Search found 237 matches

by Selvek
Mon Feb 25, 2019 8:41 pm
Forum: Combinator Creations
Topic: Buffed Ratio Splitter
Replies: 2
Views: 1901

Re: Buffed Ratio Splitter

Hmm... what happens when one of the channels backs up and is no longer pulling any items?
by Selvek
Mon Feb 18, 2019 10:13 pm
Forum: Balancing
Topic: Nuclear power OP
Replies: 51
Views: 8980

Re: Nuclear power OP

Nuclear is fine, and modules are fine... It takes a very long time to get a base to where your Kovarex process is producing effectively unlimited nuclear fuel. So, it's not like you're ever going to skip huge fields of solar panels. Then, once you really get Kovarex up and running, you're spared the...
by Selvek
Fri Jan 25, 2019 5:47 pm
Forum: News
Topic: Friday Facts #279 - Train GUI & Modern Spitter
Replies: 208
Views: 47444

Re: Friday Facts #279 - Train GUI & Modern Spitter

Hmm, I love the new spitter, but the new worm looks kinda overly smooth and texture-less. Maybe it should have the nice carapace plates?
by Selvek
Tue Jan 22, 2019 9:45 pm
Forum: General discussion
Topic: Fish
Replies: 23
Views: 3742

Re: Fish

How on earth did you wind up with 10000 fish!!?????? Unless you've got a mod to auto-harvest them, you have to collect them manually (by hand or deconstruction order) AFAIK.
by Selvek
Fri Jan 18, 2019 10:17 pm
Forum: News
Topic: Friday Facts #278 - The new quickbar
Replies: 176
Views: 41030

Re: Friday Facts #278 - The new quickbar

Yay! No more not being able to put away what's in my hand cause my bots just filled up my inventory with wood. And YAAAAYYY for ghost building! No more picking up your last inserter 10 times in a row, trying to place one more ghost to finish the layout before your bots steal it from you again. Minor...
by Selvek
Mon Jan 07, 2019 4:54 pm
Forum: Ideas and Suggestions
Topic: Commenting combinators
Replies: 51
Views: 12537

Combinator comments!

TL;DR Add an editable "comments" field inside each combinator GUI so that you can remind yourself what each combinator is supposed to be doing! What ? Directly under the name (e.g. "arithmetic combinator"), each combinator should have an editable text box for comments/notes. It ...
by Selvek
Fri Jan 04, 2019 7:43 pm
Forum: News
Topic: Friday Facts #276 - Belt item spacing & Script rendering
Replies: 155
Views: 41231

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

As much as I'd like the furnace speed change (since faster furnaces mean less furnaces for the same throughput), I don't like the belt speed change at all. As someone who is heavily using circuits I also see nearly no benefit of getting a constant amount of items per belt piece on fully compressed ...
by Selvek
Thu Jan 03, 2019 6:46 pm
Forum: General discussion
Topic: The Problem With Pickaxes - Digging Out Factorio's Core
Replies: 100
Views: 22918

Re: The Problem With Pickaxes - Digging Out Factorio's Core

If you look at my suggestion I'm not talking about a manual upgrade planner. I'm talking about an automatic one where you define what you want to upgrade (same as upgrade planner) but the robots automatically upgrade parts of your factory they pick if you have enough items in stock. This way eventu...
by Selvek
Fri Dec 21, 2018 7:40 pm
Forum: News
Topic: Friday Facts #274 - New fluid system 2
Replies: 166
Views: 46489

Re: Friday Facts #274 - New fluid system 2

Can you give us a bit more info on how placing pipes will work with the new anti-mixing logic? Can you confirm or deny that this will allow running parallel pipes without them accidentally intersecting? I could see this being a problem potentially (esp in blueprints) if pipe connection order is depe...
by Selvek
Wed Nov 14, 2018 12:08 am
Forum: Questions, reviews and ratings
Topic: expansion of the game from vanilla
Replies: 5
Views: 1471

