Search found 42 matches

by galibert
Tue Aug 29, 2023 8:55 am
Forum: News
Topic: Friday Facts #373 - Factorio: Space Age
Replies: 267
Views: 66514

Re: Friday Facts #373 - Factorio: Space Age

What I really wanted to know from that image, though, is what are the turrets shooting at . :twisted: Looks like they're shooting at the asteroids to break them down. Which would make military tech part of production, which is *really* interesting for people like me that are not interested in playi...
by galibert
Fri Aug 25, 2023 12:17 pm
Forum: News
Topic: Friday Facts #373 - Factorio: Space Age
Replies: 267
Views: 66514

Re: Friday Facts #373 - Factorio: Space Age

Is there an equivalent of Early Access for the dlc? It's cool for the players, of course, but for the main game it also contributed to the impressive final quality.
by galibert
Fri Mar 13, 2020 7:18 pm
Forum: Mods
Topic: [MOD 0.18] KRASTORIO^2
Replies: 198
Views: 142140

Re: [MOD 0.18] KRASTORIO^2

Ok, tell me if I'm missing something, but from what I see, the most basic tech card needs wood, and wood production can't be automated until after blue science, some couple of thousands tech cards later? Not only mass-cutting wood is boring, but when starting in a desert biome you walk for kilomete...
by galibert
Fri Mar 13, 2020 7:05 pm
Forum: Mods
Topic: [MOD 0.18] KRASTORIO^2
Replies: 198
Views: 142140

Re: [MOD 0.18] KRASTORIO^2

Ok, tell me if I'm missing something, but from what I see, the most basic tech card needs wood, and wood production can't be automated until after blue science, some couple of thousands tech cards later? Not only mass-cutting wood is boring, but when starting in a desert biome you walk for kilometer...
by galibert
Tue Jan 28, 2020 7:58 pm
Forum: Bob's mods
Topic: [0.18] Please post bugs and balance issues here.
Replies: 185
Views: 49190

Re: [0.18] Please post bugs and balance issues here.

Today's update (0.18.2) broke all/most of the mods with a missing sound file issue.

OG.
by galibert
Fri Mar 29, 2019 9:16 am
Forum: PyMods
Topic: Why is pY tuned for such slowness?
Replies: 26
Views: 8796

Re: Why is pY tuned for such slowness?

So, dont play with the mods you dont like. Just because you dont like some of my decisions and think its "retarded", you can just disable it and play the ones you consider "ok". Im kinda tired of people thinking me, nexela or kingarthur have to obey their orders or hear that our...
by galibert
Wed Mar 27, 2019 2:26 pm
Forum: PyMods
Topic: Why is pY tuned for such slowness?
Replies: 26
Views: 8796

Re: Why is pY tuned for such slowness?

There did seem to be an issue (at least in 0.16), with the first smelting ratio improvements being hard to get, then the second ones coming too fast after that... I'm not really sure what's the issue with the circuit recipe - I've gotten almost to science 2 (pretty much only the aluminum left to pl...
by galibert
Wed Mar 27, 2019 2:18 pm
Forum: PyMods
Topic: Why is pY tuned for such slowness?
Replies: 26
Views: 8796

Re: Why is pY tuned for such slowness?

disable RawOres. Since pY kinda breaks down if you don't have either RawOres or bob's equivalent, and I was aiming for the pure, as-designed pY experience, this is kind of sad. Does it mean that the rawores-induced slowness is by design, and if yes I'd love to know the reasoning behind it, or just ...
by galibert
Tue Mar 26, 2019 8:55 pm
Forum: PyMods
Topic: Why is pY tuned for such slowness?
Replies: 26
Views: 8796

Re: Why is pY tuned for such slowness?

|The first electric furnace is the same crafting speed as a stone furnace? What's the point then?| that is from vanilla and the point is to be able to use modules and get rid of the fuel belt why so slow ? because of sheer complexity regarding the mall you need science 2 for logistics and then you ...
by galibert
Tue Mar 26, 2019 11:16 am
Forum: PyMods
Topic: Why is pY tuned for such slowness?
Replies: 26
Views: 8796

Why is pY tuned for such slowness?

