Search found 237 matches

by Selvek
Mon Jul 02, 2018 8:58 pm
Forum: News
Topic: Friday Facts #249 - Dead end exploration
Replies: 206
Views: 44815

Re: Friday Facts #249 - Dead end exploration

There will be a way to do copy-paste quickly without having to create a blueprint
ThankyouThankyouThankyouThankyouThankyouThankyouThankyouThankyouThankyouThankyou!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
by Selvek
Thu May 24, 2018 8:16 pm
Forum: Ideas and Suggestions
Topic: Remove ability to take/drop from/to splitters
Replies: 20
Views: 3792

Re: Remove ability to take/drop from/to splitters

In my opinion the only problem with dropping things on splitters is that it's not obvious whether they will be dropped before or after the split. A graphical fix would probably solve this, similar to the graphical fix which gets brought up every so often to make it obvious why underground belts work...
by Selvek
Thu May 24, 2018 8:07 pm
Forum: Technical Help
Topic: What does some stuff stands for? sorry im clueless
Replies: 4
Views: 776

Re: What does some stuff stands for? sorry im clueless

UPS is "updates per second", the speed at which the actual simulation of your factory runs.

Not sure about ML, posting the context of where you saw it would help.
by Selvek
Mon May 21, 2018 10:07 pm
Forum: Ideas and Suggestions
Topic: Mining Uranium Should be Required
Replies: 21
Views: 5398

Re: Mining Uranium Should be Required

Building a 10-science-per-second megabase isn't required to "beat the game", but people still do it. If someone is happy launching a rocket and being "done", I don't see any reason to force them to get uranium. There's plenty of complexity required to launch a single rocket, and ...
by Selvek
Thu May 17, 2018 5:57 pm
Forum: Gameplay Help
Topic: On the capacity of trains
Replies: 31
Views: 6582

Re: On the capacity of trains

Once you have roboports, construction robots, and repair packs, could you use gates on an unsignaled rail system, and short trains (max length that won't destroy gates or rail cars when crashing at full speed), to prevent deadlocks and have trains queue by smashing into the gate or train ahead of t...
by Selvek
Tue Apr 24, 2018 7:26 pm
Forum: Ideas and Suggestions
Topic: Construction bot pathing
Replies: 14
Views: 2921

Re: Construction bot pathing

The weird inconsistency is, what does the roboport "range" actually mean? In my mind, robots should never try to path outside of the roboport allowed area. That gives you the ability to actually affect how the network behaves. On the subject of "networks", the entire point of a n...
by Selvek
Thu Mar 15, 2018 8:42 pm
Forum: Ideas and Suggestions
Topic: Nukes are overpowered and they need to be nerfed in some way
Replies: 23
Views: 4161

Re: Nukes are overpowered and they need to be nerfed in some way

Clearing biter bases late game is a chore, not a challenge or fun. Nukes offset the pointlessness of the time required to clear out biters. They required a massive infrastructure investment to mass produce, so they are only available very late game in useful quantities.

No nerf is needed IMO.
by Selvek
Thu Feb 08, 2018 9:32 pm
Forum: Ideas and Suggestions
Topic: Nuclear disasters
Replies: 36
Views: 6784

Re: Nuclear disasters

Options for nuclear meltdown: 1) Be random (low frequency) People will still build them, and occasionally they will explode. People will be like "darn it, now I have to run back and rebuild it... again... sigh..." 2) Be random (high frequency) No one will use them, because they require mor...
by Selvek
Tue Jan 30, 2018 11:39 pm
Forum: Ideas and Suggestions
Topic: Destroyed things drop inventory
Replies: 11
Views: 3420

Re: Destroyed things drop inventory

Ever tried the hard crafting mod? Early mining gives you a TON of leftover dirt and gravel. The ONLY way to deal with it early game is by putting it in a bunch of chests, then shotgunning them down. Otherwise, you just stockpile dirt and gravel until they take over the entire world...
by Selvek
Wed Jan 10, 2018 12:41 am
Forum: Ideas and Suggestions
Topic: Shouldn't unmerging a belt be as simple as merging it?
Replies: 36
Views: 8991

Re: Shouldn't unmerging a belt be as simple as merging it?

