Search found 19 matches

by Lithane
Sun Sep 29, 2024 5:16 am
Forum: News
Topic: Friday Facts #430 - Drowning in Fluids
Replies: 303
Views: 31886

Re: Friday Facts #430 - Drowning in Fluids

Honestly the extents thing sounds like it will be really annoying for bigger bases. It may be a change aimed at long distance pipes and trains, but when building a base in a mod with a lot of different fluids and big bases, it means that low-throughput utility fluids suddenly need double-pump arran...
by Lithane
Sat Jun 22, 2024 5:57 pm
Forum: News
Topic: Friday Facts #416 - Fluids 2.0
Replies: 461
Views: 65692

Re: Friday Facts #416 - Fluids 2.0

Still, considering that machines, pumps and offshore pumps (I assume) are still limited by how much they produce/move, pipe segments will - as indicated - not immediately fill. This limits how much machines can draw from the pipe segment (as indicated in the FFF). So even for larger bases, you'll s...
by Lithane
Fri Jun 21, 2024 5:57 pm
Forum: News
Topic: Friday Facts #416 - Fluids 2.0
Replies: 461
Views: 65692

Re: Friday Facts #416 - Fluids 2.0

I think the new system can work, but I have an issue with the fact it's essentially acting as a portal system, where as long as there is enough fluid to get all the way across the pipes, you are essentially teleporting fluids instantly to where you want it, this completely goes against every other f...
by Lithane
Sat Feb 10, 2024 4:04 am
Forum: News
Topic: Friday Facts #397 - Factoriopedia
Replies: 121
Views: 25190

Re: Friday Facts #397 - Factoriopedia

Plus, if you are using WIndows you might not be able to use the RIght Alt button soon! They are replacing it with a new key! That'll be funny for the half of the world that needs the right alt key for things like {, [, @, ], }, ~, |, ... My understanding was that they will be adding a new copilot k...
by Lithane
Sat Jan 20, 2024 3:11 am
Forum: News
Topic: Friday Facts #394 - Assembler flipping and circuit control
Replies: 134
Views: 29530

Re: Friday Facts #394 - Assembler flipping and circuit control

gGeorg wrote:
Fri Jan 19, 2024 12:09 pm
Assembling machine circuit control applyed on centrifuge removes challenge of designing efficient enrichment process.
I am not sure it is correct approach.
I don't really see this. An efficient enrichment process can be simplified by just using bots already...
by Lithane
Sat Dec 16, 2023 2:45 am
Forum: News
Topic: Friday Facts #389 - Train control improvements
Replies: 151
Views: 33759

Re: Friday Facts #389 - Train control improvements

Really like that you've added train schedule groups, generally speaking you are always going to be working with a bunch of groups of trains with the same schedule in a large factory, it only makes sense for them to be grouped and all changed at once. I also like the way you are approaching more comp...
by Lithane
Thu Feb 25, 2021 8:43 pm
Forum: News
Topic: Friday Facts #365 - Future plans
Replies: 298
Views: 180837

Re: Friday Facts #365 - Future plans

I'm definitely in favor of a big expansion, it's an excellent way to continue funding the game, without the hassle that dlc's become. As a fan of Paradox games I am thoroughly sick of dlc's lol.
by Lithane
Mon Jun 24, 2019 6:33 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.51] hangs up while placing refined concrete
Replies: 3
Views: 5265

Re: [0.17.51] hangs up while placing refined concrete

I crashed due to this bug while playing in my regular world I believe and this update to fix it was ready and waiting for me lol. The factorio team is just amazing at responding to these crashes so fast.
by Lithane
Sat Mar 02, 2019 6:43 am
Forum: Implemented Suggestions
Topic: [0.17.1] intro too hard
Replies: 104
Views: 38278

Re: [0.17.1] intro too hard

But on the other hand it revised my threat categorization from Zelda’s Navi to Halo’s Monitor. It’s not my friend who will abandon me long after proving itself a nuisance. It’s a hostile NPC pretending to be my friend. I was halfway expecting to find out that Compy crashed the ship on purpose becau...
by Lithane
Sat Mar 02, 2019 6:40 am
Forum: Implemented Suggestions
Topic: [0.17.1] intro too hard
Replies: 104
Views: 38278

