Search found 172 matches

by Nemoricus
Fri Jan 25, 2019 9:21 pm
Forum: News
Topic: Friday Facts #279 - Train GUI & Modern Spitter
Replies: 208
Views: 23783

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

Looking good. I'm still hoping that we'll get a way to select their next station based on some criteria (IE, an iron ore train goes to stations that need iron ore), though.
by Nemoricus
Sun Jan 06, 2019 6:11 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 41983

Re: Friday Facts #275 - 0.17 Science changes

Now, these are observations based on the current recipes in the game. I still think that making better use of heavy oil, light oil, and petroleum gas as separate products would be preferable to the current state where advanced oil processing is all but required to avoid stalling production. I think...
by Nemoricus
Sun Jan 06, 2019 5:33 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 41983

Re: Friday Facts #275 - 0.17 Science changes

I'll add that, since coal liquefaction produces light oil, it adds to the problem of using up light oil without cracking. You can buff it all you like, but without sinks for light oil, you still run into the problem of stalling oil production. If the next version really does shift the output to a he...
by Nemoricus
Sun Jan 06, 2019 3:39 am
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 41983

Re: Friday Facts #275 - 0.17 Science changes

Coal cracking is less effective than light oil cracking. It gives a respectable boost of oil resources but it's not an end all solution. It never will be an end all solution because light oil cracking is essential to maximize oil resources. Therefore the weaker tech belongs at an earlier spot in th...
by Nemoricus
Thu Jan 03, 2019 7:13 pm
Forum: General discussion
Topic: 0.17 Hype?
Replies: 130
Views: 23369

Re: 0.17 build available?

Not yet. The roadmap post indicates that a release is planned for this month, but there’s no specific date for it.
by Nemoricus
Thu Jan 03, 2019 12:40 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 59119

Re: Friday Facts #266 - Cleanup of mechanics

As I understand it, all entities have had their energy consumption values tweaked so that the relative efficiency of, say, electric furnaces and steel furnaces remains the same.
by Nemoricus
Wed Jan 02, 2019 1:04 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 41983

Re: Friday Facts #275 - 0.17 Science changes

This update suggests that the devs think a lot of players are using automated science production as a source of materials for further expansion, and expansion of their main factory to fuel science production. My play style definitely doesn't include this, nor does that of most of the people I've wa...
by Nemoricus
Sat Dec 29, 2018 10:37 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 41983

Re: Friday Facts #275 - 0.17 Science changes

On the whole, this particular update is one where I'm in a mood to wait and see, since it's hard to gauge how the changes to science will feel without playing with the recipes in game. But, some of the things mentioned in this thread do warrant some comment, though. Science pack names: While on one ...
by Nemoricus
Fri Aug 24, 2018 11:18 am
Forum: News
Topic: Friday Facts #257 - NPE/Campaign update
Replies: 111
Views: 18199

Re: Friday Facts #257 - NPE/Campaign update

I like the changes to the rocket science tree. Makes it more of a gradual build-up then a monolithic task, and since there's uses for everything in the tree, you're incentivized to start working on it early. I hope that shallow water makes it into the freeplay modes. Like cliffs, it's another terrai...
by Nemoricus
Sun Jul 08, 2018 8:18 am
Forum: News
Topic: Friday Facts #250 - Dead end conclusion
Replies: 142
Views: 18364

Re: Friday Facts #250 - Dead end conclusion

I am sure you all have seen this reddit thread, but I think this is exactly how they should act. I think that blueprints being items is unessisary, and only adds more complication and confusion then keeping them as items for "consistency". There is very little about blueprints that say items, so wh...
by Nemoricus
Sat Jun 09, 2018 4:20 am
Forum: News
Topic: Friday Facts #246 - The GUI update (Part 3)
Replies: 161
Views: 20593

Re: Friday Facts #246 - The GUI update (Part 3)

Will there be a way to save custom presets in the game itself? IE, without having to copy a string and saving it to an external file?
by Nemoricus
Fri Apr 13, 2018 10:43 pm
Forum: News
Topic: Friday Facts #238 - The GUI update (Part II)
Replies: 143
Views: 20422

Re: Friday Facts #238 - The GUI update (Part II)

The main issue I see with the tech tree as it is lies in the icons. They're very busy, and while they look nice up close, when viewed from a more distant perspective, it's difficult to quickly identify which technology is which. The icons should be revisited, with an eye towards making them readily ...
by Nemoricus
Sat Feb 03, 2018 5:14 am
Forum: News
Topic: Friday Facts #228 - High resolution turrets
Replies: 135
Views: 45001

Re: Friday Facts #228 - High resolution turrets

This change to laser turrets may get me to actually use them, because that effect is pretty cool.
by Nemoricus
Sat Jan 06, 2018 5:50 am
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 103025

Re: Friday Facts #224 - Bots versus belts

It seems like there are two main objections to bots in their current form: Infinite throughput and ease of use. If bots are limited in how many can access a chest in a given period of time, the infinite throughput goes away, but it then adds a new challenge for players to solve. How do you maximize ...
by Nemoricus
Fri Nov 17, 2017 3:10 pm
Forum: News
Topic: Friday Facts #217 - Just another Friday Facts
Replies: 84
Views: 14421

Re: Friday Facts #217 - Just another Friday Facts

Nice. Counter-suggestion: remove the resource "pecking order" entirely and just assign each resource patch a random weight. What patch swallows up other patch would depend on their relative weights and distance from the patch center tile. This will result in greater variability (iron won't always o...
by Nemoricus
Fri Jul 14, 2017 12:40 am
Forum: Releases
Topic: Version 0.15.28
Replies: 53
Views: 20474

Re: Version 0.15.28

posila wrote:
Jouquer wrote:Please, make the 45 degrees names a optional. :(
There will be "show-train-stop-names-at-angle" in config.ini in 0.15.29, but it won't be exposed in game GUI yet.
Please make it a full option soon. The 45 degree angle looks bizarre and downright awful.
by Nemoricus
Wed May 24, 2017 3:46 pm
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 60565

Re: Friday Facts #191 - Gui improvements

Queue to front wouldn't remove the need or desire to automate. It's still a single item crafting slot, which means that automation is necessary for parallel production of items. It's also tedious to keep manually queuing items. That said, I'm dubious about the need for queue to front. Yes, it's hand...
by Nemoricus
Wed May 24, 2017 12:46 pm
Forum: Ideas and Suggestions
Topic: No Water Sign for Boilers and No Steam for Steam Engines
Replies: 6
Views: 2149

No Water Sign for Boilers and No Steam for Steam Engines

Judging by the replies I've seen around here, the way boilers, heat exchangers, and steam engines/turbines work is somewhat confusing for people. To help combat this, I propose that boilers have a No Water sign similar to their Out of Fuel sign when they don't have water, a No Steam sign for steam e...
by Nemoricus
Mon May 22, 2017 11:14 pm
Forum: Won't fix.
Topic: Ore deposites Do not update on map update
Replies: 3
Views: 589

Re: Ore deposites Do not update on map update

There is no bug. Even if an ore patch isn't completely shown within the map's visible boundaries, the full value of the ore deposit is given, including the parts that aren't visible yet.
by Nemoricus
Sun May 21, 2017 1:44 pm
Forum: Implemented Suggestions
Topic: Allow replacing belt segment with a splitter
Replies: 15
Views: 1457

Re: Allow replacing belt segment with a splitter

This would be very handy. +1

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