Search found 20 matches

by dmsilev
Thu Nov 07, 2024 5:35 am
Forum: Gameplay Help
Topic: Vulcanus: unlocking the Foundry
Replies: 2
Views: 428

Re: Vulcanus: unlocking the Foundry

That did the trick, thanks.

Onwards....
by dmsilev
Thu Nov 07, 2024 4:26 am
Forum: Gameplay Help
Topic: Vulcanus: unlocking the Foundry
Replies: 2
Views: 428

Vulcanus: unlocking the Foundry

I feel like I'm missing something very obvious here. I got to Vulcanus for the first time and started to put things together. Soon enough, I want to unlock the Foundry, so I do what the tech tree tells me and craft some tungsten carbide. After making two full stacks of the stuff, the research entry ...
by dmsilev
Fri Jun 28, 2024 2:23 pm
Forum: News
Topic: Friday Facts #417 - Space Age development
Replies: 103
Views: 27198

Re: Friday Facts #417 - Space Age development

I played the game from start to finish once again, it took 240 hours, which is still way too much. But it needs to be considered that I went quite heavy with the factory size, trying to get almost everything in legendary quality, with the goal of 1 million science per minute (SPM). I haven't reache...
by dmsilev
Fri Apr 05, 2024 2:12 pm
Forum: News
Topic: Friday Facts #405 - Whole belt reader, New logistics GUI
Replies: 141
Views: 26893

Re: Friday Facts #405 - Whole belt reader, New logistics GUI

One additional suggestion for the (very nice) Logistics GUI is to allow the user to create meaningful alias names for "Network #55" and so forth. "Iron Smelters Unloading", "Production Mall", whatever.
by dmsilev
Fri Feb 09, 2024 3:36 pm
Forum: News
Topic: Friday Facts #397 - Factoriopedia
Replies: 121
Views: 27033

Re: Friday Facts #397 - Factoriopedia

Small power poles will now be unlocked by Electronics? So will something be changing about how the first couple of research items be handled? Because without any sort of power poles, right now it's kind of difficult to run the labs.... I guess I could see hand "crafted" research being a t...
by dmsilev
Fri Feb 09, 2024 1:55 pm
Forum: News
Topic: Friday Facts #397 - Factoriopedia
Replies: 121
Views: 27033

Re: Friday Facts #397 - Factoriopedia

Small power poles will now be unlocked by Electronics? So will something be changing about how the first couple of research items be handled? Because without any sort of power poles, right now it's kind of difficult to run the labs.... I guess I could see hand "crafted" research being a th...
by dmsilev
Wed Jul 22, 2020 3:05 pm
Forum: General discussion
Topic: A critique of Factorio’s power generation systems
Replies: 44
Views: 15758

Re: A critique of Factorio’s power generation systems

Conceptually that's okay, if restrictive, but it lacks a wide-area option for sub-distribution, like the current substations provide. And that would be a useful option since there are a bunch of layouts that medium poles don't work for; some replacement would be appreciated. Fair point. OK, leave s...
by dmsilev
Wed Jul 22, 2020 1:58 am
Forum: General discussion
Topic: A critique of Factorio’s power generation systems
Replies: 44
Views: 15758

Re: A critique of Factorio’s power generation systems

For a mod the only realistic way i see would be enforcing very complex restrictions on pole2pole connections, as there is no moddability of the actual power system. As a hypothetical, how about this: * Power poles consume power, like an always-on lamp or similar. How much per pole is a game-balance...
by dmsilev
Fri Jul 17, 2020 10:16 pm
Forum: News
Topic: Friday Facts #356 - Blueprint library for real
Replies: 123
Views: 62631

Re: Friday Facts #356 - Blueprint library for real

Great set of new features. Book within a book within (...) and map-building look wonderful.

