Search found 154 matches

by pichutarius
Wed Feb 03, 2021 4:16 am
Forum: General discussion
Topic: Challenge: maximize research density
Replies: 30
Views: 5378

High density base v2.0 (462 spm)

old version: https://forums.factorio.com/viewtopic.php?p=517650#p517650 6 science: 462spm ÷ (162m × 132m) = 21.60kspm/km^2 (same as previous) 7 science: 462spm ÷ (162m × 140m) = 20.37kspm/km^2 (military removable) map.png zoom.png stats.png Blueprint too big: bp.txt Major change from previous versio...
by pichutarius
Wed Feb 03, 2021 12:56 am
Forum: Gameplay Help
Topic: When can I (safely) start with nuclear power?
Replies: 29
Views: 3501

Re: When can I (safely) start with nuclear power?

I never even considered a non-smart reactor. I figured that this is not done... do kovarex, the process is slow but growth is exponential. eventually you have more U235 than you ever need, even with nukes. so imo just ignore the "smart" part, i dont think its worth the hassle. before you ...
by pichutarius
Tue Feb 02, 2021 4:15 am
Forum: General discussion
Topic: Poll for strategies to power your equipment grid
Replies: 24
Views: 2281

Re: Poll for strategies to power your equipment grid

Koub wrote:
Mon Feb 01, 2021 10:01 pm
[Koub] I'd like not to have and actively moderate things in here, so please, don't get in the personal attack realm : my scissors are always ready.
scissors incoming!
by pichutarius
Tue Feb 02, 2021 12:01 am
Forum: Ideas and Suggestions
Topic: Upgrade planner to Replace planner (ctrl+H)
Replies: 13
Views: 608

Upgrade planner to Replace planner (ctrl+H)

tldr change upgrade planner to replace planner , allow entities to be replaced by other entities of same size. why 1. we have cut, copy, paste. what is the next useful tool? replace (ctrl+H) 2. useful in other mods, especially creative mod. eg: void requester chest <-> normal requester chest
by pichutarius
Mon Feb 01, 2021 11:47 pm
Forum: Ideas and Suggestions
Topic: New infinite research
Replies: 20
Views: 1438

Re: New infinite research

relevant locked tread: https://forums.factorio.com/viewtopic.php?f=5&p=535808#p535808 ... 1. big brother radar actually not needed now, because bp can be built in fog. 2. "you shouldn't work for the factory by running around stuff. The factory should work for you, running around stuff"...
by pichutarius
Mon Feb 01, 2021 10:09 pm
Forum: Balancing
Topic: Nerf the Portable Fusion Reactor?
Replies: 82
Views: 6330

Re: Nerf the Portable Fusion Reactor?

Can you elaborate on this? He has elaborate enough. Tldr pfr is weak and clumsy. we already had to make decision what equipment we wanna put into the left over space. If u make pfr feed on fuel but keep the same output, people will be pissed. Old pfr would be modded back for sure. So thats not gonn...
by pichutarius
Mon Feb 01, 2021 7:15 am
Forum: Balancing
Topic: Nerf the Portable Fusion Reactor?
Replies: 82
Views: 6330

Re: Nerf the Portable Fusion Reactor?

I don't think it should be nerfed... PFR already has a lot of downsides: it's very large and gives just twice more power than 16 solar panels. I think it would be better to add another alternative generator. It will be smaller and way more powerful, but will require fuel. So, you will have a choice...
by pichutarius
Mon Feb 01, 2021 6:57 am
Forum: General discussion
Topic: Come up with new infinite research
Replies: 34
Views: 3440

Re: Come up with new infinite research

... Why invest so much engineering effort in a feature and then remove it from the game at some point? Makes no sense. if u meant producing military science, then yes i remove it from my factory after enough research. with this in mind i isolate military science production so that i can remove them...
by pichutarius
Sun Jan 31, 2021 11:23 pm
Forum: General discussion
Topic: Come up with new infinite research
Replies: 34
Views: 3440

Re: Come up with new infinite research

Honestly i dont like the idea about removing evolution cap. Factorio is not a war game (for me).

