Search found 29 matches

by BrainlessTeddy
Fri Mar 20, 2020 1:54 pm
Forum: News
Topic: Friday Facts #339 - Beacon HR + Redesign process
Replies: 211
Views: 21622

Re: Friday Facts #339 - Beacon HR + Redesign process

Tbh I don't like the new design. It doesn't fit in the style of Factorio, it's to futuristic and looks more like a sci-fi rocket while the rest of the game looks more like steampunk. Also it doesn't look like it's emitting something. And as someone else said already, the beacon shouldn't catch atten...
by BrainlessTeddy
Wed Mar 18, 2020 7:58 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.18.14] Graphs are not shown after using the search function in the production statistics GUI.
Replies: 2
Views: 314

[Oxyd] [0.18.14] Graphs are not shown after using the search function in the production statistics GUI.

After using the search function the graphs are not shown:
20200318205349_1.jpg
20200318205349_1.jpg (554.77 KiB) Viewed 314 times
As soon as I switch from 10 min to something else they are shown correctly. This is happening only in the production statistics GUI and not in the power statistics GUI.
by BrainlessTeddy
Wed Feb 12, 2020 9:10 pm
Forum: Not a bug
Topic: [0.18.6] Doesn't stop building ghosts after getting this item while building.
Replies: 3
Views: 169

Re: [0.18.6] Doesn't stop building ghosts after getting this item while building.

Loewchen wrote:
Wed Feb 12, 2020 8:51 pm
This is working exactly as documented in the wiki.
But why would they change it? Assuming they did so in one of the newer versions.
by BrainlessTeddy
Wed Feb 12, 2020 8:33 pm
Forum: Not a bug
Topic: [0.18.6] Doesn't stop building ghosts after getting this item while building.
Replies: 3
Views: 169

[0.18.6] Doesn't stop building ghosts after getting this item while building.

I explain what I mean: (This is the only situation where this happend to me) When I want to build something I don't have in my inventory, I press Q over a building I've already placed to build ghosts of it. When I deconstruct the already existing building while I'm in "building mode" it keeps to pla...
by BrainlessTeddy
Thu Jan 23, 2020 11:43 am
Forum: Releases
Topic: Version 0.18.0
Replies: 87
Views: 46467

Re: Version 0.18.0

Just some feedback for you: I like the update. Especially the new main menu and the grafics. There's now a real difference between the nature which is bright and colourful and the factory which is dark and grey. I also really like the new map. I'll add a little complaint to my previous reply: I cha...
by BrainlessTeddy
Wed Jan 22, 2020 9:05 am
Forum: Releases
Topic: Version 0.18.0
Replies: 87
Views: 46467

Re: Version 0.18.0

Just some feedback for you: I like the update. Especially the new main menu and the grafics. There's now a real difference between the nature which is bright and colourful and the factory which is dark and grey. I also really like the new map.
by BrainlessTeddy
Sat Nov 16, 2019 8:57 pm
Forum: News
Topic: Friday Facts #320 - Color correction
Replies: 202
Views: 22807

Re: Friday Facts #320 - Color correction

bobingabout wrote:
Sat Nov 16, 2019 8:14 pm
of course it is, this is just my silly way of saying "You made the game worse."
-.-
But I don't agree with you. The factory is too bright but I think it's better than before. The environement, the so called "nature" looks way better I think. And the map is better, too.
by BrainlessTeddy
Sat Nov 16, 2019 6:09 pm
Forum: News
Topic: Friday Facts #320 - Color correction
Replies: 202
Views: 22807

Re: Friday Facts #320 - Color correction

I can definitely say, that with the exception of the map, the right hand side looks way better in every image, the left looks too bright and cartoony, which completely breaks the feel of a game like Factorio. the left hand side of the map looks better though. Considering left is before, and right i...
by BrainlessTeddy
Tue Nov 12, 2019 12:14 pm
Forum: News
Topic: Friday Facts #320 - Color correction
Replies: 202
Views: 22807

Re: Friday Facts #320 - Color correction

I like the new look (No idea why the others are crying like that) Bonus points, if you can implement a way to automaticly go (gradually) back to the old look (and beyond) when the pollution rises. And vice versa: when the pollution goes back, it should take at least 5 times so long to go back one g...
by BrainlessTeddy
Fri Nov 08, 2019 8:49 pm
Forum: News
Topic: Friday Facts #320 - Color correction
Replies: 202
Views: 22807

Re: Friday Facts #320 - Color correction

I'm a fan of the changes. I always thought that the game looked to dark, especially the map. I really appreciate that trees are now way easier to see.
by BrainlessTeddy
Mon Oct 21, 2019 10:23 am
Forum: Energy Production
Topic: Solar farm with perfect ratio.
Replies: 28
Views: 4450

Re: Solar farm with perfect ratio.