Re: [0.17.1] intro too hard

After sitting and watching my mom try the game for the first time ever on the intro map, I can say that it's definitely not too hard for anyone who has some experience gaming. She never plays pc games and her biggest involvement in video games is playing civ revolution on the xbox. With some gentle ...
by Lithane
Fri Mar 01, 2019 10:51 pm
Forum: News
Topic: Friday Facts #284 - 0.17 experimental
Replies: 190
Views: 72169

Re: Friday Facts #284 - 0.17 experimental

To anyone saying the biters are too hard, I killed all the biter bases with my pistol, wood chests, and stone furnaces... And for the final bit I just setup all my iron to be made into ammo, it really wasn't hard to setup 4 turrets with 200 ammo each next to where the biters spawned. And how did he ...
by Lithane
Fri Mar 01, 2019 10:38 pm
Forum: Duplicates
Topic: Tutorial Bug - Turret build / ammo load not detected
Replies: 3
Views: 1553

Re: Tutorial Bug - Turret build / ammo load not detected

Yea I did the same thing. I wiped out all the biter nests with the pistol so by the time I got to turrets I was building them off where the biter nests used to be, it didn't give me credit for building and filling the turret until I built one at the area your new base is supposed to be.
by Lithane
Sat Feb 23, 2019 9:20 pm
Forum: News
Topic: Friday Facts #283 - Prepare to Launch
Replies: 341
Views: 168435

Re: Friday Facts #283 - Prepare to Launch

Hyped for the release of .17 Everything looks amazing :D
by Lithane
Sat Feb 23, 2019 9:15 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 234068

Re: Friday Facts #266 - Cleanup of mechanics

Well, I am extremely disappointed. What I want is a mod with different tools that go in the tool slot. Maybe an axe that only cuts trees and not the ore underneath. Or maybe a tool that only removes buildings so I don't have to chop multiple trees simply to pick up a segment of wall/track. A whole ...
by Lithane
Fri Nov 02, 2018 7:31 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 234068

Re: Friday Facts #266 - Cleanup of mechanics

Well, I am extremely disappointed. What I want is a mod with different tools that go in the tool slot. Maybe an axe that only cuts trees and not the ore underneath. Or maybe a tool that only removes buildings so I don't have to chop multiple trees simply to pick up a segment of wall/track. A whole ...
by Lithane
Fri Nov 02, 2018 7:31 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 234068

Re: Friday Facts #266 - Cleanup of mechanics

I'm amazed at how the removal of a useless act (crafting the object pickaxe) is prophetized to end the world. Honestly, I can't understand how not having to manually craft oneself a pickaxe has any chance to drastically change the game into anything else. The mining animation will still be there, w...
by Lithane
Fri Nov 02, 2018 7:24 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 234068

Re: Friday Facts #266 - Cleanup of mechanics

I love the idea of starting a new game and being able to skip crafting an iron pick, so much wasted time...
by Lithane
Tue Jul 03, 2018 3:37 am
Forum: News
Topic: Friday Facts #247 - Pricing and its exploits
Replies: 140
Views: 68253

Re: Friday Facts #247 - Pricing and its exploits

Anytime a game raises in price, especially one that doesn't go on sale, there are going to be people from websites like g2a that buy up gift copies or keys for the game, then resell them to people for a discounted from current, yet still higher than normal price. The only way to get rid of that is t...
by Lithane
Tue Jul 03, 2018 3:12 am
Forum: News
Topic: Friday Facts #249 - Dead end exploration
Replies: 206
Views: 78352

Re: Friday Facts #249 - Dead end exploration

To me, just having the copy and paste functionality, rather than needing a blueprint all the time, would clear up a lot of the situations where my inventory gets cluttered with random blueprints. If I had to pick one I believe option 4 sounded the best to me out of the proposed ideas.

Go to advanced search