Search found 239 matches

by irbork
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 :P
by irbork
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...
by irbork
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...
by irbork
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 :?: :?: :?:
by irbork
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
by irbork
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...
by irbork
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.
by irbork
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!"
by irbork
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...
by irbork
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 :lol:
by irbork
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 ...
by irbork
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.
by irbork
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 :twisted:
by irbork
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.
by irbork
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 :D
by irbork
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.
by irbork
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...
by irbork
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...
by irbork
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?
by irbork
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...

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