Search found 62 matches

by POPISowyNumer
Tue Aug 14, 2018 2:28 pm
Forum: News
Topic: Friday Facts #255 - Construction tools
Replies: 140
Views: 27435

Re: Friday Facts #255 - Construction tools

Almost forgot.

FIX THEM BELTS FOR GODS SAKE
by POPISowyNumer
Sun Jul 29, 2018 8:15 am
Forum: News
Topic: Friday Facts #253 - Fans & Fun
Replies: 74
Views: 18488

Re: Friday Facts #253 - Fans & Fun

This game really needs it's military side upped tremendously
better gates, more varied defence options, ability to link the turrets to logics, fortifications
and BETTER ENEMIES
by POPISowyNumer
Fri Jul 20, 2018 3:13 pm
Forum: News
Topic: Friday Facts #252 - Sound design & Map editor
Replies: 93
Views: 25900

Re: Friday Facts #252 - Sound design & Map editor

Are you planning on increasing the variety of biters?
Because currently biters offer nothing but mild nuisance, unless you go out of your way with modding to make them somewhat dangerous
by POPISowyNumer
Sat Jun 16, 2018 9:47 am
Forum: News
Topic: Friday Facts #247 - Pricing and its exploits
Replies: 141
Views: 36351

Re: Friday Facts #247 - Pricing and its exploits

Satisfactory has no chance of being fugtorio killer for one simple reason

NO MODS

I mean, wth dudes, half the appeal of factorio is that you potentially can end up controlling a catgirl building massive candy and soda pops factory.
by POPISowyNumer
Sat Apr 14, 2018 9:12 am
Forum: News
Topic: Friday Facts #238 - The GUI update (Part II)
Replies: 143
Views: 31615

Re: Friday Facts #238 - The GUI update (Part II)

I'd really love to see what you plan for other parts of gui, because as many have pointed out already, both standardization and modding capability are simply a must have in Fugtorio. Queue and Queued is also weak choice, since translations will screw this over tenfold, and colors also aren't disting...
by POPISowyNumer
Sat Apr 14, 2018 8:56 am
Forum: News
Topic: Friday Facts #237 - Rich & interactive text
Replies: 72
Views: 22244

Re: Friday Facts #237 - Rich & interactive text

Can i have just one itsy bitsy complaint?

WHY ON THIS GAY EARTH ARE THOSE COMMANDS SO GOD DAMN LONG?
I really hope that's just mashup for sake of preview, but if f.e. color command will be longer than 10 signs total i riot.
by POPISowyNumer
Sun Mar 25, 2018 9:23 am
Forum: News
Topic: Friday Facts #235 - 0.16 stable
Replies: 122
Views: 31640

Re: Friday Facts #235 - 0.16 stable

Well. you are actually convinced me to test it. And numbers are exactly like in wiki. Blue belt throughput is 44% better. And cheap easy to produce red belts are only 4% worse. Of course compared to fully upgraded stack inserters. In terms of price 16 blue belts is 504 of iron, and 4 stack inserter...
by POPISowyNumer
Sun Mar 25, 2018 12:42 am
Forum: News
Topic: Friday Facts #235 - 0.16 stable
Replies: 122
Views: 31640

Re: Friday Facts #235 - 0.16 stable

eradicator wrote: Since when can you blueprint cargo wagons? And filtering can't be done at full throughput unlike belts.
you can bp the tracks and inserters, and placing wagons should be one strut with pressed button
and you can filter them at full throughput, the inserters will just pick what the wagons can accept
by POPISowyNumer
Sun Mar 25, 2018 12:36 am
Forum: News
Topic: Friday Facts #235 - 0.16 stable
Replies: 122
Views: 31640

Re: Friday Facts #235 - 0.16 stable

Does anybody actually use quadserted cargo wagons as their main bus? I mean...it's annoying to build, annoying to navigate or look at, and can only be build every two tiles. And uses energy. And you lose the filtering capacity of belts/bots. If logibots got an axe i'd switch to that in heartbeat Yo...
by POPISowyNumer
Sun Mar 25, 2018 12:14 am
Forum: News
Topic: Friday Facts #235 - 0.16 stable
Replies: 122
Views: 31640