Also, glad to hear that your burnout was recoverable. It's been a long road to get so close to 1.0, but the light at the end of the tunnel isn't an oncoming train (hopefully...).
by dmsilev
Wed Jan 22, 2020 2:22 pm
Forum: Releases
Topic: Version 0.18.0
Replies: 87
Views: 82265

Re: Version 0.18.0

Oooh, shiny,.. Could we, perhaps in a forthcoming FFF or similar, get an update on the roadmap? I'm thinking mostly about the big features in-progress such as revamping the blueprint library and reworking the physics engine for fluids. Obviously "it will be done by $DATE" is unrealistic to...
by dmsilev
Fri Sep 27, 2019 3:40 pm
Forum: News
Topic: Friday Facts #314 - 0.17 stable
Replies: 105
Views: 52628

Re: Friday Facts #314 - 0.17 stable

Instead of a belt planner, how about a belt brush that can lay down 4-wide or whatever belts (including handling corners)? There isn't any real skill involved in doing that by hand pre-construction bot, so it doesn't remove any of the design challenges from the game but could alleviate some of the t...
by dmsilev
Fri Jul 26, 2019 3:29 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 329857

Re: Friday Facts #305 - The Oil Changes

I think these changes are better than what was proposed last week, but I'm still of the opinion that you're trying to solve the wrong problem. The underlying problem that people hit with oil is dealing with the multiple outputs and the need to draw from all of them to prevent the refinery from block...
by dmsilev
Mon Jul 22, 2019 4:04 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 243285

Re: Friday Facts #304 - Small bugs; Big changes

It was mentioned a while ago that the overall development plan for 0.17 was to declare it stable, and then have sort of mini experimental branches with new features, all under the 0.17.x umbrella. I'd strongly suggest using one of those branches for this idea. Once the bug count for 0.17 gets low en...
by dmsilev
Tue Jul 16, 2019 9:55 pm
Forum: Releases
Topic: Version 0.17.58
Replies: 53
Views: 31511

Re: Version 0.17.58

For rail placement, a suggestion: Get rid of the distinction between manually placing and "planning", which thus frees up the shift key to toggle between ignore-obstacles and avoid-obstacles. So, if you try to place some rails within manual build distance and you have rails in inventory, t...
by dmsilev
Wed Feb 27, 2019 4:50 pm
Forum: Implemented Suggestions
Topic: [0.17.1] intro too hard
Replies: 104
Views: 39200

Re: [0.17.1] intro too hard

At 90% research completion it hits 100% production, so the player has no chance to keep up. Then it is just about holding out.
I would submit that a Kobayashi Maru scenario is great for a stand-alone, but is probably not appropriate for a tutorial.
by dmsilev
Fri Feb 22, 2019 9:00 pm
Forum: News
Topic: Friday Facts #283 - Prepare to Launch
Replies: 341
Views: 171284

Re: Friday Facts #283 - Prepare to Launch

We were testing the algorithm, and there was a lot of back and forth, but the time was running by and there were some problems not that easy to fix. To prevent things from getting broken in a ways we couldn't anticipate and not to potentially delay the release any further, we decided to split the c...
by dmsilev
Fri Feb 01, 2019 5:40 pm
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 100576

Re: Friday Facts #280 - Visual Feedback is the king

Looks very nice. Why is the check-mark for New Blueprint greyed out in the tool-select GUI? Is that tool always in the toolbar or something?
by dmsilev
Fri Jan 25, 2019 5:50 pm
Forum: News
Topic: Friday Facts #279 - Train GUI & Modern Spitter
Replies: 208
Views: 85504

Re: Friday Facts #279 - Train GUI & Modern Spitter

Curious as to how the rest of the GUI revamp is going. In the overview from two weeks ago, the Train GUI was listed as having just cleared the first step in the pipeline, and from what we see today I assume it's somewhere between Implementation Draft and Final Review. How about all of the other red ...
by dmsilev
Fri Mar 02, 2018 11:17 pm
Forum: Resolved Problems and Bugs
Topic: [jiri][for 0.17][0.16.27] OS X:Incorrect determination of VRAM
Replies: 3
Views: 2489

Re: [0.16.27] OS X:Incorrect determination of VRAM

posila wrote:Thanks for the report.
You can select the high sprite quality, you just need to select it twice in a row.
Thanks. Didn't know about that workaround.
by dmsilev
Thu Mar 01, 2018 5:17 pm
Forum: Resolved Problems and Bugs
Topic: [jiri][for 0.17][0.16.27] OS X:Incorrect determination of VRAM
Replies: 3
Views: 2489

[jiri][for 0.17][0.16.27] OS X:Incorrect determination of VRAM

This is probably not particularly high priority, but thought I'd report it anyway. I have a Mac with two GPUs, the integrated one on the CPU and a separate discrete GPU (hardware is a 2016 MacBook Pro 15" with the Radeon 460 GPU). When starting up, Factorio reports the wrong amount of VRAM; the...

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