Search found 59 matches

by imTheSupremeOne
Sat Jul 17, 2021 5:13 am
Forum: Questions, reviews and ratings
Topic: Best mods that don't affect vanilla too much?
Replies: 9
Views: 1060

Re: Best mods that don't affect vanilla too much?

It's a fun extension and doesn't break anything in terms of regular vanilla progression since it's only would be actually viable only in end-end game and with post rocket factory:
https://mods.factorio.com/mod/MIRV
by imTheSupremeOne
Thu Jul 15, 2021 3:31 pm
Forum: Ideas and Suggestions
Topic: Splitter GUI, clickable graphical priorities
Replies: 17
Views: 830

Re: Splitter GUI, clickable graphical priorities

joined with existing thread The more ground laying idea you described at the end. You are free to make an extra suggestion out of that. Don’t forget to make specific examples, because I’m not 100% sure, if I understood the idea with the circuit breaker for the switch (which is kind of big circuit b...
by imTheSupremeOne
Thu Jul 15, 2021 1:21 am
Forum: Ideas and Suggestions
Topic: Splitter GUI, clickable graphical priorities
Replies: 17
Views: 830

Click inside GUI displays feature

TL;DR Make additional clicking buttons inside GUI displays for some things: https://i.imgur.com/Hf5AkqL.png Why ? It would be really convenient for things like splitters as you would never have to think where is right or left this time. Also mb this could be used by other entities as well to create...
by imTheSupremeOne
Mon Jul 12, 2021 2:16 pm
Forum: Balancing
Topic: Walls need to be cheaper
Replies: 11
Views: 371

Re: Walls need to be cheaper

If you can't afford it, maybe you are doing it wrong? You increase the difficulty and then complain about it being hard. If you are new at the game, ask for help on how to improve so that you become good enough to play on deathworld. Don't say that hard mode is too hard so the devs should make it e...
by imTheSupremeOne
Mon Jul 12, 2021 1:08 am
Forum: Balancing
Topic: Walls need to be cheaper
Replies: 11
Views: 371

Walls need to be cheaper

I always felt that way, but never dig into "tests", but now for a challenge I'm playing a deathworld desert map, with acutally increased starter boarders to 200%. So it's even less harder then a deathworld. So in the early game I need to keep my pollution really low to keep attacks at none...
by imTheSupremeOne
Fri Oct 09, 2020 8:51 am
Forum: News
Topic: Friday Facts #361 - Train stop limit, Tips and tricks
Replies: 163
Views: 34760

Re: Friday Facts #361 - Train stop limit, Tips and tricks

Idea for a tip:

This is a problem that I had, and saw it in a few streamers that were new to the game — new players don't even consider that it's possible to put productivity modules into labs, or even science packs recipe; even if they are already using them for blue circuits.
by imTheSupremeOne
Sun Sep 27, 2020 11:19 pm
Forum: Mods
Topic: [MOD 0.18] KRASTORIO^2
Replies: 191
Views: 79850

Re: [MOD 0.18] KRASTORIO^2

I think space science damage increase numbers should be rebalanced. I understand that the base numbers were increased, and research doesn't rise to a millions of packs straight away as in vanilla, but getting 3 and then less % damage increases feels bad and wrong; while in vanilla you can do space p...
by imTheSupremeOne
Sat Sep 19, 2020 8:01 am
Forum: Ideas and Suggestions
Topic: [UPD] Rail planner is practically broken around your base
Replies: 3
Views: 429

Re: [UPD] Rail planner is practically broken around your base

When I open the subject from “rails” up to “blueprints in general” (both should work similar), these are similar threads: https://forums.factorio.com/viewtopic.php?f=6&t=88691 Better Blueprint Placement https://forums.factorio.com/viewtopic.php?f=6&t=84697 Better UX for placing, removing, a...
by imTheSupremeOne
Sat Sep 19, 2020 3:56 am
Forum: Ideas and Suggestions
Topic: [UPD] Rail planner is practically broken around your base
Replies: 3
Views: 429

Re: Rail planner is practically broken around your base

Lol, I actually forgot I've crated this topic, and wanted to post this suggestion again ^^; But yea, if you are building rails on top of your base it's just declines to work — it doesn't even show a ghost of a rail so you could see exactly what entities you need to deconstruct so you need to remove ...
by imTheSupremeOne
Tue Jul 21, 2020 5:52 am
Forum: Ideas and Suggestions
Topic: Option to toggle off radar view on the zoomed map
Replies: 2
Views: 393

