Search found 43 matches

by Radioactive Pretzels
Tue Sep 20, 2016 4:03 am
Forum: Ideas and Suggestions
Topic: List of playstyle Challenges
Replies: 15
Views: 6145

List of playstyle Challenges

I love experimenting with different limitations or rulesets for Factorio. Like the "Lazy Bastard" acheivement for using a minimal number of pocket craftings. A lot of the possible rules are just self-imposed, not a mod or even acheivement, but they're fun. Bentham (youtube Let's Play super...
by Radioactive Pretzels
Sun Sep 18, 2016 9:59 pm
Forum: Ideas and Suggestions
Topic: Alien Civilizations
Replies: 2
Views: 1674

Re: Alien Civilizations

And only aliens have special organic assemblers that create items that you yourself cannot. If you're friendly, you can use the assembler in their town (but can't move it). Your "trade" may just be feeding in stuff to the alien assembler and getting new products out. Perhaps Alien Science ...
by Radioactive Pretzels
Sat Sep 17, 2016 10:17 pm
Forum: Ideas and Suggestions
Topic: Combat Roboports
Replies: 5
Views: 2161

Combat Roboports

Remote defense bases are fun to design, but inevitable damage to walls and turrets means they need repairs, not just restocking. Construction bots with repair packs are the solution, but the (expensive) bots are eaily destroyed! There are some clever guys thinking of ways of using accumulator drain ...
by Radioactive Pretzels
Fri Sep 16, 2016 11:41 pm
Forum: News
Topic: Friday Facts #156 - Massive Multiplayer
Replies: 42
Views: 25864

Re: Friday Facts #156 - Massive Multiplayer

Indentifying griefers who delete lots of things might be easier if there was a way to query a player's # of objects built, # of objects deleted (built by self) and # of objects deleted (built by others). A delete-happy griefer would have a high number of other-peoples-objects deletions compared to t...
by Radioactive Pretzels
Thu Sep 15, 2016 2:47 pm
Forum: Ideas and Suggestions
Topic: programmable buildings (assembler, furnaces, plants)
Replies: 53
Views: 13224

Re: programmable buildings (assembler, furnaces, plants)

I bet the real problem with changing an assembler's recipe is dealing with the supply inserters holding products. Think of a gear assembler being fed iron from a mixed iron/copper belt by an inserter. The inserter is holding one piece of iron, ready to put it into the assembler when there's room. No...
by Radioactive Pretzels
Wed Sep 14, 2016 2:34 am
Forum: Ideas and Suggestions
Topic: Science Assembers only on Biter Bases Challenge
Replies: 1
Views: 669

Science Assembers only on Biter Bases Challenge

After you've played a few games and launched dozens of rockets, it's interesting to set other goals or styles for yourself, often by using a mod like Bob's Mods. Bentham (MangledPork on Youtube) is running THREE Let's Plays with different self-imposed rules to see how each game evolves. One rule is ...
by Radioactive Pretzels
Sun Aug 28, 2016 10:04 pm
Forum: Ideas and Suggestions
Topic: Core-drill (mining)
Replies: 2
Views: 2972

Re: Core-drill (mining)

I like the idea of needing to support the drill.. more logistics to bring, say, bricks and lubricant to a drill to feed it. And logistics is fun! How about combining the "random ore" idea with discovery and exploration? Maybe after the drill has gone deep enough it will tell you the densit...
by Radioactive Pretzels
Tue Aug 23, 2016 8:24 am
Forum: General discussion
Topic: Skyblock (minecraft)-like play
Replies: 8
Views: 6955

Re: Skyblock (minecraft)-like play

How about a mod that made you deal with another scarcity.. a scarce recipe. Perhaps blue science, for example, could not be built in your pocket or in an assember. Instead, there are rare 3x3 blocks scattered around the world (randomly, and ~1000 tiles apart) which are "natural assembers"....
by Radioactive Pretzels
Mon Aug 22, 2016 11:35 pm
Forum: Gameplay Help
Topic: Unloading station - room for improvement
Replies: 11
Views: 6219

Re: Unloading station - room for improvement

Circuit condition on the inserters pulling from the train chest to your belt. Don't move iron onto the cycled belt when you have too much iron in your output buffer chests already. Once those output buffer chests fill, your cycled belt will jam, as you've found out.
by Radioactive Pretzels
Mon Aug 22, 2016 11:27 pm
Forum: News
Topic: Friday Facts #152 - Team production challenge
Replies: 46
Views: 25590

Re: Friday Facts #152 - Team production challenge

A new factory recipe can can synthesize a "biter egg" from heavy oil and blue science. Once crafted, you can release it onto one of your competitor's world to start a wave of biters to disrupt their progress.
by Radioactive Pretzels
Sat Aug 06, 2016 4:05 am
Forum: Ideas and Suggestions
Topic: Swap input on chemical factory
Replies: 73
Views: 39103