I think my biggest issue with this is... it just doesn't make logical sense. Yes, I agree that building creative setups out of a minimal number of pieces is part of the appeal of factorio. But, let's imagine you're an engineering designing a product line of belt pieces to sell. Would you: A) Design ...
by Selvek
Thu Dec 21, 2017 8:33 pm
Forum: Ideas and Suggestions
Topic: circuit logic suggestions
Replies: 6
Views: 1390

Re: circuit logic suggestions

- add combinators with enhanced logic like a processor. possibly something like the mod factorissimo with combinators Just have one combinator with a microcontroller in it (or, perhaps, a "processing unit"), write some code, and you've now replaced the most complex combinator circuit ever...
by Selvek
Thu Dec 21, 2017 8:27 pm
Forum: Not a bug
Topic: [0.16.6] Cannot insert items if the main inventory is full
Replies: 5
Views: 1135

Re: [0.16.6] Cannot insert items if the main inventory is full

Thanks for the report however that's working correctly. The crafting queue is no different than any other system which puts items in your inventory/quickbar: the quickbar will never auto-add items past 1 stack unless the stack already existed in the quickbar or the slot was filtered to it. This mak...
by Selvek
Tue Dec 19, 2017 7:17 pm
Forum: Show your Creations
Topic: Pre-automation automation
Replies: 8
Views: 3024

Re: Pre-automation automation

I did a lot of this on a marathon playthrough since it takes forever to get electricity... that's when I discovered how ridiculously much coal burner inserters can chew up!
by Selvek
Tue Dec 19, 2017 7:12 pm
Forum: Gameplay Help
Topic: help balancing a belt
Replies: 8
Views: 2721

Re: help balancing a belt

You have a belt balancer, not a lane balancer. A belt balancer like the one shown here has no path to get items from one lane to the other.
by Selvek
Tue Dec 19, 2017 7:06 pm
Forum: Gameplay Help
Topic: help balancing a belt
Replies: 8
Views: 2721

Re: help balancing a belt

1) Is there actually a problem here? If the assemblers down the line were short on resources, they would start pulling from the other half of the belt. So is there anything happening that's limiting throughput? 2) If you want to balance the two sides of a belt, you can use a lane balancer: https://w...
by Selvek
Wed Nov 08, 2017 4:30 pm
Forum: Show your Creations
Topic: The most UPS efficient mining & smelting blueprint
Replies: 10
Views: 14828

Re: The most UPS efficient mining & smelting blueprint

Wow, you UPS guys must all play on ridiculously high ore settings. I'd never consider a design that had to be re-positioned several times to eat up the whole ore patch. Maintaining enough mines is enough work already!
by Selvek
Tue Nov 07, 2017 4:33 pm
Forum: News
Topic: Friday Facts #215 - Multithreading issues
Replies: 101
Views: 30903

Re: Friday Facts #215 - Multithreading issues

The whole idea behind the "copy and paste" starting area generation was fairness. The new map example doesn't look very fair - i.e. the Southern spawn point is sitting on massive oil reserves.
by Selvek
Tue Oct 31, 2017 8:11 pm
Forum: Mods
Topic: I think I've modded myself into an autoloss
Replies: 9
Views: 4338

Re: I think I've modded myself into an autoloss

Wow... I'm speechless... this sounds like the most painful experience one could imagine.
by Selvek
Tue Oct 31, 2017 8:06 pm
Forum: Off topic
Topic: Fire mage dillema.
Replies: 8
Views: 2136

Re: Fire mage dillema.

Creating heat does not require removing heat from anywhere else. Heat can be created from potential energy.

Fire mages convert "magic potential energy" (that's a thing right?) into heat. They do not need to pull heat from their surroundings.

Err... wtf, isn't this the factorio forum?
by Selvek
Tue Oct 31, 2017 6:01 pm
Forum: News
Topic: Friday Facts #214 - Concrete rendering
Replies: 129
Views: 47075

Re: Friday Facts #214 - Concrete rendering

Looks great... but I agree it doesn't look like concrete. Also agree that the hazard concrete transitions should be sharp. The paint lines between yellow and black are sharp - it looks weird to have the edges so fuzzy. Also, can you post some new screenshots of walls on the edge of the concrete? It'...

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