Search found 278 matches

by aka13
Tue Feb 16, 2021 9:03 am
Forum: News
Topic: Friday Facts #365 - Future plans
Replies: 201
Views: 23493

Re: Friday Facts #365 - Future plans

As someone already said RTS mode would be great. There is already a way to control units remotely, a map with zoom, autofire on units, multiple units and static defences (and adding more units is not hard at all). Now the main problem is slow and very long early game. It takes a lot of time before ...
by aka13
Fri Feb 05, 2021 9:31 am
Forum: News
Topic: Friday Facts #365 - Future plans
Replies: 201
Views: 23493

Re: Friday Facts #365 - Future plans

This is just bombastic, awesome in fact.
by aka13
Tue Feb 02, 2021 11:51 am
Forum: Balancing
Topic: Nerf the Portable Fusion Reactor?
Replies: 82
Views: 2452

Re: Nerf the Portable Fusion Reactor?

PFR is not overpoered, it is ridiculously underpowered for endgame purposes, especially with marathon. It's intentionally underpowered, I think. Otherwise power armor will overshadow everything else. I know, I think it is well in its place ingame. Gives you comfort, but does not let you be a univer...
by aka13
Tue Feb 02, 2021 11:19 am
Forum: Balancing
Topic: Nerf the Portable Fusion Reactor?
Replies: 82
Views: 2452

Re: Nerf the Portable Fusion Reactor?

I don't think it should be nerfed... PFR already has a lot of downsides: it's very large and gives just twice more power than 16 solar panels. I think it would be better to add another alternative generator. It will be smaller and way more powerful, but will require fuel. So, you will have a choice...
by aka13
Thu Jan 21, 2021 12:24 pm
Forum: Implemented Suggestions
Topic: Decider combinator with "Anything" output
Replies: 32
Views: 10225

Re: Decider combinator with "Anything" output

Holy shit prasie DaveMcW and his magical ways
by aka13
Sun Jan 03, 2021 7:17 am
Forum: Ideas and Suggestions
Topic: Please make "Enable blueprint library Could Sync" on by default.
Replies: 2
Views: 141

Re: Please make "Enable blueprint library Could Sync" on by default.

Had a very similar thing happen half a year ago or so, thankfully had a backup of a save file where a lot of the blueprints were ingame, and pulled them out of there. Was a nasty surprise to me as well.
by aka13
Fri Oct 09, 2020 10:40 am
Forum: News
Topic: Friday Facts #361 - Train stop limit, Tips and tricks
Replies: 163
Views: 29403

Re: Friday Facts #361 - Train stop limit, Tips and tricks

Holy shit, the trains have me more hyped that 1.0 ever had. This is THE thing missing sinse the bew traims arrived, for building megabases and advanced stations without LTN.

Can't wait for it.
by aka13
Thu Sep 24, 2020 12:16 pm
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 214
Views: 45778

Re: [MOD 0.16] Realistic Reactors

Also, on an unrelated note, the MOX fuel is still not working from Plutonnium energy, would you kindly add

"PE-MOX",

to data-final-fixes.lua?
by aka13
Tue Sep 22, 2020 7:20 pm
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 689
Views: 472553

Re: 4-way intersections: Throughput and deadlocks [image heavy]

Thank you very much for the information, noted and will be aplied.
by aka13
Mon Sep 21, 2020 7:37 am
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 689
Views: 472553

Re: 4-way intersections: Throughput and deadlocks [image heavy]

I assume, that 4-way is still rather unneeded, and 3-way are king as they always have been? Where did you get that from and can you prove it? Oh no, don't get me wrong, I am not making any statements like that, I was genuiely curious. I overheard it on the forums somewhere a couple of years ago, I ...
by aka13
Sun Sep 20, 2020 8:21 am
Forum: Railway Setups
Topic: High throughput T junction in action
Replies: 12
Views: 3430

Re: High throughput T junction in action

Great junction, thx for sharing!
by aka13
Sun Sep 20, 2020 8:16 am
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 689
Views: 472553

Re: 4-way intersections: Throughput and deadlocks [image heavy]

I am no junction expert, so I rely on your opinion/judgement. I plan running 4/16 trains for marathon deathworld megafactory, onsite smelting, individual networks for each ore type, just to be sure. What junctions are the best right now? I assume, that 4-way is still rather unneeded, and 3-way are k...
by aka13
Fri Jun 26, 2020 6:18 am
Forum: Gameplay Help
Topic: Miner 'Expected Resource' Property Circuit Logic?
Replies: 1
Views: 259

Re: Miner 'Expected Resource' Property Circuit Logic?

What I want: IF miner's 'Expected Resource' property === Coal && signal on circuit network === Green THEN Turn off miner Is this logic achievable without mods? Say I have 500 miners, and 100 are extracting coal as an expected resource, then when Green signal turns on, all of those 100 miner...
by aka13
Sun Jun 14, 2020 6:03 am
Forum: News
Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Replies: 199
Views: 21057

Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing

I like the new beacons, but I'm not a big fan of the multiples holes in the ground . It would be interesting to connect them to form a straight line. In most layouts, the beacons are aligned and stick together, so it would be really interesting to show how to use these beacons and make players want...
by aka13
Sun May 24, 2020 5:38 pm
Forum: News
Topic: Friday Facts #348 - The final GUI update
Replies: 143
Views: 16823

Re: Friday Facts #348 - The final GUI update

I hate the new substation noise, it literally just shits in your ear Dear God I hope you mean figuratively. Well, after I take the earphones off, iot suddenly becomes figurative, but standing near it and swithing to anything outside the game, I could've sworn there is physical shit manifesting in m...
by aka13
Sat May 23, 2020 12:15 pm
Forum: News
Topic: Friday Facts #348 - The final GUI update
Replies: 143
Views: 16823

Re: Friday Facts #348 - The final GUI update

UI/Tabs: I would like to request one change to the UI, one that I have seen quite a few people ask for: the tabs at the top are in reverse color, and I would hope that the currently active tab would be in Light color, and the hidden ones would be in Dark color. Note that I am requesting just the ta...
by aka13
Thu May 21, 2020 3:29 pm
Forum: Ideas and Suggestions
Topic: Changeable Anchor Points for Blueprints
Replies: 34
Views: 4263

Re: Changeable Anchor Points for Blueprints

A well-deserved yearly bump. Nothing has changed and it is as necessary as it was before.
by aka13
Thu Apr 30, 2020 12:42 pm
Forum: Releases
Topic: Version 0.18.22
Replies: 71
Views: 16710

Re: Version 0.18.22

:shock: Post update, all my mods cause factorio to fail to load. Unknown consuming type: script-only Anything I can do? L Rolling back a version is always possible, and then wait for updates/mod updates, that's what I did. Funny thing, rolling the game back reset my achievements for the savefile. I...
by aka13
Wed Apr 29, 2020 8:34 am
Forum: Ideas and Suggestions
Topic: Alerts display
Replies: 9
Views: 2027

Re: Alerts display

I would like to bump this old, but still very important reqest.
I would love to be able to see different type of alerts at the same time.
by aka13
Sun Apr 26, 2020 6:38 am
Forum: Gameplay Help
Topic: Signal not switching to yellow/green between 2 fast trains
Replies: 3
Views: 373

Re: Signal not switching to yellow/green between 2 fast trains

Yeah, it totally makes sense, I reread the wiki more carefully, after your comments, and it all makes sense now. I have switched to "on-rail" sensors everywhere where I need to count trains.

Thank you guys.

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