Search found 236 matches

by evandy
Sun Dec 08, 2024 1:22 am
Forum: Ideas and Suggestions
Topic: [Suggestion] Blueprints, blueprint books and any armor should be allowed in the inventory when boarding the rocket
Replies: 17
Views: 1794

Re: [Suggestion] Blueprints, blueprint books and any armor should be allowed in the inventory when boarding the rocket

+1 for me - blueprints/deconstruction planners / upgrade planners / other items should be allowed in inventory when boarding a rocket...
by evandy
Wed Dec 04, 2024 12:09 pm
Forum: Ideas and Suggestions
Topic: Achievement Mode
Replies: 6
Views: 842

Re: Achievement Mode

I feel like i answered some of the why above, but…

Why no external blueprints? Because earning achievements with external blueprints doesn’t reflect your work and understanding.

Why single save? Because the existing time based achievements actually matter when you can’t save scum.

Why no map ...
by evandy
Tue Dec 03, 2024 11:32 pm
Forum: Ideas and Suggestions
Topic: Add an alert for blocked undergrounds
Replies: 8
Views: 784

Re: Add an alert for blocked undergrounds

How would this distinguish from an underground that was placed too wide, or just a solo underground without a partner? Is this specifically only if they are blocked by lava? I feel like the display tips, and inability to create an underground by dragging already do a pretty good job of guarding ...
by evandy
Tue Dec 03, 2024 11:25 pm
Forum: Ideas and Suggestions
Topic: Improve recycler belt stacking
Replies: 23
Views: 4076

Re: Improve recycler belt stacking

Concur on this suggestion... obvious improvement & streamlining.
by evandy
Tue Dec 03, 2024 10:46 pm
Forum: Ideas and Suggestions
Topic: Achievement Mode
Replies: 6
Views: 842

Achievement Mode

TL;DR

Add an "Achievement mode" which restricts certain gameplay aspects in order to make sure achievements reflect the current player's actions.

What?
Add a selection during map gen to "Enable Achievements" which would do something like the following:
* no external blueprints - start without ...
by evandy
Tue Dec 03, 2024 5:36 pm
Forum: General discussion
Topic: Space Age is the worst game ever
Replies: 42
Views: 18762

Re: Space Age is too hard

It is a valid and time tested method to learn, so i am really glad the functionality is in the game. But i dont think external blueprints should be compatible with achievements. You should need to earn achievements on your own.
by evandy
Tue Dec 03, 2024 2:57 pm
Forum: General discussion
Topic: Space Age is the worst game ever
Replies: 42
Views: 18762

Re: Space Age is too hard


What do you suggest for those who find it too easy and would like more difficulty.?


Sa reminds me a lot of pure bob’s, pure angel’s and just a touch of seablock. I like new challenges and am loving it.

What would i recommend for people who find it too easy? I would add restrictions to earning ...
by evandy
Tue Dec 03, 2024 2:48 pm
Forum: General discussion
Topic: Space Age is the worst game ever
Replies: 42
Views: 18762

Re: Space Age is too hard

. to the point were I was storing land fill chests in vulcanus ... just .. in .. case ...


The game does not make obvious that you can dump something into the lava. I wish it had a better way to make this obvious. The same way i wish there were ratio calculators or something like helmod in the ...
by evandy
Mon Feb 08, 2021 4:49 pm
Forum: Mods
Topic: [MOD 1.1] Sea Block Pack 0.5.16
Replies: 156
Views: 180300

Re: [MOD 1.1] Sea Block Pack 0.5.0





Is adding Angels' industries (WITHOUT component mode) still on the radar map for the complex nuclear fuel recipes? It works well (I run that way myself), so it sholud be just a change in the modlist.


I've had a few requests so I will be investigating. The bots would be a big change to the ...
by evandy
Wed Dec 16, 2020 10:50 pm
Forum: Mods
Topic: [MOD 1.1] Sea Block Pack 0.5.16
Replies: 156
Views: 180300

Re: [MOD 1.1] Sea Block Pack 0.5.0



Is adding Angels' industries (WITHOUT component mode) still on the radar map for the complex nuclear fuel recipes? It works well (I run that way myself), so it sholud be just a change in the modlist.


I've had a few requests so I will be investigating. The bots would be a big change to the ...
by evandy
Wed Dec 16, 2020 1:54 pm
Forum: Mods
Topic: [MOD 1.1] Sea Block Pack 0.5.16
Replies: 156
Views: 180300

Re: [MOD 1.1] Sea Block Pack 0.5.0


Hi!

