Search found 451 matches

by Avezo
Mon Oct 29, 2018 6:30 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 211592

Re: Friday Facts #266 - Cleanup of mechanics

Off Topic since the Devs are reading this: Can we please get a function so that when a player mouses over an option in his personal crafting menu, any existing inventory slots that already contain the item are highlighted? With something like 120-150 inventory slots, it's hard to tell at a glance w...
by Avezo
Sun Oct 28, 2018 6:50 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 211592

Re: Friday Facts #266 - Cleanup of mechanics

What happened to the idea of making personal bots available earlier? They're the direct replacement for pickaxes after all. They made their research available earlier, but it didn't help much since they are still gated behing flying robot frames, which require batteries, which require almost entire...
by Avezo
Sun Oct 28, 2018 5:30 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 211592

Re: Friday Facts #266 - Cleanup of mechanics

To add up to bloat removal proposals, I also think that at least some of different inserters should be made into just single one with custom settings like stack size, filtering, speed, etc. unlocked through research. That's what they all basically are - the same item with different setting options, ...
by Avezo
Sun Oct 28, 2018 4:11 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 211592

Re: Friday Facts #266 - Cleanup of mechanics

unlocking another "tier" of the same thing (just a bit faster) is barely a "progress" or any meningful value for the game experience in my opinion. Tiered structures still create new production chains to play with. A T1 assembler requires only a few steps, but the T3 requires ma...
by Avezo
Sun Oct 28, 2018 3:21 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 211592

Re: Friday Facts #266 - Cleanup of mechanics

@avezo, @ske: Are you two trying reverse psychology on Wube or just trolling? How did my post look like anything as such? If anything, what I proposed is more complicated, yet still more streamlined. Honestly, having 3 different assembler "tiers" while all other "assemblers" lik...
by Avezo
Sun Oct 28, 2018 9:19 am
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 211592

Re: Friday Facts #266 - Cleanup of mechanics

The more I think about it, the more I think 3 different assambler types should be just gone. And then: - Streamline all base crafting times to 1 across assemblers, chemical plants, refineries, etc. (that curls tooltips too!) - Make additional module slots a research (baseline being zero) - Remove en...
by Avezo
Sat Oct 27, 2018 9:03 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 211592

Re: Friday Facts #266 - Cleanup of mechanics

The ability to equip mk 2 power armor is one of the best individual feelings of accomplishment in the game, because of all the power and options that come with it. If it just automatically has its effect the instant you research the tech, the feeling of reward won't be as visceral. The ability to k...
by Avezo
Sat Oct 27, 2018 8:53 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 211592

Re: Friday Facts #266 - Cleanup of mechanics

Should remove few bloasty recipes too and allow crafting final product more directly i.e. - Iron sticks - Wooden planks - Flying robot frames (or use them in combat robots too) As for assemblers, wouldn't it be easier to remove 3 different types altogether? Then unlock higher speed through research ...
by Avezo
Fri Oct 19, 2018 9:45 pm
Forum: News
Topic: Friday Facts #265 - Nomenclature & Steam networking
Replies: 121
Views: 54570

Re: Friday Facts #265 - Nomenclature & Steam networking

You 'pop' an entity, then you 'flop' it.
by Avezo
Tue Oct 09, 2018 2:24 pm
Forum: Not a bug
Topic: Artillery wagon + inactivity schedule
Replies: 2
Views: 1950

Artillery wagon + inactivity schedule

I had noticed a weird thing concerning artillery wagons. I have a single artillery train circling around my outposts, set to leave them at '5 seconds of inactivity'... But they stay there much longer. They seem to stay the longer the more artillery range I have researched. Therefore, conclusion seem...
by Avezo
Wed Sep 26, 2018 8:52 pm
Forum: General discussion
Topic: How do you make your railway go down?
Replies: 9
Views: 2876

How do you make your railway go down?

