Search found 239 matches

by irbork
Fri Dec 29, 2017 8:19 pm
Forum: Releases
Topic: Version 0.16.8
Replies: 64
Views: 30629

Re: Version 0.16.8

Right, but it also nerfed belt transport of fluid almost equally. By reducing the capacity of the barrel, if you want to transport say, 1,000 liquid in barrels, you now need 20 barrels instead of 5, which means more belt space and more belts needed. As far as fluid throughput on belts it is still t...
by irbork
Fri Dec 29, 2017 7:42 pm
Forum: Releases
Topic: Version 0.16.8
Replies: 64
Views: 30629

Re: Version 0.16.8

Barrel capacity change is actually pretty good and makes belt handling of fluid barres much more viable since there will be 5x less fluid stuck on belts. Ans 5x faster unbarring makes the change not impactful on barreling systems output. If barrels would be cheaper it would be unnoticeable except wh...
by irbork
Fri Dec 29, 2017 6:38 pm
Forum: Releases
Topic: Version 0.16.8
Replies: 64
Views: 30629

Re: Version 0.16.8

Great changes!
Pitty we will not play with new inserter/sideloading compression mechanic before this year ends.
by irbork
Sun Dec 24, 2017 3:32 am
Forum: News
Topic: Friday Facts #222 - Christmas avalanche
Replies: 130
Views: 54721

Re: Friday Facts #222 - Christmas avalanche

wait, you said the fluid wagon has too much capacity? if you actually compare it to storing barrels in a cargo wagon, the fluid wagon is too small! you can transport more fluid in the cargo wagon. But the oil in barrels is pressurized inside of a barrel by assembler. That's why it takes less space.
by irbork
Fri Dec 22, 2017 11:03 pm
Forum: News
Topic: Friday Facts #222 - Christmas avalanche
Replies: 130
Views: 54721

Re: Friday Facts #222 - Christmas avalanche

Great job. Love you guys. It's time for you to enjoy Christmas. Haven't Klonan solved the belt compression problem? It just needs better sprite. ;) But inserters and side loading will work as well. I am sure you will remind us next week not to miss Steam voting. The only competition worthy of Factor...
by irbork
Sat Dec 09, 2017 1:49 pm
Forum: News
Topic: Friday Facts #220 - The best Friday Facts ever
Replies: 197
Views: 76881

Re: Friday Facts #220 - The best Friday Facts ever

You are the best devs ever. Holidays with Factorio sounds great.
It's daring to release experimental so close to Christmas. Can only say one thing, RESPECT!

If anyone can launch experimental update and make it playable for fans in a jiffy it's you guys.
by irbork
Fri Oct 13, 2017 8:37 pm
Forum: News
Topic: Friday Facts #212 - The GUI update (Part 1)
Replies: 151
Views: 63884

Re: Friday Facts #212 - The GUI update (Part 1)

I love everything presented about new gui including its stylish looks :roll:
by irbork
Mon Jun 05, 2017 10:28 am
Forum: Ideas and Suggestions
Topic: Technology multiplier & infinite science
Replies: 0
Views: 822

Technology multiplier & infinite science

TL;DR Normal science and infinite science should have different multipliers. What ? I love using technology multiplier of 4-8 to slow down the beginning of the game where you can't keep up implementing those new technologies in your base. However late game I want to get those high counts of various...
by irbork
Fri May 19, 2017 6:34 pm
Forum: Implemented Suggestions
Topic: Change UI paradigm from Toolbelt to Toolbar
Replies: 37
Views: 17252

Re: Change UI paradigm from Toolbelt to Toolbar

Great idea. I am all for it with like 3 years playing Factorio. Just please give us the inventory space back we can loose during the change :roll:
by irbork
Thu May 04, 2017 6:10 pm
Forum: Show your Creations
Topic: Shopping Mall
Replies: 5
Views: 12818

Re: Shopping Mall

Blueprint will not import into game
by irbork
Wed May 03, 2017 3:11 am
Forum: Resolved Problems and Bugs
Topic: [0.15.5] Global Blueprints Don't Always Transfer/Duplicates
Replies: 3
Views: 3266