As some of you I'm sure have noticed, I'm not Trainwreck. He's been nice enough to trust me to update his modpack. This is my first release. Please let me know if you come across any issues!

KiwiHawk


Glad there is someone he trusts, and thank you for stepping up!

Is adding Angels ...
by evandy
Wed Nov 04, 2020 5:42 pm
Forum: Won't fix.
Topic: [0.18.8] Processing of config-path.cfg on OS X incorrectly
Replies: 3
Views: 2374

Re: [0.18.8] Processing of config-path.cfg on OS X incorrectly

I can understand that analysis... but that leaves the following problem:
- How can you have a local copy of factorio (say, a different version from steam), with its own set of user data (mods/etc.)?

By default, on os x, all of that data goes to ~/Library/Application Support/factorio (which is ...
by evandy
Tue Sep 15, 2020 2:08 am
Forum: Ideas and Suggestions
Topic: Beacon on/off via circuit network
Replies: 27
Views: 12542

Re: Beacon on/off via circuit network

I'm definitely in favor of making beacons possible to enable/disable via circuit condition. (Either that or make them auto-shutdown when machines in their radius are idle, and that's probably a UPS problem).

Why not add such a condition to anything else? Because everything else stops consuming gobs ...
by evandy
Tue Sep 15, 2020 2:03 am
Forum: Ideas and Suggestions
Topic: Do not show no_power_warning icon when using power switch
Replies: 68
Views: 22750

Re: Do not show no_power_warning icon when using power switch

The only real reason to shut off power with a power switch (vs turning off input belts/inserters) is beacons - which consume gobs of power, even when no machines in their area are active. Rather than mucking about with power, reconnection computations, & etc. why not just fix the idle beacon problem ...
by evandy
Fri Aug 28, 2020 10:11 pm
Forum: Implemented in 2.0
Topic: (Hotkey to) Replace existing structures with blueprint / Replace with bp / Forced bp placing/deconstruction
Replies: 80
Views: 54407

Better Blueprint Placement

I didn't see this mentioned when I searched; if it is already there please feel free to consolidate.

TL;DR
Rules for placing blueprints with & without conflicts should be smarter

What ?
I think that the rules the engine uses to validate blueprint placement should be enhanced as follows:
- If ...
by evandy
Sun Aug 23, 2020 3:29 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1211393

Re: [1.0] Sea Block Pack 0.4.10


I just went and played with Helmod a bit more - holy shit, this is bananas . Using Electrolysis II to produce slag for a 75 Mineral Sludge/second setup (my standard building block) spits out enough mineralized water to produce 19 megawatts of power over and above it's operating cost! Plus, crystal ...
by evandy
Sun Aug 23, 2020 3:34 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1211393

Re: [1.0] Sea Block Pack 0.4.10

The other major change to power is the electrode-based recipies in the electrolyzers. Cleaning electrodes now gives you back additional mineralized water on top of what you get from the slag. I have seen peoples bases run totally off the mineralized water (heading to algae II/charcoal) while using ...
by evandy
Thu Aug 13, 2020 3:16 pm
Forum: Implemented in 2.0
Topic: Automatically landfill when placing blueprints/ghosts
Replies: 89
Views: 55150

Re: Automatically landfill when placing blueprints/ghosts



We want a feature, and you are arguing against it even though your playstyle will continue to work regardless. That's weird. These are not valid arguments.

I try to show alternative options, that enable another playstyle than yours. :) And as side effect enable both styles. Sorry, I don’t have ...
by evandy
Tue Aug 11, 2020 3:53 pm
Forum: Implemented in 2.0
Topic: Automatically landfill when placing blueprints/ghosts
Replies: 89
Views: 55150

Re: Automatically landfill when placing blueprints/ghosts

I'm totaly for not scheduling bots for entity ghosts as long as the landfill / tile ghost beneath them doesn't have a bot assigned. Even waiting for the landfill / tile ghost to be placed would be ok-ish, although slower. But they should be visible right from the start. Hiding that some placement ...
by evandy
Mon Aug 10, 2020 6:36 pm
Forum: Implemented in 2.0
Topic: Automatically landfill when placing blueprints/ghosts
Replies: 89
Views: 55150

Re: Automatically landfill when placing blueprints/ghosts

Right, that’s exactly my suggestion. Update the base game to put down both ghosts and have the machine placing bot wait for the landfill to be placed (same way they wait for deconstruction).

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