Search found 459 matches

by Avezo
Wed Jan 09, 2019 8:18 am
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 254887

Re: Friday Facts #275 - 0.17 Science changes

One note to improve though, make modules easier to upgrade ! If there are lvl 1 mods in a building, and I have a higher leveled mod selected (or a different module) let me be able to rapidly replace a whole line. I literally thought this was a bug when it didn't let me do it.


Yes, please! I ...
by Avezo
Tue Jan 08, 2019 3:21 pm
Forum: Balancing
Topic: Stronger Vanilla Locomotives
Replies: 15
Views: 6542

Stronger Vanilla Locomotives

What?
Give more power to vanilla locomotives.
Why?
Because it's both not fun and looks ridiculous to have one-third of train length be locomotives just to have proper acceleration (even with nuclear fuel). Then there's a case that locomotives will consume twice as much fuel with upcoming burner ...
by Avezo
Tue Jan 08, 2019 11:11 am
Forum: Balancing
Topic: 0.17+ mining & smelting numbers
Replies: 16
Views: 28837

Re: 0.17+ mining & smelting numbers

Inserters don't have constant and reliable item/s transfer when interacting with partially filled belts. Just saying.

For most furnace setups I still resort to pre-belt-auto-compression tricks due to that.
by Avezo
Sun Jan 06, 2019 1:49 pm
Forum: Balancing
Topic: 0.17+ mining & smelting numbers
Replies: 16
Views: 28837

Re: 0.17+ mining & smelting numbers

Lowering it below 3.5s may cause problems with heavily beaconed setups - unloading products may require 2 inserters, which I wouldn't want.
by Avezo
Sun Jan 06, 2019 1:27 am
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 254887

Re: Friday Facts #275 - 0.17 Science changes




I started a game with a mod that includes the proposed science changes, and I am about 70% of the way to a rocket launch.

Here are my additional comments.

1. Chemical Science is now harder due to having two products that use crude oil as a raw resource. I'm not sure that was the desired ...
by Avezo
Sat Jan 05, 2019 6:21 pm
Forum: News
Topic: Friday Facts #274 - New fluid system 2
Replies: 166
Views: 106748

Re: Friday Facts #274 - New fluid system 2

"Fluid teleportation" weren't that bad idea, given potential UPS gains.
by Avezo
Sat Jan 05, 2019 2:42 pm
Forum: News
Topic: Friday Facts #276 - Belt item spacing & Script rendering
Replies: 155
Views: 96247

Re: Friday Facts #276 - Belt item spacing & Script rendering

Also, I think that ratio breaking updates should be MORE common. Factorio is a solved game and every multiplayer map is just people plopping down the same massive blueprints they didn't even make. And everybody just waiting for it to build.


I agree with this, look at nuclear power - 'perfect ...
by Avezo
Sat Jan 05, 2019 12:56 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 254887

Re: Friday Facts #275 - 0.17 Science changes



If advanced circuits were removed from blue science packs, they could've be added to some higher science pack, maybe even in crazy quantities like those 30xRails, which would make a good coal sink from plastic.

(...)
All your suggestion would do is move the difficulty spike to a different ...
by Avezo
Sat Jan 05, 2019 10:08 am
Forum: News
Topic: Friday Facts #276 - Belt item spacing & Script rendering
Replies: 155
Views: 96247

Re: Friday Facts #276 - Belt item spacing & Script rendering

Loaders - is it finally time for them in vanilla with faster belts? Could be only one type only for blue belt, requiring lot of power, etc.
by Avezo
Sat Jan 05, 2019 10:03 am
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 254887

Re: Friday Facts #275 - 0.17 Science changes


I started a game with a mod that includes the proposed science changes, and I am about 70% of the way to a rocket launch.

Here are my additional comments.

1. Chemical Science is now harder due to having two products that use crude oil as a raw resource. I'm not sure that was the desired effect ...
by Avezo
Fri Jan 04, 2019 10:26 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 254887

Re: Friday Facts #275 - 0.17 Science changes


I just also see a large group of people who like the change (of specifically rails), alongside of reason. I still do not see a better alternative than rails.
Concrete not really an useful thing at the moment. Should that change? I'm not sure. Does it need to change AND change the science pack ...
by Avezo
Fri Jan 04, 2019 5:48 pm
Forum: News
Topic: Friday Facts #276 - Belt item spacing & Script rendering
Replies: 155
Views: 96247

Re: Friday Facts #276 - Belt item spacing & Script rendering

Make sure to adjust stack inserters to new belt speed too! I'd be sad if compressing full blue belt with 4 stack inserters become complicated due to higher belt speed.

Also, since with this change items can have fixed 'spots' on the belt, I think it would be a good idea to revisit 'stacker belts ...
by Avezo
Thu Jan 03, 2019 6:04 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 254887

Re: Friday Facts #275 - 0.17 Science changes

To chime into few above posts - when I've played for the first time (if my memory serves well), yellow inserters being part of science pack actually made it harder to use them for me - I wouldn't touch inserters that had automated production, because they were meant for science, so surely game didn ...
by Avezo
Thu Jan 03, 2019 4:25 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 254887

Re: Friday Facts #275 - 0.17 Science changes

I just realized I had mistaken production with utility science packs earlier lol... Now I don't think that concrete is that good for 'production' science pack instead of rails, but I still think it would fit nicely into theme of 'utility' science pack.
by Avezo
Wed Jan 02, 2019 9:06 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 254887

Re: Friday Facts #275 - 0.17 Science changes


Adding pipes to green science is a step too far. Raw material cost is only one metric. Another metric is complexity, as determined by the number of assembler types needed to make a single flask.
How about not 'adding', but 'replacing' other ingredient?

There's five at this point, but yeah ...
by Avezo
Wed Jan 02, 2019 7:46 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 254887

Re: Friday Facts #275 - 0.17 Science changes

I say, let mods get posts from those 2 angry people moved into respective threads, while we talk about science changes here, ok?

I think 30x Concrete (or even more) would make much more interesting choice instead of rails. It serves all purposes much better than rails - it has 'complex' recipe due ...
by Avezo
Tue Jan 01, 2019 5:52 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 254887

Re: Friday Facts #275 - 0.17 Science changes

About PSP in early game, i think primary problem still remains - solar panels give too little power either way. Solution is to introduce some sort of burner-power source to the early armor. And while we're at it, fusion reactor should have something to do with nuclear power IMO.

Or, just make all ...
by Avezo
Sat Dec 29, 2018 11:44 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 254887

Re: Friday Facts #275 - 0.17 Science changes



I, a 2101-hour-player (and counting) say that pickaxe removal was good


Removing pickaxes saves you approximately 30 seconds in 2101 hours, costs Bob a few hundred hours extra work, and hurts thousands of other players.
Why would ANY game be balanced around mods? Mods are supposed to adjust ...
by Avezo
Sat Dec 29, 2018 10:51 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 254887

Re: Friday Facts #275 - 0.17 Science changes

You're overstating my representation: I'm not speaking on behalf of the core players, I'm claiming that they're being ignored as a group. There might be some core players who agree with everything in FFF#266 wholeheartedly, but the devs haven't come out affirming them, or attempting to use their ...
by Avezo
Sat Dec 29, 2018 8:54 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 254887

Re: Friday Facts #275 - 0.17 Science changes

The more I think about blue science, the more I think solid fuel might be actually a good idea (still would like fluids more), as it's actually a very simple production chain... Unlike red circuits. Setting them alone is huge step up from previous science packs, so if the goal is to make transition ...

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