The Oil Changes

I've read somewhere above the "you make BOP have built-in flare stacks but hate the flare stack solution". Obviously the key difference is that AOP has no flare stack available, and the puzzle has to be solved. 1. You missed half of the flare stack comment. The new Basic Oil Processing IS a flare s...
by mcdjfp
Mon Aug 05, 2019 3:39 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 50180

Re: Friday Facts #305 - The Oil Changes

The only thing that I could think of was to instead of changing the basic oil processing recipe to not produce light and heavy oil, to instead stick with the old recipes and have a simple fluid mode which causes buildings with multiple fluid outputs to keep on producing until all outputs are full (d...
by mcdjfp
Mon Aug 05, 2019 1:44 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 50180

Re: Friday Facts #305 - The Oil Changes

I never, never, felt rushed to go for advanced oil processing. I have often gone after nuclear first so I can get it up and running. If the pressure needed to go down a bit, make the ratios a little bit less deliberately bad. Dumping the excess solid fuel on my fuel belt typically makes it vanish, a...
by mcdjfp
Fri Aug 02, 2019 9:12 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 50180

Re: Friday Facts #305 - The Oil Changes

As much as I like the idea of early ground based bots, I shudder to think of the pathfinding calculations that would result.
by mcdjfp
Fri Aug 02, 2019 3:03 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 50180

Re: Friday Facts #305 - The Oil Changes

None of your scenarios happen because with petroleum gas, light oil, and heavy oil all available there is no need to change recipes at all. The 17.60 recipe changes were forced because of the delay in acquiring light and heavy oil. Since all 3 would be available from the beginning, none of these cha...
by mcdjfp
Fri Aug 02, 2019 1:44 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 50180

Re: Friday Facts #305 - The Oil Changes

At this point, the only way to actually heal the rift as opposed to having it simmer below the surface is to give both sides what they want. The only way I see of doing that is a pregame setting for a simplified fluids mode where buildings will "flare" or otherwise dispose of fluids in blocked outpu...
by mcdjfp
Fri Aug 02, 2019 5:13 am
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 50180

Re: Friday Facts #305 - The Oil Changes

One last idea. Instead of the 17.60 changes have a option at the start of the game for simplified fluids. It would cause any building with multiple fluid outputs to automatically flare full outputs until all of the outputs are full. It would still be possible to do it right (and by doing it right yo...

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