Search found 45 matches

by mathturtle
Tue Jan 16, 2018 2:21 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 373468

Re: Friday Facts #225 - Bots versus belts (part 2)

Sorry everyone haven't read more than half of the replies... apologies if this is a repeat. Twinsen, I sort of get where you are coming from, but your solution so far doesn't seem to fix the real problem. So it seems to me that the real problem is that belts and logibots are trying to fill the same ...
by mathturtle
Sat Jan 06, 2018 5:19 am
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 345784

Re: Friday Facts #224 - Bots versus belts

Having read through the first few pages of this here are my thoughts: Removing bots: please don't. You will prevent anyone who doesn't spend their life in-game from making >1k spm factories if you do this. I've seen some factories that do 1k spm or greater with belts, but the level of work involved ...
by mathturtle
Mon Dec 25, 2017 1:53 pm
Forum: News
Topic: Friday Facts #222 - Christmas avalanche
Replies: 130
Views: 55061

Re: Friday Facts #222 - Christmas avalanche

Merry Christmas everyone! Devs, enjoy your time off with your families. No need to rush out the next bugfix release. I'm excited that belt compression from sideloading is back, especially sideloading two yellow belts to make a red. I will echo everyone else to say that if you adjust fluid wagons you...
by mathturtle
Sun Dec 17, 2017 9:09 pm
Forum: General discussion
Topic: 0.16 Map generation Feedback
Replies: 210
Views: 103284

Re: 0.16 Map generation Feedback

After a few tries generating maps here is some feedback: Stone in the starting area is VERY limited. So is coal on most of the maps I've tried. Coal seems to run out about the same time as iron if not before. Uranium seems too common, they removed it from the starting area but I see one uranium patc...
by mathturtle
Sat Dec 16, 2017 3:23 pm
Forum: News
Topic: Friday Facts #221 - 0.16 is out
Replies: 155
Views: 58495

Re: Friday Facts #221 - 0.16 is out

Regarding compression: The underground compression trick always felt kinda cheaty and unintiuative to me. But that said: IRL inserters are connected to timing systems so that they place onto belts *in a perfectly compressed way*. Now I suppose I could build that timing system with the circuit networ...
by mathturtle
Thu Dec 14, 2017 1:48 pm
Forum: Releases
Topic: Version 0.16.2
Replies: 7
Views: 13320

Re: Version 0.16.2

FactorioBot wrote:Bugfixes
  • Fixed that fast-replace building ghost underground belts and pipes wouldn't rotate the direction correctly.
Thank you! This was driving me nuts.
by mathturtle
Sun Dec 10, 2017 8:31 pm
Forum: General discussion
Topic: Your most/least favorite unlocks
Replies: 8
Views: 3588

Re: Your most/least favorite unlocks

Most favorite: Military 2/grenades: much faster than chopping trees (grenade damage 3 is nice too, it only takes 1 grenade at that level) Construction bots Tank - the first unlock that makes killing biters fun Requester chests Atomic bomb Most annoying at the time: Oil - I know as soon as I set it u...
by mathturtle
Sat Dec 09, 2017 1:38 pm
Forum: News
Topic: Friday Facts #220 - The best Friday Facts ever
Replies: 197
Views: 77380

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

Artillery train with range of 500+ tiles! 0.16 next week! Thank you devs! I can't wait to see what else you've included in 0.16. Keep up the good work!
by mathturtle
Fri Dec 01, 2017 4:13 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1010686

Re: [0.15] Sea Block Pack 0.1.6

It appears Wood Pellets are technically the most efficient. But you need Coke and Carbon for other things anyway, so doing the whole chain seems the best solution. The last step getting you 20% back... 4 Wood Pellets (48 MJ) -> 1 Wood Block (NA) -> 3 Coal (24 MJ) -> 6 Crushed Coal (NA) -> 6 Coke (3...
by mathturtle
Wed Nov 22, 2017 6:40 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1010686

Re: [0.15] Sea Block Pack 0.1.6

which research queue mod have you installed so I can check the problem ? This one: https://mods.factorio.com/mods/Doomquill/research-queue v1.5.1 (latest w/ no annoying popup) Reading the notes on the mod portal, this may be a problem with research queue though. If there is a version of research qu...
by mathturtle
Thu Nov 16, 2017 1:14 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1010686

Re: [0.15] Sea Block Pack 0.1.6

So I got a weird glitch today... I had been working on my seablock base for a while to build resources and I decided to add research queue to help with AFKing long techs. So I installed the mod, but forgot to enable it and when factorio came back up, it said "cannot find file '__base__/graphics...
by mathturtle
Sat Oct 28, 2017 11:16 am
Forum: News
Topic: Friday Facts #214 - Concrete rendering
Replies: 129
Views: 66436

Re: Friday Facts #214 - Concrete rendering

Lav wrote:I would suggest to use the new concrete graphics as bricks.

