Search found 578 matches

by featherwinglove
Wed Jan 02, 2019 2:38 am
Forum: Fan Art
Topic: The Mountains of Nauvis (Story based on modded 0.16.51 LP)
Replies: 5
Views: 6031

Re: The Mountains of Nauvis (Story based on modded 0.16.51 LP)

Day 1, 28hr28m, 14% night, Kraddic reporting : The pump and aqueducts made so far are working good, we haven't got it all the way to the reservoir on the platform yet, but were most of the way there. Carolus is taking over now while I work the pump between moments of kinda sealing the aqueducts. Ca...
by featherwinglove
Wed Jan 02, 2019 12:00 am
Forum: General discussion
Topic: The Problem With Pickaxes - Digging Out Factorio's Core
Replies: 100
Views: 40262

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

Is having a graphical icon representing your pickax really so important? If the pickax had never existed, would modders go through this effort of putting it in? Are you really so worse off for having the pickax implied? If you answer no to any of these questions, then perhaps you're fighting a losi...
by featherwinglove
Tue Jan 01, 2019 11:50 pm
Forum: Fan Art
Topic: The Mountains of Nauvis (Story based on modded 0.16.51 LP)
Replies: 5
Views: 6031

The Mountains of Nauvis (Story based on modded 0.16.51 LP)

The Mountains of Nauvis The mod pack contains 136 mods from Stone Age to Space Extension and Advanced Rocket Payloads. Some in-character material has, and will be, contrived to explain bugs in the mod pack. In-character time is sixty times game time, i.e. a second of game time is a minute of charac...
by featherwinglove
Tue Jan 01, 2019 10:22 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 172861

Re: Friday Facts #275 - 0.17 Science changes

The trick to using PSPs is batteries. That's the other issue. Early modular suits suffer because they don't work at night. This isn't a big deal for most items, except it renders the night vision goggles completely inoperable as a stand alone research. ... Give it enough internal energy to survive ...
by featherwinglove
Tue Jan 01, 2019 10:17 pm
Forum: General discussion
Topic: The Problem With Pickaxes - Digging Out Factorio's Core
Replies: 100
Views: 40262

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

vedrit wrote:
Tue Jan 01, 2019 9:38 pm
On a small side topic, perhaps the slot where the tool went could instead be used as a dedicated spot for repair packs? Somehow, they're always moving out of their spot on my toolbar, even when I lock a slot to them
I like this idea!
by featherwinglove
Tue Jan 01, 2019 10:15 pm
Forum: General discussion
Topic: The Problem With Pickaxes - Digging Out Factorio's Core
Replies: 100
Views: 40262

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

@Featherwinglove and others who think like him. I see a problem with the train of thought you folks have. Y'all clearly like the game. Y'all clearly greatly enjoy the modded game. Most, if not everyone, disappointed in the removal of the pickaxe and the changes to mining coming with 0.17 are all pl...
by featherwinglove
Tue Jan 01, 2019 9:47 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 172861

Re: Friday Facts #275 - 0.17 Science changes

However the 3 piercing ammo assemblers there aren't enough to cover general ammo needs, so there is an extra ammunition line. It usually does for me, but I know I'd have an equivalent problem with the rails in the production pack. I think needing to separate science pack crafting ingredients in rel...
by featherwinglove
Tue Jan 01, 2019 9:32 pm
Forum: Mods
Topic: SJT Dirty Ores Remastered
Replies: 36
Views: 8055

Re: SJT Dirty Ores Remastered

Yeah, remove the Mk4 for sure. It's very unbalanced with Bob's Mods, the recipe is more like an Mk6; no idea what he was thinking. The Mk2.5 is a bit out of character, and I thought I had modded in separately because No Hand Crafting (not that one , but this one ), it's handy with that because it ca...
by featherwinglove
Tue Jan 01, 2019 7:30 pm
Forum: General discussion
Topic: Start Menu: I'm feeling lucky?
Replies: 9
Views: 3136

Re: Start Menu: I'm feeling lucky?