Image

Which branching do you prefer to go down and why? Are there objective benefits or disadvantages to either?
by Avezo
Thu Sep 20, 2018 4:44 pm
Forum: Ideas and Suggestions
Topic: "Constructor" mech vehicle for early game
Replies: 9
Views: 3650

Re: "Constructor" mech vehicle for early game

It looks like just normal car with grid for solar panels and personal roboport is enough. You need later-game tech for personal roboport, the entire point of this idea is that it's meant for early game (without theme-unfitting ideas like nanobots or other autoplace mods). To be built only with red ...
by Avezo
Thu Sep 20, 2018 4:11 pm
Forum: Balancing
Topic: Increase SIZE of single oil patch
Replies: 13
Views: 4323

Re: Increase SIZE of single oil patch

Also you would still have 50 pump jacks in your oil field for the same amount of oil. (...) Isn't what you really want just fewer oil patches per field with higher throughput? I think you missed this part from the first post: increase yield from such patch and reduce their overall amount per field ...
by Avezo
Thu Sep 20, 2018 4:03 pm
Forum: News
Topic: Friday Facts #260 - New fluid system
Replies: 292
Views: 116809

Re: Friday Facts #260 - New fluid system

Turning pipes into segments is basically zero cost with positive gain. You technically need to spend some time calculating the segments, but you only do that when placing or removing pipes, so during the update tick there is no logic cost at all; you just iterate over the already existing segments ...
by Avezo
Thu Sep 20, 2018 2:38 pm
Forum: Ideas and Suggestions
Topic: "Constructor" mech vehicle for early game
Replies: 9
Views: 3650

Re: "Constructor" mech vehicle for early game

It would be driveable vehicle for better fitting theme, meant especially for early game.
Such autoplace with no cost of any sort as in this mod feels too cheaty, at least for me.
Self-driving 'vehicle' for construction already exists - a construction bot :P
by Avezo
Thu Sep 20, 2018 2:30 pm
Forum: Ideas and Suggestions
Topic: "Constructor" mech vehicle for early game
Replies: 9
Views: 3650

"Constructor" mech vehicle for early game

Problem: In early game we have no construction bots and yet it is when we often need to do the most tedious builds like the same smelting column over and over. There are mods like nanobots to automate this, but IMO they don't fit well into steampunk game theme and having construction bots in later g...
by Avezo
Thu Sep 20, 2018 2:21 pm
Forum: Balancing
Topic: Increase SIZE of single oil patch
Replies: 13
Views: 4323

Re: Increase SIZE of single oil patch

@bobingabout
I think you've misunderstood me - What I am suggesting is to increase size of both oil patch and pumpjack, effectively it would be still 1 pumpjack per 1 oil field, just less oil patches per entire oil field because they would be bigger.
by Avezo
Tue Sep 18, 2018 9:30 pm
Forum: Balancing
Topic: Increase SIZE of single oil patch
Replies: 13
Views: 4323

Re: Increase SIZE of single oil patch

Related (but not identical) suggestion thread: https://forums.factorio.com/viewtopic.php?f=6&t=56449 Give pumpjacks mining range! In a previous patch, the number of oil patches has been reduced, but their output has been increased to compensate. This could be done again, if necessary. I see no ...
by Avezo
Tue Sep 18, 2018 8:10 pm
Forum: Balancing
Topic: Increase SIZE of single oil patch
Replies: 13
Views: 4323

Increase SIZE of single oil patch

Problem: Setting up an outpost for 50+ pumpjacks is tedious. Suggestion: Increase size of single oil patch to 5x5 or even 7x7, increase yield from such patch and reduce their overall amount per field. You have HD model for pumpjack so it should be easy to scale it up, right? Why: Games are for fun s...
by Avezo
Mon Sep 17, 2018 12:28 pm
Forum: Gameplay Help
Topic: Weird lack of water/steam in nuclear plant
Replies: 13
Views: 3494

Re: Weird lack of water/steam in nuclear plant

BlueTemplar wrote:
Sun Sep 16, 2018 6:16 pm
To the OP : have you tested the setup long enough for any transient effects to disappear?
Yeah, I've tried removing and adding turbines and heat exchangers in various places, it eventually always ended up in those 3 turbines being wonky.

Go to advanced search