Search found 232 matches

by irbork
Fri Oct 25, 2019 3:34 pm
Forum: News
Topic: Friday Facts #318 - New Tooltips
Replies: 118
Views: 28278

Re: Friday Facts #318 - New Tooltips

Steam engines will have max temperature of the Steam. That means you cannot connect them to heat exchanges any more. Will they blow up if you connect them anyways? :twisted: :twisted: :twisted:
by irbork
Wed Oct 23, 2019 10:13 am
Forum: Cheatsheets / Calculators / Viewers
Topic: Foreman 0.1.9 - A factory optimisation tool.
Replies: 349
Views: 256305

Re: Foreman 0.1.9 - A factory optimisation tool.

Firemonkey1412 wrote:
Tue Sep 17, 2019 6:11 pm
The Links are online...
https://www.reddit.com/r/factorio/comme ... x_lastest/
Not working. Can ignore error but no recipes will load.
Image
https://imgur.com/a/9hWJkXV
by irbork
Sun Oct 20, 2019 6:18 pm
Forum: Ideas and Suggestions
Topic: Spawner generation priority
Replies: 1
Views: 374

Spawner generation priority

I wanted some foresty map with a lot of biters, so I have put trees and biters on maximum setting. Trees were generated ok but there was not a single biter on entire map. It would make much more sense and give some additional gameplay choices if the biter bases deleted trees around rather than the o...
by irbork
Fri Sep 27, 2019 4:18 pm
Forum: News
Topic: Friday Facts #314 - 0.17 stable
Replies: 105
Views: 30573

Re: Friday Facts #314 - 0.17 stable

We know that there was a considerable amount of time spent playing WoW Classic in the past few weeks since the 0.17 stable was delayed so much. As far as optimizations of work go there is one good idea. Just try to do it like Coffee Stain Studio where only like 2 weeks were affected by holiday seaso...
by irbork
Fri Sep 20, 2019 5:41 pm
Forum: News
Topic: Friday Facts #313 - Light at the end of the bug tunnel
Replies: 58
Views: 16681

Re: Friday Facts #313 - Light at the end of the bug tunnel

WoW Classic is not only stealing our Factorio development speed but is is also preventing us to get a decently lengthy FFF.
by irbork
Fri Sep 13, 2019 2:10 pm
Forum: News
Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
Replies: 144
Views: 40635

Re: Friday Facts #312 - Fluid mixing saga & Landfill terrain

From the loos of it is sounds like the landfill action is quite well designed. I like it however I have always thought it will be more stony texture like gravel or little rocks used to replace the water. It's great that the man taking care of fluid mixing likes it so much. However taking under consi...
by irbork
Fri Aug 23, 2019 5:49 pm
Forum: News
Topic: Friday Facts #309 - Controversial opinions
Replies: 290
Views: 65790

Re: Friday Facts #309 - Controversial opinions

Inserters should not chase items - approve Blueprint import/export should be a modded feature - indifferent Combat/Biters - approve all 3 Miners shouldn't output directly to belts - strongly disagree Boilers shouldn't have a water output - disagree Pipes should work like electricity - 100% approve A...
by irbork
Fri Aug 02, 2019 8:53 am
Forum: Releases
Topic: Version 0.17.60
Replies: 423
Views: 83233

Re: Version 0.17.60

If you aren't against mods: https://mods.factorio.com/mod/Pre0-17-60Oil I'm not against mods in general, I'm against mods that fix bad design decisions. That is pretty good then. You will have to play the game as it is designed. After a playthrough you will see that professional game designers know...
by irbork
Tue Jul 30, 2019 6:35 pm
Forum: Releases
Topic: Version 0.17.60
Replies: 423
Views: 83233

Re: Version 0.17.60

But you need over twice as many fluid boxes to get more crude, not to mention about rail network load, so BOP may be not as UPS efficient compared to AOP as you may think. It was tested. That was pretty fast, do you have the test data somewhere to look at? https://forums.factorio.com/viewtopic.php?...
by irbork
Tue Jul 30, 2019 6:26 pm
Forum: Releases
Topic: Version 0.17.60
Replies: 423
Views: 83233