Re: Friday Facts #235 - 0.16 stable

Inserters could beat belts in terms of speed, but not in terms of throughput. 40items/sec beats 27.7items/sec. And speed means nothing for running factory ye wrong very wrong with some insider knowledge you can create two tiles wide transport lane that has 110 items/sec, versus two tiles wide belt ...
by POPISowyNumer
Sat Mar 24, 2018 11:27 pm
Forum: News
Topic: Friday Facts #235 - 0.16 stable
Replies: 122
Views: 31640

Re: Friday Facts #235 - 0.16 stable

With this in mind, we can safely say, that robots are at least 2 times stronger then express belts, but in real factories, it is much more as belts need lot of other parts and are rarely used as ideally as robots would be, so my private guess would be that robots are currently around 5+ times stron...
by POPISowyNumer
Fri Jan 19, 2018 6:31 pm
Forum: News
Topic: Friday Facts #226 - New mod portal & other news
Replies: 93
Views: 24529

Re: Friday Facts #226 - New mod portal & other news

BUFF BELTS
U
F
F

B
E
L
T
S

If one can achieve 150% of blue belt throughput without placing even single roboport, only by using one kinda obscure 'bug-feature', then belts NEED a buff
by POPISowyNumer
Sat Jan 13, 2018 2:14 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 200425

Re: Friday Facts #225 - Bots versus belts (part 2)

I have run a little tiny experiment of my own, and you know what. INSERTER CHAINS have around 72% of throughput of BLUE BELTS GOD DAMNED INSERTER CHAINS THE OLD CARGO WAGON TRICK HAS 150% THROUGHPUT OF TWO BLUE BELTS FOR ADDED BONUS OF NOT HAVING TO FUG AROUND THE COMPRESSION AND SHIT ITS NOT THE BO...
by POPISowyNumer
Fri Jan 12, 2018 4:50 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 181812

Re: Friday Facts #224 - Bots versus belts

Why do devs are surprised that bots are making belts obsolete, when they themselves worked hard to make it so? Belts end in middle game with kinda fast, but apparently not fast enough tier. Bots become fully functional late game and can be upgraded to infinity and back. Belts take loads of space to ...
by POPISowyNumer
Fri Dec 08, 2017 10:11 pm
Forum: News
Topic: Friday Facts #220 - The best Friday Facts ever
Replies: 197
Views: 42778

Re: Friday Facts #220 - The best Friday Facts ever

Soo...

I take that we're still getting the Concrete: Eastern Russia Edition?
Well, that's another mod on my to-get list.
by POPISowyNumer
Fri Nov 17, 2017 2:35 pm
Forum: News
Topic: Friday Facts #217 - Just another Friday Facts
Replies: 84
Views: 20491

Re: Friday Facts #217 - Just another Friday Facts

Can I suggest a thing to do with trens?

It would be cool if one was able to tell trains to arrive at station A, get some data from local circuit network, then go to station B, disengage full cargo wagons, go to C, engage the empty ones, and go away.
by POPISowyNumer
Fri Oct 27, 2017 10:27 pm
Forum: News
Topic: Friday Facts #214 - Concrete rendering
Replies: 129
Views: 40248

Re: Friday Facts #214 - Concrete rendering

pr0n wrote:ITT: People voicing their opinions.
ftfy
by POPISowyNumer
Fri Oct 27, 2017 7:21 pm
Forum: News
Topic: Friday Facts #214 - Concrete rendering
Replies: 129
Views: 40248

Re: Friday Facts #214 - Concrete rendering

The first thing I thought when I saw new concrete graphic was 'that's not concrete, that's pavement in front of my flat'. It looks gorgeous. It's richly detailed and really has that 3d feel. But for love of god, this is not concrete. Why not make something like this? http://vadimpacajev.com/wp-conte...
by POPISowyNumer
Sun Oct 15, 2017 8:34 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] Chunk deletion failure
Replies: 22
Views: 4013

Re: Chunk deletion failure

The mod pack is already uploaded, in a third post itt.
I don't think I've updated any of them since then.
by POPISowyNumer
Sun Oct 15, 2017 7:48 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] Chunk deletion failure
Replies: 22
Views: 4013

Re: Chunk deletion failure

Save's attached, with new crash log Commands that crashed this save were /c for x=7,8 do for y=7,8 do game.player.surface.delete_chunk{x, y} end end and /c for x=3,4 do for y=3,4 do game.player.surface.delete_chunk{x, y} end end in the bigger map the values were just a tad bigger. There's no running...

Go to advanced search