Search found 239 matches
- Sat Feb 23, 2019 10:14 am
- Forum: News
- Topic: Friday Facts #283 - Prepare to Launch
- Replies: 341
- Views: 152821
Re: Friday Facts #283 - Prepare to Launch
I will be waiting for some more iteration on 0.17. I want my first playthrough of this release have 100% new gui, including all hot-bar functionality, as well as fully implemented new water physics
- Fri Feb 15, 2019 8:16 pm
- Forum: News
- Topic: Friday Facts #282 - 0.17 in sight
- Replies: 186
- Views: 83136
Re: Friday Facts #282 - 0.17 in sight
Is AUX (terrain type) a temperature? It seems most logical to have tile type chosen by its temperature and humidity values. It will allow to properly generate maps with additional biomes, like tundra, tropical forest, ice sheet. I would not mind if some trusted streemers/youtubers (AntiElitz, Exterm...
- Fri Dec 28, 2018 7:45 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 150632
Re: Friday Facts #275 - 0.17 Science changes
:D 1 - Including pipes in Logistic Science Pack is a great idea. :D 2 - Replacing Gun Turret in Military Science Pack with Wall is just pure stroke of brilliance. :D 3 - I understand the reasoning of replacing Electric mining drill with Solid fuel, however I will miss the little push to automate min...
- Sun Nov 18, 2018 10:22 am
- Forum: News
- Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
- Replies: 192
- Views: 82402
Re: Friday Facts #269 - Roadmap update & Transport belt perspective
I guess that now when belts ends go over the the next tile we will return to letting inserters pick up items from the tile where belt is not physically placed but items are pushed onto it
- Fri Nov 02, 2018 7:49 pm
- Forum: News
- Topic: Friday Facts #267 - Experiments, Explosives & Extended tags
- Replies: 120
- Views: 46552
Re: Friday Facts #267 - Experiments, Explosives & Extended tags
The pickaxe is already gone. R.I.P. SteelAxe
- Fri Oct 26, 2018 4:44 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 206624
Re: Friday Facts #266 - Cleanup of mechanics
I love all of these, except the fuel efficiency. It made the choice between steel and electric furnaces an interesting and viable one. If you had petrochemical based power, then steel furnaces were in some cases better than electric, while electric becomes fully superior in solar/nuclear builds. Fu...
- Fri Oct 26, 2018 4:11 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 206624
Re: Friday Facts #266 - Cleanup of mechanics
One more thing to stream line would be the throughput of belt types to 15-30-45 by adding a little more compression on the belts. I saw somewhere very compelling and in depth analysis on this subject.
- Fri Oct 26, 2018 3:57 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 206624
Re: Friday Facts #266 - Cleanup of mechanics
R.I.P. TeamSteelAxe
R.I.P. "Praise the Steelaxe!"
R.I.P. "Praise the Steelaxe!"
- Fri Oct 26, 2018 3:47 pm
- Forum: Ideas and Suggestions
- Topic: Number of trains on route to single station limit.
- Replies: 2
- Views: 1296
Number of trains on route to single station limit.
TL;DR The idea is to have slider or circuit signal that allows to limit no number of trains en-route to that station. What ? The perfect solution in my opinion would be if the value of station enabling signal would also determine how many trains can be on the way to that station at any moment. If t...
- Fri Oct 05, 2018 4:20 pm
- Forum: News
- Topic: Friday Facts #263 - Trains in blueprints
- Replies: 99
- Views: 38136
Re: Friday Facts #263 - Trains in blueprints
Great news!
I am pretty sure undo in the past form is undid and undone, not undo-ed
I am pretty sure undo in the past form is undid and undone, not undo-ed
- Fri Sep 14, 2018 2:18 pm
- Forum: News
- Topic: Friday Facts #260 - New fluid system
- Replies: 292
- Views: 113706
Re: Friday Facts #260 - New fluid system
I like the nuclear option best ;) For all the disadvantages presented, none sticks. "There would be no visualisation or indication of the flow of fluid." - There would not be a reason someone would need one. "There would be unlimited throughput, one water pipe could supply all boiler ...
- Sat Sep 08, 2018 8:27 am
- Forum: News
- Topic: Friday Facts #259 - Scan-codes, Prototype IDs, HR worm
- Replies: 99
- Views: 40608
Re: Friday Facts #259 - Scan-codes, Prototype IDs, HR worm
Ho fast will worms dig tunnels and how long can they stay underground? Its important because if to fast and to long underground they may pop up in the middle of your base way past the defense line.
- Fri Aug 31, 2018 7:37 pm
- Forum: News
- Topic: Friday Facts #258 - New autoplace
- Replies: 145
- Views: 59345
Re: Friday Facts #258 - New autoplace
I love how in the last picture of the map there is no oil in the starting area and no oil outside as well
- Fri Aug 24, 2018 4:42 pm
- Forum: News
- Topic: Friday Facts #257 - NPE/Campaign update
- Replies: 111
- Views: 49187
Re: Friday Facts #257 - NPE/Campaign update
I like the new science changes. Shallow water passes would be great in campaign too, as long as you can landfill it, sail through it with ships and cross with somewhat amphibious tanks.
- Fri Aug 10, 2018 4:18 pm
- Forum: News
- Topic: Friday Facts #255 - Construction tools
- Replies: 140
- Views: 51352
Re: Friday Facts #255 - Construction tools
All news this week to my liking
- Sun Aug 05, 2018 7:22 am
- Forum: News
- Topic: Friday Facts #254 - No research queue for you
- Replies: 223
- Views: 81118
Re: Friday Facts #254 - No research queue for you
I was really excited about research queue feature. I don't understand why remove a feature that had been already developed. If you worry about new players you could disable queue functionality as default option.
- Fri Jun 29, 2018 9:55 pm
- Forum: News
- Topic: Friday Facts #249 - Dead end exploration
- Replies: 206
- Views: 68784
Re: Friday Facts #249 - Dead end exploration
I like the last proposal the most. I only miss the store-able blueprints, not because I used it so much, but because I always dream of a mod where you can put a blueprint into the chest and all the required items will get requested in requester chest. But for this modders can create some new item (B...
- Fri May 04, 2018 6:24 pm
- Forum: News
- Topic: Friday Facts #241 - New player experience
- Replies: 117
- Views: 44694
Re: Friday Facts #241 - New player experience
The most representative Factorio's entity is of course Electric Mining Drill. It is where all the automation begins. My in-game name is as ready as it was when I bought support package :roll: . Let's lock it down for the benefit of the kids who will be able to enjoy Factorio without those unpleasant...
- Sun Apr 22, 2018 8:24 am
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Production Calculator Google Sheet [1.0]
- Replies: 50
- Views: 59011
Re: Production Calculator Google Sheet [0.15 & 0.16]
Is there a way to put productivity modules into rocket launch calculations?
From my understanding it should apply productivity bonus to Rocket Parts but not Satellite. But I have no idea where to put it. Anyone has any info on this?
From my understanding it should apply productivity bonus to Rocket Parts but not Satellite. But I have no idea where to put it. Anyone has any info on this?
- Thu Apr 19, 2018 6:51 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Production Calculator Google Sheet [1.0]
- Replies: 50
- Views: 59011
Re: Production Calculator Google Sheet [0.15 & 0.16]
I take it that's without any productivity modules anywhere. The reason for the 400 is that it includes both direct and indirect requirements: You need 160 directly for advanced circuits, but you also need 80 electronic circuits which use up 3 copper cables each, so 3x80 = 240 more copper cables. (Y...