Remember : the truth is relative. This is why "perfect" things doesn't exists. I can make a long philosophical post about it, but I won't, it's too long. Just one word : Schrödinger. And that's why I choose the "perfect" ratio because I don't like having some random ratio. But I know that it's not ...
by BrainlessTeddy
Sun Oct 20, 2019 4:07 pm
Forum: Energy Production
Topic: Solar farm with perfect ratio.
Replies: 28
Views: 4450

Re: Solar farm with perfect ratio.

Remember : the truth is relative. This is why "perfect" things doesn't exists. I can make a long philosophical post about it, but I won't, it's too long. Just one word : Schrödinger. And that's why I choose the "perfect" ratio because I don't like having some random ratio. But I know that it's not ...
by BrainlessTeddy
Fri Sep 27, 2019 8:02 pm
Forum: Combinator Creations
Topic: Pong in Factorio.
Replies: 2
Views: 1235

Pong in Factorio.

I made Pong in Factorio. I posted a video on reddit . And here is the blueprint for this minigame: 0eNrtfe1uXEly5assBBjYtcXeG5HfjZkBeseLgYHecU/vwOjGYiBQUnU3MRQpkFTbjUE/gN/CP3ZfzE+yLIqUipUZeSMO64OVpA3YM1LdUFVkZNzIyHNO/O3F69MPi/cXJ2dXL77824uTN+dnly++/D9/e3F58uPZ8enyz65+eb948eWLn08urj5c/8nLF2fH75Z/8PET...
by BrainlessTeddy
Tue Sep 24, 2019 6:31 pm
Forum: Energy Production
Topic: Solar farm with perfect ratio.
Replies: 28
Views: 4450

Re: Solar farm with perfect ratio.

eradicator wrote:
Tue Sep 24, 2019 4:11 pm
Personally i just build solar fields and accu fields seperately, i find that easier to expand.
Accus <10% left after the night? -> more accus.
Accus not 100% full before the night? -> more solars
I prefer having one blueprint you can place and don't have to worry about power production again.
by BrainlessTeddy
Tue Sep 24, 2019 4:01 pm
Forum: Energy Production
Topic: Solar farm with perfect ratio.
Replies: 28
Views: 4450

Re: Solar farm with perfect ratio.

BlueTemplar wrote:
Mon Sep 23, 2019 7:49 pm
Remember that the so-called "perfect" ratio actually means "just enough accumulators to go through the night without brownouts assuming perfectly flat demand" - which it won't be...
Yeah, I know. Maybe I'll remove some roboports from the middle and place some accus instead.
by BrainlessTeddy
Mon Sep 23, 2019 6:12 pm
Forum: Energy Production
Topic: Solar farm with perfect ratio.
Replies: 28
Views: 4450

Re: Solar farm with perfect ratio.

Are 11 roboports really needed ? No, but how would you fill the empty space instead? And more roboports means faster recharging for your bots. Each roboport wastes 1.2 solar panels (+accu) worth of power for passive drain even after the solar field is complete. So about 3% of the area of your bluep...
by BrainlessTeddy
Mon Sep 23, 2019 4:32 pm
Forum: Energy Production
Topic: Solar farm with perfect ratio.
Replies: 28
Views: 4450

Re: Solar farm with perfect ratio.

ZombieMooose wrote:
Mon Sep 23, 2019 4:16 pm
BrainlessTeddy wrote:
Mon Sep 23, 2019 9:38 am
ZombieMooose wrote:
Mon Sep 23, 2019 7:46 am
Could remove the one in the middle and replace it with a radar. That'll fix the symetry issue.
I don't see how that would fix the symmetry issue...
Cause there's 11 roboports.
But having an even number of roboports doesn't make the blueprint symmetrical.
by BrainlessTeddy
Mon Sep 23, 2019 9:38 am
Forum: Energy Production
Topic: Solar farm with perfect ratio.
Replies: 28
Views: 4450

Re: Solar farm with perfect ratio.

ZombieMooose wrote:
Mon Sep 23, 2019 7:46 am
Could remove the one in the middle and replace it with a radar. That'll fix the symetry issue.
I don't see how that would fix the symmetry issue...
by BrainlessTeddy
Mon Sep 23, 2019 9:33 am
Forum: Energy Production
Topic: Solar farm with perfect ratio.
Replies: 28
Views: 4450

Re: Solar farm with perfect ratio.

Koub wrote:
Mon Sep 23, 2019 7:42 am
Are 11 roboports really needed ?
No, but how would you fill the empty space instead? And more roboports means faster recharging for your bots.
by BrainlessTeddy
Sun Sep 22, 2019 5:21 pm
Forum: Energy Production
Topic: Solar farm with perfect ratio.
Replies: 28
Views: 4450

Re: Solar farm with perfect ratio.

Solar farms are always good for megabases and saving UPS. This looks quite cool though. Now make us one with Industrial Revolution modded panels and accus? Lol I play vanilla unfortunately but I was kinda interested in IR. Maybe I'll give IR a try after lauchning a rocket in vanilla (This will prob...

Go to advanced search