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 ...
Search found 459 matches
- Wed Jan 09, 2019 8:18 am
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 254887
- 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 ...
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 ...
- 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.
For most furnace setups I still resort to pre-belt-auto-compression tricks due to that.
- 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.
- 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 ...
- 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.
- 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 ...
I agree with this, look at nuclear power - 'perfect ...
- 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 ...
- 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.
- 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 ...
- 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 ...
- 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 ...
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 ...
- 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 ...
- 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.
- 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 ...
- 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 ...
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 ...
- 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 ...
Or, just make all ...
- 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 ...
- 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 ...
- 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 ...