Search found 40 matches

by MEOWMI
Mon Jan 20, 2020 10:40 pm
Forum: News
Topic: Friday Facts #330 - Main menu and File Share Shenanigans
Replies: 92
Views: 6639

Re: Friday Facts #330 - Main menu and File Share Shenanigans

While you're at it, it would be a really nice idea to be able to sort saves by date!

And if you feel inclined, maybe a list of the last servers you played on?
by MEOWMI
Mon Jan 20, 2020 7:52 am
Forum: Ideas and Suggestions
Topic: Wall and cliff angst
Replies: 4
Views: 124

Re: Wall and cliff angst

So even when it "connects" to the cliff like in the second pic, there can be a gap? I use terrain for defense very frequently but I forget if I checked for that. I do know that sometimes even when I bring the wall as close to a cliff as possible, there ends up technically being a gap there. This hap...
by MEOWMI
Fri Jan 10, 2020 9:10 pm
Forum: News
Topic: Friday Facts #329 - Campaign reassessment
Replies: 76
Views: 6189

Re: Friday Facts #329 - Campaign reassessment

The old campaign had a good reason for restarting the base in each mission: not only was there a narrative which mandated the change of both scenery and base, but it added new things to take into account during building, which synergized well with the learning process. Now, I can understand that som...
by MEOWMI
Fri Jan 10, 2020 9:09 am
Forum: General discussion
Topic: Just bought the game; What were Your first impressions?
Replies: 405
Views: 133731

Re: Just bought the game; What were Your first impressions?

Edit: next issue is that the tutorial just stops a few minutes in. IMO you should almost downgrade to 0.16 via Steam or download via Wube's official website. It has a tutorial/campaign that's a lot longer and immersive, and most importantly it works even if some of the design is definitely showing ...
by MEOWMI
Fri Jan 10, 2020 8:44 am
Forum: Outdated/Not implemented
Topic: Make Deconstruction planner filter work on placed ghost entities.
Replies: 4
Views: 134

Re: Make Deconstruction planner filter work on placed ghost entities.

I forget, are you capable of adding ghosts to the blacklist? I do remember the last tab in the decon planner has stuff like "item on ground" and "ghost". Regarding the UI, it almost seems like the blacklist and whitelist should be separate tabs too, not a one-or-the-other toggle. For filter inserter...
by MEOWMI
Thu Jan 09, 2020 11:31 am
Forum: Modding discussion
Topic: Factorio, Lua and OO
Replies: 15
Views: 563

Re: Factorio, Lua and OO

I would definitely be interested in checking this out if I get back into Factorio modding. if they can't get something working Isn't the point that it should be a (mostly) working library? :P You can still make use of it as you learn about things, if that's the position you're in. most developers pr...
by MEOWMI
Sun Jan 05, 2020 9:12 am
Forum: Energy Production
Topic: Tileable Wasteless Nuclear setup (v5)
Replies: 6
Views: 1432

Re: Tileable Wasteless Nuclear setup (v5)

Tileable Wasteless Nuclear setup (v6) godlike final iteration :-p https://pastebin.com/VfQLnLv5 I've had issues getting this to work. Now, I only have 4 reactors in it, but to be honest, that's all you want to begin with. It keeps filling up the reactors to max (5 cells) when it runs low, when you ...
by MEOWMI
Sun Dec 29, 2019 10:44 pm
Forum: Ideas and Suggestions
Topic: Play sound on entity rotation - QoL
Replies: 12
Views: 416

Re: Play sound on entity rotation - QoL

I'm using the mod from now on. I'll reply here if I get any different thoughts about it as I use it, though I do feel pretty certain that this is a useful QoL change, period. I mean, placing and removing entities have their own sounds, so I'm pretty sure rotating should as well. In fact, you can't p...
by MEOWMI
Sat Dec 28, 2019 4:10 pm
Forum: Ideas and Suggestions
Topic: Play sound on entity rotation - QoL
Replies: 12
Views: 416

Re: Play sound on entity rotation - QoL

+1

I absolutely believe rotating entities should have a sound, even if it's the same one for everything.
by MEOWMI
Sat Dec 28, 2019 3:59 pm
Forum: General discussion
Topic: Science Pack Names
Replies: 7
Views: 483

Re: Science Pack Names

For me it depends not on the science pack but on the discussion, who I'm talking with and how. That being said, I do think referring by color is the easiest since it's obvious, requires no other knowledge and is far less error-prone.
by MEOWMI
Sat Dec 28, 2019 1:40 pm
Forum: News
Topic: Friday Facts #327 - 2020 Vision
Replies: 127
Views: 11550