New bricks graphics as cobblestone (smaller bonus but made from stone, not bricks).

And make a proper "flat featureless industrial grey" concrete with sharp (not blurred!) hazard painting.
I like this idea. +1
by mathturtle
Fri Oct 27, 2017 9:59 pm
Forum: News
Topic: Friday Facts #214 - Concrete rendering
Replies: 129
Views: 66436

Re: Friday Facts #214 - Concrete rendering

On the 3rd page before I got home from work... wow. I agree with most of the above posters, the new graphic is great but it looks more like stone brick than concrete to me. I think it also fits the factorio theme more than the new stone brick graphic. Concrete is flat and while it may have tiles, th...
by mathturtle
Fri Oct 20, 2017 1:12 pm
Forum: Mods
Topic: [MOD 0.15] Portal Research (Asteroid Mining) 0.7.5
Replies: 81
Views: 40897

Re: [MOD 0.15] Portal Research (Asteroid Mining) 0.7.5

Do you have any way for me to give you patches for stuff? Like a github repo for the source that I can make PRs on. I'm trying out different ideas locally right now for the factorium crystals. I also fixed the temperature of the steam coming out of the plastic forming plant's recipes (15C steam is u...
by mathturtle
Fri Oct 20, 2017 12:19 am
Forum: Mods
Topic: [MOD 0.15] Portal Research (Asteroid Mining) 0.7.5
Replies: 81
Views: 40897

Re: [MOD 0.15] Portal Research (Asteroid Mining) 0.7.5

So I'm just wondering... what do I do with this full chest of 'Factorium Crystal (small)' that I have? I couldn't figure it out, so I went and got "What's it used for" and they aren't used for anything... Can you add a Kovarex-like process to turn them into medium ones so I can make the po...
by mathturtle
Thu Oct 12, 2017 11:23 pm
Forum: General discussion
Topic: switch from .14 to .15 - savegame compatibility
Replies: 29
Views: 24702

Re: switch from .14 to .15 - savegame compatibility

We never said we would migrate the oil patch resource amounts, so in any case its not a bug
Ok, I guess I'll just fix it with a command... I don't really care about achievements on those old maps anyway.
by mathturtle
Wed Oct 11, 2017 9:19 pm
Forum: General discussion
Topic: Why isn't drone content considered apart of the logi network
Replies: 6
Views: 2512

Re: Why isn't drone content considered apart of the logi network

What is stranger is that you can't tell from the logi network view or the circuit network if there are requests that can't be met at all. If there is no iron ore at all and a request for 50, then any view of the network will tell you there is 0, when I think it should say -50. So there is no differe...
by mathturtle
Wed Oct 11, 2017 9:14 pm
Forum: General discussion
Topic: switch from .14 to .15 - savegame compatibility
Replies: 29
Views: 24702

Re: switch from .14 to .15 - savegame compatibility

I just got around to updating some of my old saves from .14 to .15 last week. All of my oil wells that were at 0.1 in 0.14 are now at 5%, which I think means that I'm getting even less oil than before :(. Plus it is below the minimum yield in 0.15 :evil:. And even the untapped oil to the south of my...
by mathturtle
Sat Aug 19, 2017 4:33 am
Forum: News
Topic: Friday Facts #204 - Another day, another optimisation
Replies: 93
Views: 39616

Re: Friday Facts #204 - Another day, another optimisation

... It looks like everything is connected tightly with everything else so that you can not break it apart, but thats actually not true. If you want to come to a reasonable simulation, not a perfect one, everything that has a large enough buffer creates a propagation delay of every action that is bi...
by mathturtle
Sat Jun 17, 2017 11:14 am
Forum: News
Topic: Friday Facts #195 - Poles re-design
Replies: 102
Views: 53014

Re: Friday Facts #195 - Poles re-design

The small and big poles I don't have a really strong opinion on although the new big pole looks *strange* for some reason (but I can't figure out why).
Also, I did like the slanted medium pole from v1. It really makes it unique and steampunk feel. I won't mind style over realism. ;)
This.

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