Search found 44 matches

by MoleOnDope
Sat Mar 23, 2019 6:31 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 282
Views: 48549

Re: Mylon's Many Mods

So I got to try out DangOreus finally and find it quite enjoyable so far. However, I consistently get crashes: Whenever I move too far away from the starting area, I get a popup informing me about an error that can't be fixed before I get sent back to main menu. DangOreus is the only mod installed b...
by MoleOnDope
Sat Mar 16, 2019 10:41 pm
Forum: General discussion
Topic: [0.17.13] What's the intention behind the new extended tutorial map?
Replies: 1
Views: 314

[0.17.13] What's the intention behind the new extended tutorial map?

So after I've been asked so nicely by the FFF#286 to try out the updated introduction campaign, I've fumbled with it some more :D I have already given a pretty detailed description about my experience with the 0.17 intro this far in this post and I would say my experience hasn't changed significantl...
by MoleOnDope
Thu Mar 14, 2019 9:31 pm
Forum: Duplicates
Topic: [0.17.12] Crash When picking a temporary station while wait condition is active
Replies: 1
Views: 136

[0.17.12] Crash When picking a temporary station while wait condition is active

What happened? I wanted to quickly call a train to my character, enter and have it return to the station I called it from. In the process the game froze and pointed me to the log file before closing. What did I do? I opened the map (m) and selected a train waiting indefinitely in a far away station...
by MoleOnDope
Tue Mar 12, 2019 12:07 pm
Forum: Outdated/Not implemented
Topic: [0.17.3] Campaign Experience and Suggestions
Replies: 16
Views: 1300

Re: [0.17.3] Campaign Experience and Suggestions

abregado wrote:
Mon Mar 11, 2019 10:15 am

Thanks for your very well thought out post.
You're very much welcome, that's what the community is for!
by MoleOnDope
Thu Mar 07, 2019 5:04 pm
Forum: Outdated/Not implemented
Topic: [0.17.3] Campaign Experience and Suggestions
Replies: 16
Views: 1300

Re: [0.17.3] Campaign Experience and Suggestions

I'm just... Baffled. Where do you take all this from? At no point did I suggest anything you describe? Except for "make things easier initially", which you at least sort of agreed upon- Agreed. I don't think the campaign as it stands is too hard, but I do think it's hard . And maybe less-hard is bet...
by MoleOnDope
Thu Mar 07, 2019 2:11 pm
Forum: Ideas and Suggestions
Topic: Now vacant pickaxe slot should get dedicated to construction robots
Replies: 7
Views: 371

Re: Now vacant pickaxe slot should get dedicated to construction robots

I don't know about Robot Stacker, it feels redundant. I would prefer just to have all 600 bots in one cell. But it is a technical question, developers will decide how to make at. Yeah, it's just a suggestion :) The thing with having all of them in the cell would mean suddenly allowing a much bigger...
by MoleOnDope
Thu Mar 07, 2019 1:35 pm
Forum: Ideas and Suggestions
Topic: Now vacant pickaxe slot should get dedicated to construction robots
Replies: 7
Views: 371

Now vacant pickaxe slot should get dedicated to construction robots

TL;DR The pickaxe slot got removed in 0.17 and can now be replaced with a slot that takes the personal roboport's construction bots. What ? At the beginning of the game, said slot would simply accept up to one Stack of bots. Easy and effective. Later, when the player might want to use several Perso...
by MoleOnDope
Thu Mar 07, 2019 9:25 am
Forum: Outdated/Not implemented
Topic: [0.17.3] Campaign Experience and Suggestions
Replies: 16
Views: 1300

Re: [0.17.3] Campaign Experience and Suggestions

Well... Obviously that's a reasonable thing to do , especially in factorio... But I assume the first steps' to-do list should avoid concluding on "go on the internet and look up a tutorial for the tutorial"? ;) Isn't that how we all learned freeplay ? My man, you need to start reading what I say ;)...
by MoleOnDope
Thu Mar 07, 2019 7:35 am
Forum: Ideas and Suggestions
Topic: Personal Ammo Limit
Replies: 2
Views: 139

Re: Personal Ammo Limit

Sounds more like you need more ammo production, rather than a limit on how many to stow away for your gun :lol: Sorry for being silly, but I do feel like that would only overcomplicate things. With biters being a lot more of a threat in 0.17 I wouldn't limit myself on ammo production, I would say pr...
by MoleOnDope
Thu Mar 07, 2019 7:24 am
Forum: Ideas and Suggestions
Topic: Quickbar, replace slot with current item
Replies: 7
Views: 297

Re: [0.17.x] Overwriting Toolbelt Slot

I feel like if I have my inventory open and I put an item onto a slot, it should take up that toolbelt slot no matter what is already there. (Is there an option I'm missing that changes this behavior?) If I read correctly, that's OP's proposal: an option to override a taken toolbelt slot directly b...
by MoleOnDope
Wed Mar 06, 2019 4:35 pm
Forum: Modding discussion
Topic: Removing fluid temperature - thoughts?
Replies: 93
Views: 6453

Re: Removing fluid temperature - thoughts?

