Search found 42 matches
- 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...
- 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.
- 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...
- 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...
- 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.
OG.
- 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...
- 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...
- 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 ...
- 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 ...
- 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 ...
- 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....
- 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...
- 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?
Won't work, robot common body requires acid and lubricant.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
- 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...
- 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
That's the exact current state.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.
OG.
- 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.
OG.
- Fri Nov 10, 2017 8:57 pm
- Forum: Ideas and Suggestions
- Topic: Musings: Fluid dynamics
- Replies: 9
- Views: 3447
Re: Musings: Fluid dynamics
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...bobingabout wrote: set up your system with 1 tank.
vent at 2250.
OG.
- 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...
- 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...
- 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...