Search found 103 matches

by EstebanLB
Tue Feb 09, 2021 5:20 pm
Forum: Outdated/Not implemented
Topic: Change landfilled area texture to something more gravel-like
Replies: 5
Views: 2031

Re: Change landfilled area texture to something more gravel-like

Indeed, the think took a 180Β° turn, from a dry NO, to implemented in-game. I'm happy with that.
by EstebanLB
Fri Mar 20, 2020 5:03 pm
Forum: News
Topic: Friday Facts #339 - Beacon HR + Redesign process
Replies: 216
Views: 88199

Re: Friday Facts #339 - Beacon HR + Redesign process

The building desing variation serves well and demands less resources in buildings like the Laboratory, the Rocket Silo and the Nuclear Reactor since the player builds a smaller a mmount of those
by EstebanLB
Mon Oct 28, 2019 5:27 pm
Forum: News
Topic: Friday Facts #318 - New Tooltips
Replies: 118
Views: 46067

Re: Friday Facts #318 - New Tooltips

posila wrote: ↑
Mon Oct 28, 2019 5:17 pm
EstebanLB wrote: ↑
Mon Oct 28, 2019 4:01 pm
Personal Roboport tooltip is missing Logistic area
Personal roboport doesn't have logistic area.
Right, my bad. I haven't played lategame in a long time
by EstebanLB
Mon Oct 28, 2019 4:01 pm
Forum: News
Topic: Friday Facts #318 - New Tooltips
Replies: 118
Views: 46067

Re: Friday Facts #318 - New Tooltips

Personal Roboport tooltip is missing Logistic area
by EstebanLB
Wed Oct 09, 2019 1:20 pm
Forum: Mods
Topic: [MOD 0.15] Subterrain
Replies: 20
Views: 9138

Re: [MOD 0.15] Subterrain

Thanks a lot! I will test it later and give feedback
by EstebanLB
Mon Sep 16, 2019 4:34 am
Forum: News
Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
Replies: 144
Views: 63388

Re: Friday Facts #312 - Fluid mixing saga & Landfill terrain

Ahem...

Change landfilled area texture to something more gravel-like
viewtopic.php?f=71&t=65506

Finally!
by EstebanLB
Sun Jul 28, 2019 5:16 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 274964

Re: Friday Facts #305 - The Oil Changes

I just came here to fully support all this throughly calculated changes to Oil processing. Many hardcore and veteran players reject them becasue they have a very fixated mind while planning ahead, and almost always play the same. But not only they are a minority, this changes will be welcome to new ...
by EstebanLB
Fri Jun 14, 2019 4:18 pm
Forum: News
Topic: Friday Facts #299 - Everything is more complex than expected
Replies: 52
Views: 26082

Re: Friday Facts #299 - Everything is more complex than expected

Klonan wrote: ↑
Fri Jun 14, 2019 2:18 pm
Gergely wrote: ↑
Fri Jun 14, 2019 2:12 pm
Wait are you talking train crashes or game crashes?

Which of them is shown in the diagram?
The graph shows total crash reports
:( Ohhh, a graph with actual train crashes would have looked awesome on the FF
by EstebanLB
Wed Mar 27, 2019 6:54 pm
Forum: Gameplay Help
Topic: Personal batteries' output power
Replies: 15
Views: 5298

Re: Personal batteries' output power

Are you suggesting to rebalance what the robots consume too? because, right now, with your suggestion of 1 battery = 6 solar panels, this makes for 6 x 30 KW = 180 KW per battery. And while on one hand NightVision only consumes 10 KW, so a single battery would be more than enough, a Mk1 RoboPort ca...
by EstebanLB
Wed Mar 27, 2019 3:59 pm
Forum: Gameplay Help
Topic: Personal batteries' output power
Replies: 15
Views: 5298

Re: Personal batteries' output power

(I was joking.) I would be fine with personal batteries having, for all purposes, unlimited power. (As already mentioned, you can only use it for a fraction of second anyway - the big difference with accumulators, is that you cannot have an unlimited amount of batteries in your armor !) I'm more co...
by EstebanLB
Tue Mar 26, 2019 11:06 pm
Forum: Gameplay Help
Topic: Personal batteries' output power
Replies: 15
Views: 5298

Re: Personal batteries' output power

wat. The extreme power limit means that your devices can always stay powered. Devices will drain whatever they need from the batteries and nothing more. This should have been obvious when it would make full MK2 battery depleted in 0.1 second when there is demand for power has no connection to the r...
by EstebanLB
Tue Mar 26, 2019 8:49 pm
Forum: Gameplay Help
Topic: Personal batteries' output power
Replies: 15
Views: 5298

Re: Personal batteries' output power

I'm digging this one up as I think this needs to be balanced properly. The Mk1 battery has an output of 200MW and the Mk2, 1GW. With numbers this high, we end up with discussions like the one here in this thread. The personal fussion reactor should be really sought for if the player is looking for i...
by EstebanLB
Tue Mar 26, 2019 7:12 pm
Forum: General discussion
Topic: Power drain, burner inserters, reflections and some
Replies: 2
Views: 1311

Power drain, burner inserters, reflections and some

I'm gonna start with a question: Why do burner inserters don't have power drain? Or in this case "fuel burning drain". Is it because they work on burning fuel? or is it becasue they are from the burning fuel tier? Why do the electric furnaces have power drain but the others don't? Why does...
by EstebanLB
Fri Mar 15, 2019 9:41 pm
Forum: News
Topic: Friday Facts #286 - Pollution cleanup
Replies: 72
Views: 32665

Re: Friday Facts #286 - Pollution cleanup

Klonan wrote: ↑
Fri Mar 15, 2019 4:24 pm
https://factorio.com/blog/post/fff-286
What I think is that all of you work too hard...
by EstebanLB
Tue Mar 12, 2019 7:56 pm
Forum: Implemented in 2.0
Topic: New types of rails (curves, s-curves ...)
Replies: 30
Views: 23233

Re: New types of rails (curves, s-curves ...)

I see that all topics dates back to 2015-2016. Are there any news on this major discussion? We still need better rails!
by EstebanLB
Tue Mar 12, 2019 7:44 pm
Forum: Ideas and Suggestions
Topic: [0.17.4] Show inserter speed in tooltip
Replies: 8
Views: 2877

Re: [0.17.4] Show inserter speed in tooltip

And with modded angled inserters the numbers are also changed, not to mention with configurable long handed inserters
by EstebanLB
Tue Mar 12, 2019 7:10 pm
Forum: Ideas and Suggestions
Topic: Suggestion about a water pump.
Replies: 173
Views: 38479

Re: Offshore pump at start of game

My question was what happens when the ore is one pixel nearer the pick up line than the coal? In the past the burner inserter would pick up ore despite there being coal on the tile as well as ore because the ore was nearer the pickup point. It isn't only nearer. If the ore is slightly in front (by ...
by EstebanLB
Wed Mar 06, 2019 7:42 pm
Forum: Releases
Topic: Version 0.17.6
Replies: 29
Views: 21001

Re: Version 0.17.6

Yeah, the auto-updater is still broken - but once you are registered on the website, you can download the whole game from here : http://www.factorio.com/download/experimental Yes, I know, I registered long time ago when I bought the game on GOG. That's the only way for us to test the latest experim...
by EstebanLB
Wed Mar 06, 2019 7:25 pm
Forum: Releases
Topic: Version 0.17.6
Replies: 29
Views: 21001

Re: Version 0.17.6

Just checked, 17.2 is the latest I can get with GOG :(

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