Search found 18 matches

by TimmPure
Sat Aug 27, 2016 3:19 pm
Forum: Not a bug
Topic: [Pending] [Oxyd] 2-stage Manual Crafting
Replies: 5
Views: 2078

Re: [Pending] [Oxyd] 2-stage Manual Crafting

Hmm, I was about to report this as a bug, too. Handcraft.png The current solution doesn't feel very intuitive, because the tooltip (and the message when you click to attempt the craft) says there are materials missing, which clearly there aren't. I can't say I'm thrilled about it, and agree with Orz...
by TimmPure
Fri Mar 11, 2016 3:31 pm
Forum: News
Topic: Friday Facts #129 - The late game
Replies: 273
Views: 135036

Re: Friday Facts #129 - The late game

Dirty ore sounds good to me :).

As for the infinite research, I'd advise doing linear advantages with exponential research costs, just from a balancing perspective.
by TimmPure
Sun Mar 06, 2016 11:15 pm
Forum: News
Topic: Friday Facts #128 - Back down to earth
Replies: 422
Views: 204857

Re: Friday Facts #128 - Back down to earth

I'm not that enthusiastic about the idea of a loader, but I'm well aware I probably represent just a small subset of Factorio players - let's say, the more 'harcore' ones. In the design/functionality that's in the FF post it seems like it would trivialize some content that I currently find enjoyable...
by TimmPure
Wed Mar 02, 2016 10:21 pm
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 181318

Re: [0.12.x] RSO Discussion thread

The main reason I switched to 1.0.3. is because I felt the newer versions never got the oil balance quite right. It was usually too much oil for me.
by TimmPure
Fri Nov 13, 2015 12:25 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
Replies: 608
Views: 371367

Re: [0.11.22/0.12.x][v0.12.7] Bob's Ore Mod.

I didn't read through the entire thread so sorry if this has been posted before, but could you please increase the contrast of certain ores, including the minimap colors? In addition to those suggestions: another way to differentiate between them on the minimap might be to give them different textu...
by TimmPure
Sat Nov 07, 2015 10:12 pm
Forum: Questions, reviews and ratings
Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
Replies: 438
Views: 328925

Re: [MOD 0.12.x] Treefarm REDUX

Thanks for the effort Mordred, I'll give that attachment a shot :).
by TimmPure
Sun Nov 01, 2015 7:14 pm
Forum: Gameplay Help
Topic: Smart inserter has no red/green wire condition
Replies: 3
Views: 7771

Re: Smart inserter has no red/green wire condition

Just to clarify in case any confusion remains: the red and green wire conditions are now housed under "circuit condition", which will become applicable after you wire up the smart inserter.
by TimmPure
Thu Oct 01, 2015 12:43 pm
Forum: Releases
Topic: Version 0.12.9
Replies: 29
Views: 36372

Re: Version 0.12.9

Peter34 wrote:My game won't auto-update when I start it. Nor does it detect anything when I click "Check for updates". It's still on 12.8.
Do you have "Enable experimental updates" checked under Options > Other?
by TimmPure
Tue Sep 29, 2015 3:44 pm
Forum: Modding help
Topic: Drop items on ground
Replies: 3
Views: 15845

Re: Drop items on ground

I'm not sure I understand the question correctly, but dropping an item on the floor from your cursor is Z by default. Is that what you're looking for?
by TimmPure
Tue Sep 29, 2015 3:14 pm
Forum: Balancing
Topic: Concrete stacks way too low.
Replies: 59
Views: 39289

Re: Concrete stacks way too low.

- make the bots more intelligent: There should be a "working queue" for each bot with his estimated duration. If it is faster to add a task to a bot, which is at that time closer to the target than a free one, that is far away, why should the distant bot do it? I agree, and I see some qui...
by TimmPure
Tue Sep 29, 2015 11:58 am
Forum: Gameplay Help
Topic: Solid Fuel v. Coal
Replies: 8
Views: 34646

Re: Solid Fuel v. Coal

Once I get to blue circuits and modules, petroleum tends to be the bottleneck, so I generally crack every drop of oil into petroleum :). But then again, I'm playing with a mod (RSO; Resource Spawner OVerhaul) that makes oil fields a lot more rare.
by TimmPure
Tue Sep 29, 2015 11:49 am
Forum: Ideas and Suggestions
Topic: Player crafting speed research
Replies: 30
Views: 14618

Re: Player crafting speed research

I'm with ssilk on this one. Not a huge fan of the idea of increased player crafting speed, unless there is some serious drawback involved (e.g. consuming certain resources in exchange for the increased crafting speed). This is a logistics game; the logistics are meant to be challenging, otherwise th...
by TimmPure
Thu Sep 24, 2015 3:42 pm
Forum: Implemented Suggestions
Topic: When an Alert Comes Up Clicking it takes you to the map.
Replies: 10
Views: 10676

Re: When an Alert Comes Up Clicking it takes you to the map.

Good idea. I add: When an new alert comes in, - alert sound comes - after 1/2 to 1 second the minimap changes to the target. - The minimap shows then also your current position, if you are not on that map. This helps to localize the position of the event a lot. - after 1 or 2 seconds the minimap ch...
by TimmPure
Mon Sep 21, 2015 10:43 pm
Forum: Mods
Topic: [MOD 0.12.x] Assembly Time Extension
Replies: 3
Views: 5589

Re: [MOD 0.12.x] Assembly Time Extention

Nice, might give it a go. Meanwhile, nitpicking: it's spelled extension :).
by TimmPure
Mon Sep 21, 2015 10:28 pm
Forum: Gameplay Help
Topic: Sulfur Chemical Plant Wont Take In Resouces
Replies: 4
Views: 21879

Re: Sulfur Chemical Plant Wont Take In Resouces

Also note that sulphur is not a fluid but a solid object which has to be transferred by inserter, so your current attempt at piping it to the sulphuric acid plant won't do the trick :).
by TimmPure
Mon Sep 21, 2015 10:27 pm
Forum: Gameplay Help
Topic: Sulfur Chemical Plant Wont Take In Resouces
Replies: 4
Views: 21879

Re: Sulfur Chemical Plant Wont Take In Resouces

I'm afraid you have the inputs reversed (i.e. you're trying to input water at the petroleum pipe, and petroleum at the water pipe). They are not interchangeable.
by TimmPure
Sun Sep 20, 2015 3:46 pm
Forum: Ideas and Suggestions
Topic: Train length [wagon, locomotive]
Replies: 23
Views: 28370

Re: Train length [wagon, locomotive]

Seems like a good suggestion to me. Makes the train loading/unloading more consistent and intuitive. Although it will be a nightmare to rework all my stations ;).
by TimmPure
Thu Sep 17, 2015 9:42 am
Forum: Releases
Topic: Version 0.12.8
Replies: 36
Views: 45147

Re: Version 0.12.8

Would you like some pepper with that salt, Vulkandrache? ;) Not everyone likes every change, and different people have different tastes. The feedback on the new steel furnace graphics were overwhelmingly positive in the Friday Facts thread that revealed them. If I were you I would try to zoom out a ...

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