Re: expansion of the game from vanilla

Looking for exactly the same thing. I'm in the middle of a seablock (angels/bobs) playthrough and have discovered I just don't have enough time to commit to that. So I'm hoping for a mod that's maybe 2X the complexity of vanilla, rather than ~10X. I'll take a look at AAI industries.
by Selvek
Mon Oct 29, 2018 11:11 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 136368

Re: Friday Facts #266 - Cleanup of mechanics

And suddenly, your megabase needs 5% more mining drills to keep up. Thats roughly... 6 new ore patches you need to cover :)

But the complexity reduction is great! While we're on the subject, how come NONE of the assemblers have a crafting speed of 100%? :lol:
by Selvek
Sat Oct 20, 2018 4:37 am
Forum: News
Topic: Friday Facts #265 - Nomenclature & Steam networking
Replies: 121
Views: 32611

Re: Friday Facts #265 - Nomenclature & Steam networking

While we are there, you REALLY need an easy way to see all the ways to produce a certain item (e.g. sulphur / cobalt in Bob's Mod)... I hate having to refer to a wiki to get an in-game answer. Try FNEI (https://mods.factorio.com/mods/npo6ka/FNEI). It lets you search for any item and find all the re...
by Selvek
Tue Sep 18, 2018 11:53 pm
Forum: Gameplay Help
Topic: PROBLEM WITH OIL REFINERY
Replies: 12
Views: 4123

Re: PROBLEM WITH OIL REFINERY

I think your quick fix is to add another oilfield (more pumpjacks!) rather than focusing on circuit network and modules quite yet!
by Selvek
Tue Sep 18, 2018 7:55 pm
Forum: News
Topic: Friday Facts #260 - New fluid system
Replies: 292
Views: 74485

Re: Friday Facts #260 - New fluid system

Yay! Sounds like great improvements! Now we just need some method to have adjacent pipes not auto-connect to each other. :shock: :?
by Selvek
Sat Sep 01, 2018 4:21 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 790912

Re: [0.16] Sea Block Pack 0.2.13

I've got a bit of a problem while running this mod: All the terrain (land and water) is black! Entities are visible normally - if I place a light, it's visible. I installed the entire mod pack via the download link, after cleaning my mods folder out completely. I had this problem with all the mods ...
by Selvek
Sat Sep 01, 2018 12:48 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 790912

Re: [0.16] Sea Block Pack 0.2.13

I've got a bit of a problem while running this mod: All the terrain (land and water) is black! Entities are visible normally - if I place a light, it's visible. I installed the entire mod pack via the download link, after cleaning my mods folder out completely. I had this problem with all the mods i...
by Selvek
Fri Aug 10, 2018 8:21 pm
Forum: News
Topic: Friday Facts #255 - Construction tools
Replies: 140
Views: 34386

Re: Friday Facts #255 - Construction tools

Best FFF ever!!! On the "new blueprint Q window" topic: I don't remember whether there was ever a conclusion on changing the hotbar so that it only holds links, not items, but I think things would be much simpler in general if your "hand" couldn't hold anything that doesn't exist...
by Selvek
Thu Aug 09, 2018 4:29 pm
Forum: Railway Setups
Topic: AID - Automatic Item Delivery
Replies: 10
Views: 9224

Re: AID - Automatic Item Delivery

This looks awesome! I've been pondering about something like this for a while, but never had the motivation to actually design one :lol: Can't wait to try it out!
by Selvek
Thu Aug 09, 2018 3:37 pm
Forum: General discussion
Topic: Game+ in Factorio?
Replies: 17
Views: 4079

Re: Game+ in Factorio?

Even if the devs introduced this feature, nobody would agree about how much stuff should be available. Fortunately, this game already has a feature which allows you to customize its every aspect... mods!
by Selvek
Mon Jul 09, 2018 8:11 pm
Forum: News
Topic: Friday Facts #250 - Dead end conclusion
Replies: 142
Views: 36538

Re: Friday Facts #250 - Dead end conclusion

Instead of blueprint books, why not blueprint folders? The difference, obviously, is that folders can be multiple levels deep. Balancers/BlueBalancers/4toN/4to8Balancer Also, while we're on the subject, the blueprint editor allows you to delete entities, but not move or add them. How many times have...

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