Re: Friday Facts #327 - 2020 Vision

I always thought the new 0.17 demo was a great take on a demo, but that it lacked the soul of the old campaign, so much so that I would take the old one over the new, despite how dated and less polished it is. I suppose kovarex is onto the same thing here. I loved the pacing of the old campaign and ...
by MEOWMI
Thu Dec 12, 2019 2:41 pm
Forum: Gameplay Help
Topic: Biters pathing logic
Replies: 8
Views: 426

Re: Biters pathing logic

Biters will typically only ignore walls if there's a turret within shooting range and the wall isn't directly in the way. This means you still need more or less a solid line of turrets at the border, but biters are willing to take a slightly longer path. Using this fact, many players create addition...
by MEOWMI
Tue Dec 03, 2019 9:09 pm
Forum: Mods
Topic: [0.17+] Randotorio
Replies: 21
Views: 866

Re: [0.17+] Randotorio

It is true, Kenira's mod has the specific entities hardcoded. I looked at it a lot while extending it and modifying it for my purposes.

On another note, I tested Randotorio + Kenira's Random Recipes and the two seem to play well together out of the box.
by MEOWMI
Sun Dec 01, 2019 5:51 pm
Forum: Mods
Topic: [0.17+] Randotorio
Replies: 21
Views: 866

Re: [0.17+] Randotorio

This is funny, last month I attempted to create a similar randomizer mod myself, based on Kenira's Random Recipes mod. I'm glad to see there's a mod that does it correctly. I'll give it a try. In making my mod, the two major issues are separating tech tiers and ensuring that you don't get circular d...
by MEOWMI
Thu Nov 28, 2019 3:06 pm
Forum: Modding discussion
Topic: Removing fluid temperature - thoughts?
Replies: 93
Views: 6251

Re: Removing fluid temperature - thoughts?

Main issue I see is steam engines vs turbines. You need to make the difference obvious somehow. I found it to be relatively straightforward to figure out that steam is different from nuclear reactors since all the machines are different, but that would've been far from obvious if it weren't for the ...
by MEOWMI
Wed Nov 27, 2019 1:45 am
Forum: Gameplay Help
Topic: Combinators problem
Replies: 4
Views: 196

Re: Combinators problem

I would personally recommend these two: https://forums.factorio.com/viewtopic.php?f=18&t=14556 https://wiki.factorio.com/Tutorial:Circuit_network_cookbook Neither is amazing, but they both teach in their own nice fashion. I will add, that combinators were pretty difficult for myself to pick up on, e...
by MEOWMI
Wed Nov 27, 2019 1:12 am
Forum: Balancing
Topic: Attacking biters with turrets makes all weapons pointless
Replies: 194
Views: 62970

Re: Attacking biters with turrets makes all weapons pointless

My (updated?) short thoughts on turret creep: Yes it is very powerful. Not necessarily too powerful, given how powerful turrets are meant to be as a defensive tool. The strategy of using hotkeys and going 1 + mouse left + drag then 2 + ctrl mouse right + drag is probably the strongest form and almos...
by MEOWMI
Mon Nov 25, 2019 5:39 pm
Forum: Minor issues
Topic: [0.17.79] Can't empty storage tanks arrays to zero.
Replies: 11
Views: 352

Re: [0.17.79] Can't empty storage tanks arrays to zero.

The only real way to empty tanks is by using pumps. Unfortunately, this doesn't work easily with your setup, because the pump has to be connected directly to the tank and any tanks connected by other means will suffer from the residual issue. You could use bots and blueprints to rebuild the tank clu...
by MEOWMI
Sat Nov 23, 2019 1:25 am
Forum: News
Topic: Friday Facts #322 - New Particle system
Replies: 55
Views: 8643

Re: Friday Facts #322 - New Particle system

That old particle system is really wasteful and ugly design, yikes! Not that I noticed until you pointed it out. Guess it goes to show that when so many aspects are already well optimized, it's hard for even me to spot issues with existing designs. I always assumed mass nukes and so on were slow bec...
by MEOWMI
Sat Nov 23, 2019 1:15 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: Compact 200 spm (0.17)
Replies: 5
Views: 884

Re: Compact 200 spm (0.17)

Thanks for all the detailed info, I appreciate it. It's interesting to hear what thought you put into everything.

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