Re: Option to toggle off radar view on the zoomed map

+1 This would especially be helpful for laying out train systems. The option should most likely be a checkbox „deactivate radar view for blueprints“ in the interface menu. No, I thought more like a quick toggle button, because radar vision is actually cool and useful, and many people would want to ...
by imTheSupremeOne
Mon Jul 20, 2020 3:23 am
Forum: Ideas and Suggestions
Topic: Option to toggle off radar view on the zoomed map
Replies: 2
Views: 393

Option to toggle off radar view on the zoomed map

Sometimes I prefer a map view to see and plan things on a global scale with it simplistic view, but at certain zoom level the map view turns into radar vision which makes things much less clear: https://i.imgur.com/XmouOV9.png https://i.imgur.com/zqJs238.png With a new addition to blueprints so that...
by imTheSupremeOne
Sat Jul 18, 2020 2:16 am
Forum: News
Topic: Friday Facts #356 - Blueprint library for real
Replies: 123
Views: 22347

Re: Friday Facts #356 - Blueprint library for real

Great blog and surprise! I already can't understand how could I play without this before <3

p.s. me reading changes, live:
by imTheSupremeOne
Sat May 16, 2020 1:38 am
Forum: Gameplay Help
Topic: Train system balancing for megabase
Replies: 4
Views: 495

Train system balancing for megabase

What kind of things you can do to balance trains between stations?.. I want to rebuild my base for 1k SPM, from my current 300, and even now I have problems with balance, which I solved just by having A LOT outposts and big stackers everywhere. Also I have a really simple circuit that disables stati...
by imTheSupremeOne
Mon May 11, 2020 5:05 am
Forum: Ideas and Suggestions
Topic: Usage of mods should be concreted as an intended way to play
Replies: 3
Views: 429

Usage of mods should be concreted as an intended way to play

TL;DR Concrete usage of mods as the intended way to play, by allowing players to manually toggle exact mods to not interfere with global steam achievements. Why ? I played with QoL mods since my first factory, and because of that I missed a lot of achievements; so last few weeks I spend completing ...
by imTheSupremeOne
Thu Apr 30, 2020 7:07 am
Forum: Ideas and Suggestions
Topic: Optional smarter search
Replies: 0
Views: 238

Optional smarter search

Add additional optional feature, just like fuzzy search, but one that would show you a "Processing unit" on a search terms like "circuit", "blue". And so for "circuits" it would show you green and red aswell, and for "blue" it would also show you oth...
by imTheSupremeOne
Tue Apr 28, 2020 4:11 pm
Forum: Balancing
Topic: Destroyers require a buff
Replies: 9
Views: 1863

Destroyers require a buff

Prelude: please don't merge this topic with another one. I see how there could be other treads proposing buff to combat robots, but, this one is about current experience from my deathworld... Today I was doing a 100 robots per time achievement, with the most expensive laser combat robots(destroyers)...
by imTheSupremeOne
Mon Apr 27, 2020 9:23 am
Forum: Gameplay Help
Topic: Balancers in endgame
Replies: 6
Views: 842

Re: Balancers in endgame

astroshak wrote:
Sun Apr 26, 2020 12:56 pm
If you are using Loaders, you are playing modded. What’s one more mod?
These are vanilla loaders from creative(freeplay) scenario, as well as setting that makes all world in lab tiles.
by imTheSupremeOne
Sun Apr 26, 2020 4:13 am
Forum: Gameplay Help
Topic: Balancers in endgame
Replies: 6
Views: 842

Re: Balancers in endgame

overtime all "belt branches" would fill up, so balance won't matter, as everything should be supplied and input should be slightly bigger than the rate at which it will be consumed... If you assume that, it is easy. Put 5 splitters in a row, all with output priority: left. This creates a ...
by imTheSupremeOne
Sat Apr 25, 2020 11:54 am
Forum: Gameplay Help
Topic: Balancers in endgame
Replies: 6
Views: 842

Balancers in endgame

Let's say I have a 5 blue belts that carry from factory 37-40 green circuits per second on every belt... And I want to split it between other factories, which inputs may not use all available input, but that would require me to have bigger amount of belts for the output... For example, like, 3 divis...
by imTheSupremeOne
Wed Apr 22, 2020 5:19 am
Forum: Gameplay Help
Topic: Why my smelter have gaps?..
Replies: 4
Views: 616

Re: Why my smelter have gaps?..

Here is a blueprint string. I don't use mods, creative items from base Factorio. To satisfy the belt I need 12.8 furnaces, and I have 14, so it's 7 for each lane while I need only 6.4. And this is true in game as 2 my furnaces at the end and at the middle-end are working partially and are overloaded...

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