Re: Version 0.17.60

I'll just mention that the only real use for light oil was making efficient solid fuel previously. How much of it did you really spend for flamethrower? That is indeed true, but now that solid fuel isn't even used in Chemical Science, it makes both light oil and solid fuel near useless until you bu...
by irbork
Tue Jul 30, 2019 6:19 pm
Forum: Releases
Topic: Version 0.17.60
Replies: 423
Views: 83233

Re: Version 0.17.60

Antaios wrote:
Tue Jul 30, 2019 6:09 pm
irbork wrote:
Tue Jul 30, 2019 6:06 pm
But you need over twice as many fluid boxes to get more crude, not to mention about rail network load, so BOP may be not as UPS efficient compared to AOP as you may think.
It was tested.
Where can I find the results?
by irbork
Tue Jul 30, 2019 6:16 pm
Forum: Releases
Topic: Version 0.17.60
Replies: 423
Views: 83233

Re: Version 0.17.60

And that's why I said before that it seems like you're making these changes to make a change . These changes didn't address the root cause of the issue with blue science, as has been pointed out to you several times in both of the other threads, and by making these changes you've done something you...
by irbork
Tue Jul 30, 2019 6:06 pm
Forum: Releases
Topic: Version 0.17.60
Replies: 423
Views: 83233

Re: Version 0.17.60

At least it makes my megabase builds easier since Advanced Processing is nearly useless now so I just need a tiny build for it and then can spam production of Basic Processing for all my petro needs and less fluid boxes. Having the basic tech be superior to higher tech for late game big bases names...
by irbork
Tue Jul 30, 2019 4:27 pm
Forum: Releases
Topic: Version 0.17.60
Replies: 423
Views: 83233

Re: Version 0.17.60

If you aren't against mods: https://mods.factorio.com/mod/Pre0-17-60Oil I'm not against mods in general, I'm against mods that fix bad design decisions. That is pretty good then. You will have to play the game as it is designed. After a playthrough you will see that professional game designers know...
by irbork
Tue Jul 30, 2019 4:20 pm
Forum: Releases
Topic: Version 0.17.60
Replies: 423
Views: 83233

Re: Version 0.17.60

Definitely dissapointed with those oil changes coming through. I can't imagine how this was still considered the best option... At least it makes my megabase builds easier since Advanced Processing is nearly useless now so I just need a tiny build for it and then can spam production of Basic Proces...
by irbork
Tue Jul 30, 2019 3:48 pm
Forum: Releases
Topic: Version 0.17.60
Replies: 423
Views: 83233

Re: Version 0.17.60

[*]Deathworld marathon preset was made a little bit easier. What exactly was changed? Enemy evolution time factor is set to 150 (from 200), pollution factor is set to 10 (from 12). Attack cost modifier is set to 80% (from 50%). I hope that default death world is unchanged, since it was really fun t...
by irbork
Tue Jul 30, 2019 3:45 pm
Forum: Releases
Topic: Version 0.17.60
Replies: 423
Views: 83233

Re: Version 0.17.60

At long last I can see some more commitment on the more controversial changes.
by irbork
Tue Jul 30, 2019 7:31 am
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 159054

Re: Friday Facts #305 - The Oil Changes

Current changes present in the oilchanges mod are good. The only problem of not being able to get enough efficient solid fuel can be easily remedied by adding solid fuel to rafinery output for basic oil processing. The good value is about 5 units every cycle. This would allow to power your steam pow...
by irbork
Mon Jul 29, 2019 4:14 pm
Forum: Not a bug
Topic: [0.17.59] Sound level getting lower when I zoom out.
Replies: 2
Views: 271

Re: [0.17.59] Sound level getting lower when I zoom out.

Maybe an extra option would make it work.
[x] Environmental sounds from engineers perspective
by irbork
Sun Jul 28, 2019 6:25 pm
Forum: Duplicates
Topic: [0.17.59] Volume level sliders reset after game restart.
Replies: 1
Views: 309

[0.17.59] Volume level sliders reset after game restart.

It seems volume levels are not saved properly. They always reset to values I have set long time ago. No matter if quitting just after changing them from main menu or from saved game.

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