Re: [0.15.5] Global Blueprints Don't Always Transfer/Duplicates

Encountered same issue. Blueprints created in vanilla cheat world, do not transfer to my 'current in progress game'. They show up in any new created games. Blueprints from new games show up in my 'current in progress game'. EDIT In new game I have put those blueprints down and created new ones (no n...
by irbork
Tue Apr 25, 2017 3:48 pm
Forum: General discussion
Topic: New biome implementation
Replies: 1
Views: 1056

New biome implementation

As stated in FFF: Everything in the following picture except inserters is in high resolution. The high resolution terrain integration is still in progress, so it won't make it to 0.15 right away. I plan to put a lot of hours into my 0.15 base and i want it to be in a new biome. Therefore my question...
by irbork
Fri Dec 09, 2016 8:45 pm
Forum: News
Topic: Friday Facts #168 - Nightvision Nightmare
Replies: 188
Views: 73444

Re: Friday Facts #168 - Nightvision Nightmare

Night vision googles are pretty much useless to anyone who cares about their eyesight. It is nice to see how cool it looks for the first time and never use it again. Like motion blur, depth of field and low quality aa in other games it only makes your eyes tired and causes early need to wear glasses...
by irbork
Fri Oct 14, 2016 8:22 pm
Forum: News
Topic: Friday Facts #160 - Playtesting
Replies: 270
Views: 114857

Re: Friday Facts #160 - Playtesting

Many nice changes on the list.
It would be convenient if you figure out a way to place ghost of an entity without necessity to have it in the inventory. Kind of like grabbing it from crafting menu with ctrl+LMB or MMB.
by irbork
Fri Jul 22, 2016 10:50 pm
Forum: News
Topic: Friday Facts #148 - Optimizations for 0.14
Replies: 49
Views: 29111

Re: Friday Facts #148 - Optimizations for 0.14

Train tunnels and/or bridges would be awesome as well...
by irbork
Sat Jul 02, 2016 4:15 pm
Forum: Resolved Problems and Bugs
Topic: [0.13.6] Watch Your Step still not working
Replies: 22
Views: 11340

Re: [0.13.1] Watch Your Step

Having the same issue.
by irbork
Fri Jul 01, 2016 6:31 pm
Forum: News
Topic: Friday Facts #145 - 0.13 experimental is out
Replies: 62
Views: 29984

Re: Friday Facts #145 - 0.13 experimental is out

The terrain generation is much better now than it was before. I can actually play without RSO and have some place to build. Good timing considering that achievements require unmoded game. Can't imagine anyone thinking that buying from sites like factorio.com, steam, gog, and humble store can hurt mo...
by irbork
Wed Jun 29, 2016 12:48 pm
Forum: Resolved Problems and Bugs
Topic: *[13.x][Twinsen] Burner inserter stuck on refuel with stack bonus
Replies: 8
Views: 4927

Re: [0.13] Burner Inserter stuck when low fuel and stack bonus

Same problem here, as soon as got stack size bonus research my furnace stopped working.
Forgot about the stack size change and thought it was related to update to .13.1 and inserter handling both coal and iron/copper/stone but this thread is correct in the end.
by irbork
Tue Jun 28, 2016 9:38 am
Forum: Duplicates
Topic: [Rseding91] 0.13.0 Inventory manipulation crash
Replies: 4
Views: 1240

[Rseding91] 0.13.0 Inventory manipulation crash

Occurs when garbing a stack of items and shift+right mouse click on empty inventory space.
by irbork
Fri Mar 11, 2016 3:27 pm
Forum: News
Topic: Friday Facts #129 - The late game
Replies: 273
Views: 134529

Re: Friday Facts #129 - The late game

I would love to see some concept of mining robots. They would leave roboport to the nearest resource and mine robot_stack_size x 5 and put this into available storage. The most appealing thing in this concept is that I would not feel so bad building over small random ore noise since later bots will ...

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