Search found 451 matches

by Avezo
Fri Dec 28, 2018 7:05 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 152686

Re: Friday Facts #275 - 0.17 Science changes

Ooooh, one more thing... Can we get even number of science packs somehow... Because reasons. VERY important reasons.
by Avezo
Fri Dec 28, 2018 6:35 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 152686

Re: Friday Facts #275 - 0.17 Science changes

Whoa, so much to comment: - I really like how you made stone more important now. - 'Batteries feel quite low tier - if you want early laser turrets, robots or accumulators, it’s usually the first oil product you make.' Is completely not true in my experience, you get plastic set-up first to get red ...
by Avezo
Sat Dec 22, 2018 10:35 pm
Forum: News
Topic: Friday Facts #274 - New fluid system 2
Replies: 166
Views: 71457

Re: Friday Facts #274 - New fluid system 2

How will this work with non-pipe fluidboxes, i.e. turbines or steam engines? For example, how will low temperature steam mix with high temperature one? Or they just won't? It's technically the same fluid and there were nuclear builds with adding additional steam engines at the end to utilize leftov...
by Avezo
Sat Dec 22, 2018 9:46 am
Forum: News
Topic: Friday Facts #274 - New fluid system 2
Replies: 166
Views: 71457

Re: Friday Facts #274 - New fluid system 2

How will this work with non-pipe fluidboxes, i.e. turbines or steam engines? For example, how will low temperature steam mix with high temperature one? Or they just won't? It's technically the same fluid and there were nuclear builds with adding additional steam engines at the end to utilize leftove...
by Avezo
Tue Dec 18, 2018 9:15 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 208494

Re: Friday Facts #266 - Cleanup of mechanics

I wish to talk again about my idea of tiered assemblers removal... Actually, after watching MojoD megabase streams for a while with that expanded vanilla stuff mod, tiers might be amazing! It's jsut that, still, as assemblers are now, their tiering makes very little sense nor progress feelings. Imag...
by Avezo
Tue Dec 18, 2018 8:59 pm
Forum: Ideas and Suggestions
Topic: Roboport - allow BOTH logistic storage and robot statistics into circuit network
Replies: 0
Views: 565

Roboport - allow BOTH logistic storage and robot statistics into circuit network

Issue: As it is now, you can set your roboport to either read logistic storage OR read robot statistics. For majority of players it would never be an issue, but as I am trying to setu up universal outpost service train, this becemes an issue. Not a big one, but it's still annoying, since solution se...
by Avezo
Fri Dec 07, 2018 2:57 pm
Forum: News
Topic: Friday Facts #272 - Mod GUI
Replies: 78
Views: 32997

Re: Friday Facts #272 - Mod GUI

One thing I'd like from new mod screen is separate button 'reload the game'. It's very annoying changing mod settings and having game unexpectedly reload when pressing 'back' or something. Especially on my crappy laptop where reloading takes a long while lol...
by Avezo
Sun Dec 02, 2018 10:43 pm
Forum: News
Topic: Friday Facts #271 - Fluid optimisations & GUI Style inspector
Replies: 122
Views: 50207

Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector

How many fluid systems there are when you mix two different fluids in one pipe by misplacement? Actually the other day I had an idea for solving the fluid mixing which imo solves it very easily. Once a fluid is run through an empty pipe, a fluid type is assigned to it's whole system and no other fl...
by Avezo
Sat Dec 01, 2018 7:10 pm
Forum: News
Topic: Friday Facts #271 - Fluid optimisations & GUI Style inspector
Replies: 122
Views: 50207

Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector

How many fluid systems there are when you mix two different fluids in one pipe by misplacement?
by Avezo
Thu Nov 29, 2018 3:25 pm
Forum: News
Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
Replies: 192
Views: 83279

Re: Friday Facts #269 - Roadmap update & Transport belt perspective

Or make items fall off at the belt end :P
by Avezo
Thu Nov 29, 2018 12:30 am
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 208494

Re: Friday Facts #266 - Cleanup of mechanics

I just had a new idea of mine to add up to removal of tiered assemblers - allow all assembler recipes to be crafted in chemical plants aswell, but with additional requisition of lubricant, which would make baseline crafting speed higher as a benefit. That removes bloat of tiered assemblers, yet stil...
by Avezo
Sat Nov 17, 2018 12:27 pm
Forum: News
Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
Replies: 192
Views: 83279

Re: Friday Facts #269 - Roadmap update & Transport belt perspective

New undergrounds look so cool I wish you put loaders with proper models into base game too.
by Avezo
Sat Nov 10, 2018 9:28 am
Forum: News
Topic: Friday Facts #268 - The modern Biter
Replies: 115
Views: 46594

Re: Friday Facts #268 - The modern Biter

I think the biggest problem with biters is that there are barely 2 types of them. With more, gameplay against them would be more interesting IMO.
by Avezo
Sun Nov 04, 2018 6:07 pm
Forum: Ideas and Suggestions
Topic: What i would change on Factorio after playing it for one or two -thousand Hours.
Replies: 5
Views: 1734

Re: What i would change on Factorio after playing it for one or two -thousand Hours.

I recall there existed browser-based blueprint editor some time ago - you could create a blueprint and it generated bp string for it to be used in the game. Radar range research makes 100% sense, since there already exists infinite artillery range research and it reveals terrain when it shoots. Thou...
by Avezo
Sat Nov 03, 2018 7:00 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 208494

Re: Friday Facts #266 - Cleanup of mechanics

I'm thinking, since axe is out, nightvision and not even yet implemented belt immunity item also should be out, baked just into hotkey.
by Avezo
Wed Oct 31, 2018 8:11 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 208494

Re: Friday Facts #266 - Cleanup of mechanics

Or maybe there should be an option in map gen like "player profile": - Space crash survivor - you get to start from scrap with all the burner things - Prepared explorer - you get basic tech like construction bots and solar panels mentioned earlier - Rich kid wannabe hero - you get everyth...
by Avezo
Wed Oct 31, 2018 6:26 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 208494

Re: Friday Facts #266 - Cleanup of mechanics

Early game is already annoying enough. If someone enjoys it, I think it's better to leave it to mods - make vanilla start with electricity from the beginning. I'm curious. What for you is the point of Factorio? I enjoy exploration and progress but I don't enjoy replicating megabase blueprints until...
by Avezo
Wed Oct 31, 2018 1:44 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 208494

Re: Friday Facts #266 - Cleanup of mechanics

That steam age mod makes early game more complicated than non-electric later game as far as powering up entities goes. While idea itself might be nice, it's a bad design for the actual vanilla gameplay. Early game has to be non-complex. I think stopping at burner-entities is fine. 3 Different kinds ...
by Avezo
Wed Oct 31, 2018 1:37 pm
Forum: Not a bug
Topic: Empty train engine not refuelling
Replies: 1
Views: 897

Empty train engine not refuelling

20181031142241_1.jpg . See that not-fuelled rear engine? Look as train gets to the station (front engine have fuel). All the other engines get refuelled just fine, but newly placed ones like this one will not. Inserter will pick a fuel unit and just not insert it as if engine was full or had differ...
by Avezo
Mon Oct 29, 2018 8:51 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 208494

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...

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