Generally speaking I would say mixing steam of different temperatures makes no sense at all (vast differences in many properties like pressure, saturation etc.). Also, I have no clue why someone would like to change the temperature of any other liquid in factorio...? In Factorio, all fluids are bas...
by MoleOnDope
Tue Mar 05, 2019 4:07 pm
Forum: Outdated/Not implemented
Topic: [0.17.3] Campaign Experience and Suggestions
Replies: 16
Views: 1300

Re: [0.17.3] Campaign Experience and Suggestions

After My very crushing "first steps", I watched the discussions in the forums and learned a lot about the intro I'd like to weigh in a little here on this and say I think this is exactly what a player should do if they have trouble with something: go look for help. Well... Obviously that's a reason...
by MoleOnDope
Tue Mar 05, 2019 10:22 am
Forum: General discussion
Topic: Some thoughts on 0.16 -> 0.17
Replies: 25
Views: 2889

Re: Some thoughts on 0.16 -> 0.17

once you can casually sprawl solar panels make power irrelevant, and nuclear power is kinda op due to the advance refining thinggy. I am still overly confused by solar and nuclear. I feel like the ratio of panels and accumulators is complicated, so I don't want to do the maths to work it out, but I...
by MoleOnDope
Tue Mar 05, 2019 9:35 am
Forum: Outdated/Not implemented
Topic: [0.17.3] Campaign Experience and Suggestions
Replies: 16
Views: 1300

[0.17.3] Campaign Experience and Suggestions

After Playing around enough with the new 0.17 Campaign I'd like to describe my experience , give my opinion on what I personally think it gets wrong and also give a number of suggestions that might help improve it. What might help understand the given criticism a bit better: I first got the demo for...
by MoleOnDope
Fri Mar 01, 2019 8:15 pm
Forum: Outdated/Not implemented
Topic: [0.17.2] Tutorial seems very difficult
Replies: 34
Views: 2822

Re: [0.17.2] Tutorial seems very difficult

At 90% research, the biter attacks are designed to consume 100% of your production capacity in ammo, so unless you've gotten ahead of the previous attack strength, you're guaranteed to be overrun. I know this comes directly from the devs, having read about this topic for a while now. Leaving all pr...
by MoleOnDope
Fri Mar 01, 2019 7:29 pm
Forum: News
Topic: Friday Facts #284 - 0.17 experimental
Replies: 190
Views: 19111

Re: Friday Facts #284 - 0.17 experimental

Will we get Loaders in Freeplay? Have Loaders only work with filling up/emptying chest-types (wagons and chests). Everything else would need inserters. I believe loaders/feeders are intended as tools for playtesting by the devs or modders, so they're deliberately not made for vanilla. Inserters wou...
by MoleOnDope
Fri Mar 01, 2019 6:58 pm
Forum: Implemented Suggestions
Topic: [0.17.0] Tutorial: "Feeder" vs. "Loader"
Replies: 12
Views: 2901

Re: [0.17.0] Tutorial: "Feeder" vs. "Loader"

Also it's absolutely unobvious that loader must be feeded by belts, not arms. Thank you. I stood there for a good minute or two absolutely clueless how to interact with them: Drop items on it manually? No. Open some kind of interface? No. Stack-load the thing with Ctrl-LMB? No. Put the items direct...
by MoleOnDope
Fri Mar 01, 2019 4:36 pm
Forum: Balancing
Topic: Power armor power systems
Replies: 19
Views: 1446

Re: Power armor power systems

They just buffed the solar panels to 30kW. I try to soak up every bit of information about 0.17 and yet manage to miss out on some of the most interesting parts :roll: This is essential, now the lower tier power armors will be a lot more viable. I also agree that the portable fusion reactor doesn't...
by MoleOnDope
Fri Mar 01, 2019 4:08 pm
Forum: Gameplay Help
Topic: New Shortcut Buttons cannot be enabled
Replies: 5
Views: 487

Re: New Shortcut Buttons cannot be enabled

Others like undo, copy / paste etc have their checkbox disabled so that it cannot be checked. I had the same experience as well and found it confusing because I did 't know why others were using these already but I couldn't. I later found a prompt that appears if you hover over the greyed out optio...
by MoleOnDope
Fri Mar 01, 2019 3:53 pm
Forum: Gameplay Help
Topic: A Long Guide to the Fantastic New Quickbar (0.17)
Replies: 13
Views: 6070

Re: A Long Guide to the Fantastic New Quickbar (0.17)

I legit thought this was put together by a factorio staff member :D Thank you for your super detailed and nicely structured guide, I will definitely come back to it whenever I'm unsure about something! I encourage you to get this integrated into the wiki, there's probably not much else left to say a...

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