Oh no I'm stuck in forest and I can't move, and it takes an hour to break trees 'cus, 'cus, CUS IT RANDOMIZED MY MOD SETTINGS TOO!! OC: I don't think No Starting Area is an option, unless it's been modded. No starting area was an option in 0.12 and I lamented its disappearance; it's part of the reas...
by featherwinglove
Tue Jan 01, 2019 7:25 pm
Forum: Mods
Topic: SJT Dirty Ores Remastered
Replies: 36
Views: 8055

Re: SJT Dirty Ores Remastered

These had me confused as I had Food Industry installed, or so I thought. At some point before I first tried DOR, I dropped it because I had not found any hunger implementation or effects. I'm getting similar functionality from Oxygen Patched, which isn't causing any crashes.
by featherwinglove
Tue Jan 01, 2019 7:14 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 172861

Re: Friday Facts #275 - 0.17 Science changes

Dear developers. Everyone knows that science requires coffee. Maybe the science labs should need some coffee either piped in, or provided as an item in early game? No scientific progress has been made without coffee since the fire, because noone likes cold coffee, i'm quite certain.... Agreed. Some...
by featherwinglove
Tue Jan 01, 2019 7:11 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 172861

Re: Friday Facts #275 - 0.17 Science changes

The naming convention for the new science packs is almost serviceable but not there yet. 'Utility' is just bad. 'Automation' could be better; you're trying too hard on the suggestion with that. 'Manufacturing' is better in that it's clearer and people generally have a better idea of what that means...
by featherwinglove
Tue Jan 01, 2019 7:05 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 172861

Re: Friday Facts #275 - 0.17 Science changes

... This way the player is required to automate all fundamental logistic "devices" very early game. In a game about discovering, learning, inventing, solving puzzles, and playing freely all this new hand-holding is the opposite of a good thing. It's not really "hand holding" in ...
by featherwinglove
Tue Jan 01, 2019 6:54 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 172861

Re: Friday Facts #275 - 0.17 Science changes

And I'm really, really tired of bad magician-style dodges where you hand wave what I said to try to imply that I might have denied the link between the player's logistic network and their ability to mass produce things so we can have merry little chase down that rabbit hole of stupidity. Or to put ...
by featherwinglove
Tue Jan 01, 2019 6:15 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 172861

Re: Friday Facts #275 - 0.17 Science changes

The primary intention behind design of production science recipe has always been to create a challenge that feels somewhat different and fresh compared to previous 5 science pack recipes. That is why the recipe requires large volume of an item. Previously the item was copper wire, but feedback we g...
by featherwinglove
Tue Jan 01, 2019 6:04 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 172861

Re: Friday Facts #275 - 0.17 Science changes

I actually think "Rocket Science" is a far superior name to "Space Science" for the final science pack. In real life, the phrase "rocket science" is generally applied to designing and building vehicles that bring things into space, which is precisely the stated purpose...
by featherwinglove
Tue Jan 01, 2019 5:34 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 172861

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. Removal of pickaxes is extremely not good. A possible good solution for those wh...
by featherwinglove
Tue Jan 01, 2019 5:23 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 172861

Re: Friday Facts #275 - 0.17 Science changes

I have tried to explain both in the article and here earlier that the “are rails advanced enough” is not just whether the recipe and item unlock consist of early parts (technically it is green tier without oil which is early). It’s also important when do you actually want to use the item - you can ...
by featherwinglove
Tue Jan 01, 2019 5:10 pm
Forum: Releases
Topic: Factorio Roadmap for 1.0.
Replies: 801
Views: 1042190

Re: Factorio Roadmap for 0.17 & 0.18

Chalk that up to me getting so used to them that my brain has filtered it out as background noise :mrgreen:
by featherwinglove
Tue Jan 01, 2019 5:07 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 172861

Re: Friday Facts #275 - 0.17 Science changes

Philip017 used Walluv Text. It is very effective. featherwinglove is in a bit of a pinch, it looks like it might cry. featherwinglove toughed it out so you wouldn't feel sad! ...i hope that you balance this a bit better allowing even higher oil richnesses. the max setting on the richness meter at c...

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