I enjoy the puzzle aspects of building the complex chains pY requires even for basic circuits, but I usually grow bored before even reaching blue science. And the problem is that the ratios are such that everything is just damn slow. The 8:1 ore-plate ratio is a pain in the ass, especially since it ...
by galibert
Thu Jun 21, 2018 5:43 am
Forum: General discussion
Topic: Aren't construction bots available too late?
Replies: 88
Views: 30696

Re: Aren't construction bots available too late?

Seeing iron, copper and steel meandering through the base to build piercing ammo, which again meanders on belts through the base to the outer beltline to refill all the turrets, it's awesome. Much better than seeing bots everywhere. When you're seeing bots everywhere, you're seeing logistic robots....
by galibert
Thu Jun 21, 2018 5:41 am
Forum: General discussion
Topic: Aren't construction bots available too late?
Replies: 88
Views: 30696

Re: Aren't construction bots available too late?

Yes, working without robots is slow and obtaining them for the first time in a game feels like a good step forward. You're conflating logistic robots and construction robots. My point is, they're really different. I'd even say that the coolness of construction bots is almost hidden by the arrival o...
by galibert
Wed Jun 20, 2018 2:23 pm
Forum: General discussion
Topic: Aren't construction bots available too late?
Replies: 88
Views: 30696

Re: Aren't construction bots available too late?

dog80 wrote:one solution - what might be strange - is to replace red-chips requirement of ropoport to green chips . this way you could skip plastic/redchips production and already head to construction bots
Won't work, robot common body requires acid and lubricant.
by galibert
Wed Jun 20, 2018 7:10 am
Forum: General discussion
Topic: Aren't construction bots available too late?
Replies: 88
Views: 30696

Aren't construction bots available too late?

Construction bots are a QoL thing for everybody but the very new player. They allow to do obvious things like copy/paste or efficient planning. If they didn't exist we would all be yelling for something equivalent. But they happen extremely late. Even if they pretend to be pre-oil, it's a lie. The r...
by galibert
Wed Nov 22, 2017 10:23 am
Forum: News
Topic: Friday Facts #217 - Just another Friday Facts
Replies: 84
Views: 34226

Re: Friday Facts #217 - Just another Friday Facts

Dreepa wrote:Resources at the start need to be reliable but not too much.
They need get bigger and richer the farther out they are. Progressing with distance as well as challenge.
That's the exact current state.

OG.
by galibert
Tue Nov 14, 2017 8:53 am
Forum: Ideas and Suggestions
Topic: Personal Roboport should NOT consume last inventory item
Replies: 8
Views: 3188

Re: Personal Roboport should NOT consume last inventory item

In https://www.factorio.com/blog/post/fff-191 there are some very interesting ideas that would probably make that problem moot by in particular allowing to place a ghost of an item you don't have.

OG.
by galibert
Fri Nov 10, 2017 8:57 pm
Forum: Ideas and Suggestions
Topic: Musings: Fluid dynamics
Replies: 9
Views: 3447

Re: Musings: Fluid dynamics

bobingabout wrote: set up your system with 1 tank.
vent at 2250.
Why? Why not vent at 90% capacity instead? You'll need a couple of arithmetic combiners for that, but I don't see that as a problem...

OG.
by galibert
Thu Nov 09, 2017 4:59 pm
Forum: Ideas and Suggestions
Topic: Musings: Fluid dynamics
Replies: 9
Views: 3447

Re: Musings: Fluid dynamics

[rant]First of all...spilling liquid should never produce pollution. Because that kind of mechanic messes with the "i can remove and place anything i want, any time i want" aspect of factory construction. I've played on a server before that had a mod that added that kind of spill-pollutio...
by galibert
Thu Nov 09, 2017 3:46 pm
Forum: News
Topic: Friday Facts #215 - Multithreading issues
Replies: 101
Views: 43463

Re: Friday Facts #215 - Multithreading issues

Do you have numbers to support your argument (like microseconds per thread creation)? One thing I found here from 2013: Milliseconds to create thread: 0.015625 As far as I remember thread creation cost highly depends on the operating system and libraries and it can be very little when you have a go...
by galibert
Thu Nov 09, 2017 3:35 pm
Forum: Ideas and Suggestions
Topic: Musings: Fluid dynamics
Replies: 9
Views: 3447

Re: Musings: Fluid dynamics

you say pointing to an entity should tell you the amount of fluid in the entire domain, not that specific entity... I disagree, it should tell you the fluid in that specific entity, though knowing how much fluid is in the domain would be useful extra information. Circuit network... well, again, I'd...

Go to advanced search