Re: Fluid Processing Poll for input sides

Bonus: if the input/output pipe flavors can be switched, it also means blueprint flipping (mirror imaging) is viable for fluid setups. Currently it's not since a mirror imaged blueprint puts the fluids on the wrong inputs since there is no other option.
by Radioactive Pretzels
Sun Jul 31, 2016 12:17 am
Forum: Implemented Suggestions
Topic: Blueprint mirroring via shift-R
Replies: 6
Views: 2806

Re: Blueprint mirroring via shift-R

I think one of the main reasons why you can't flop blueprints is in the nature of some entities. EG, Oil refinery and chemical plants, their pipe locations would be in the wrong places, train station and lights wouldn't flip too well either. Then we should remove blueprint rotation too, since some ...
by Radioactive Pretzels
Sun Jul 31, 2016 12:12 am
Forum: Ideas and Suggestions
Topic: Per-factory statistics
Replies: 2
Views: 1244

Per-factory statistics

I'd like to hover over a building and see how many items it's crafted over its lifetime. Bonus if it's also in the past 5 minutes, 1 hour, 10 hours. Rocket launches too! Useful for optimizing designs, since you can tell that a certain copper coil assembler is unnecessary since it's never used, or a ...
by Radioactive Pretzels
Sun Jul 31, 2016 12:08 am
Forum: Ideas and Suggestions
Topic: Mine while holding blueprint
Replies: 4
Views: 2224

Mine while holding blueprint

If you're holding an item like a factory and there's a tree or structure in the way, you can right click (while still holding the factory) and if you're close enough you'll mine/chop/collect the offending obstacle. This is very convenient. I would like the same behavior when I'm holding a blueprint....
by Radioactive Pretzels
Sat Jul 30, 2016 11:55 pm
Forum: Resolved Problems and Bugs
Topic: [0.13.10,11] Crash loading save file on Linux
Replies: 9
Views: 3316

Re: [0.13.10,11] Crash loading save file on Linux

Good news! Seems (sorta) fixed in 0.13.13! I say "sorta" because if I load the save, it now succeeds and the game starts great, but if I save the game again (even immediately) the new save won't load.. it just hangs and I have to force quit Factorio. BUT I found this does not happen if mod...
by Radioactive Pretzels
Fri Jul 29, 2016 6:56 am
Forum: Ideas and Suggestions
Topic: Tesla Coil highest tier powerpole
Replies: 2
Views: 1472

Re: Tesla Coil highest tier powerpole

I like this idea! Especially because in the mid-to-late game power distribution is not difficult with plentiful substations, leaving a cluttered mess. The brilliance of this suggestion is making the power poles DANGEROUS to the player. A real negative.. and gives an interesting tradeoff. That shock ...
by Radioactive Pretzels
Fri Jul 29, 2016 5:07 am
Forum: Ideas and Suggestions
Topic: Marker for Drills w/ No Resources
Replies: 5
Views: 3036

Re: Marker for Drills w/ No Resources

I agree with mattj.. auto-deconstruct flagging when exhausted (like the mod) would be nice in vanilla. Mostly for late-late game when you're going through the grinding part of maintaining dozens of fields to keep your megafactory supplied. Make it a researchable feature. (I'm always in favor of addi...
by Radioactive Pretzels
Fri Jul 29, 2016 4:31 am
Forum: Ideas and Suggestions
Topic: View Zoom Research
Replies: 1
Views: 841

View Zoom Research

In late game, often you're dealing with HUGE blueprints which are often larger than the screen. Awesome Factorio has no problem with this. But because they're so large, often the edges are offscreen even at maximum zoom out, and you don't even know where you're placing it anymore, especially if rail...
by Radioactive Pretzels
Thu Jul 28, 2016 1:49 am
Forum: Resolved Problems and Bugs
Topic: [0.13.10,11] Crash loading save file on Linux
Replies: 9
Views: 3316

Re: [0.13.10,11] Crash loading save file on Linux

I ruled out a corrupted .zip savefile, since I have three _autosaveX.zip files from the same game which all also do not load.

That logfile of the crash when loading one of those is attached here, it looks pretty similar to the TIMEWASTER.zip crash logfile.
by Radioactive Pretzels
Wed Jul 27, 2016 5:30 pm
Forum: Resolved Problems and Bugs
Topic: [0.13.10,11] Crash loading save file on Linux
Replies: 9
Views: 3316

Re: [0.13.10,11] Crash loading save file on Linux

I downloaded 0.13.11 on Max OSX and tried loading the same save file. Again, crash on load with very similar assert() failures.
Log file from the Mac attached.

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