I prefer QoL, not "research me or lose".
by pichutarius
Sun Jan 31, 2021 11:17 pm
Forum: Ideas and Suggestions
Topic: Make empty furnaces hide receipt again
Replies: 11
Views: 741

Re: Make empty furnaces hide receipt again

-1

In creative mode, the icon is useful.
by pichutarius
Sun Jan 31, 2021 11:12 pm
Forum: Balancing
Topic: I think assembling machines need some balance changes
Replies: 34
Views: 2209

Re: I think assembling machines need some balance changes

ickputzdirwech wrote:
Sat Jan 30, 2021 10:54 am
...
Too late or not is subjective, for me im willing to change it at a cost of my old bp or weird craft time numbers. But i know im in the minority. So i move on.

Easy to mod or not is also subjective, just like math teacher saying math is easy.
by pichutarius
Sat Jan 30, 2021 2:36 am
Forum: Balancing
Topic: I think assembling machines need some balance changes
Replies: 34
Views: 2209

Re: I think assembling machines need some balance changes

I've always thought it was weird that the only thing in the game that crafts at the default crafting speed was the one thing the entire game is built around not crafting with. actually chem plant, refinery, centrifuge use default crafting speed too. but they produce what handcraft cannot. but i tot...
by pichutarius
Thu Jan 28, 2021 11:15 pm
Forum: Not a bug
Topic: Fluid throughput depends on building order
Replies: 8
Views: 1047

Re: Fluid throughput depends on building order

Rseding91 wrote:
Thu Jan 28, 2021 10:18 pm
Thanks for the report however I don't see this as ever changing. It has worked like that since day 0 of pipes being added to the game. That's the price we pay for fluids having actual flow through pipes rather than the electric network style instant transfer.
maybe put this into wont fix.
by pichutarius
Thu Jan 28, 2021 1:08 am
Forum: Ideas and Suggestions
Topic: show max length of ug belt/pipe while holding/pipette them
Replies: 0
Views: 105

show max length of ug belt/pipe while holding/pipette them

suggestion.png
suggestion.png (2.52 MiB) Viewed 105 times
this serves 2 purpose:
1. orphan finder while holding/pipette them
2. if i place here, can the other end extend beyond that rail? (QoL)
by pichutarius
Mon Jan 25, 2021 11:36 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: Raw to science blueprint (2772spm)
Replies: 0
Views: 1411

Raw to science blueprint (2772spm)

Blueprint: too big to be pasted here directly blueprint.txt Game save (1.1.18) Game14.zip Showing off my blueprints: lab, utility, prod, space. bp.png Lab: contain 4 early science and labs. remove south side military science if not needed. lab_map.png Utility science: produce 2772spm from raw. util...
by pichutarius
Sun Jan 24, 2021 1:25 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.13] Blueprint-fog interaction inconsistency
Replies: 3
Views: 369

Re: [1.1.13] Blueprint-fog interaction inconsistency

Honestly I started to doubt our decision to not allow to build blueprints out of fog of war in the map view a long time ago. So ... to fix this bug really properly, I just enabled blueprints to be built anywhere regardless of the annoying fog of war. This isn't perfect solution either, as: You don'...
by pichutarius
Sat Jan 23, 2021 7:44 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.13] Blueprint-fog interaction inconsistency
Replies: 3
Views: 369

[kovarex] [1.1.13] Blueprint-fog interaction inconsistency

Untitled.png The top picture shows inconsistency when building blueprint in different zoom level. More inconsistency when building blueprint: low zoom level, all bp in fog with click: yes low zoom level, all bp in fog with shift click: no ghost low zoom level, partial bp in fog with click: only vis...
by pichutarius
Thu Jan 14, 2021 4:00 am
Forum: Gameplay Help
Topic: Loading Multiple Trains At Same Station
Replies: 6
Views: 682

Re: Loading Multiple Trains At Same Station

That would involve using a combinator setup to enable the inserters based on the train ID. Very fragile and complicated to set up. Which is why the vast majority of players go with having two stations, one to load stone, and one to load bricks. red wire is enough, no need combinator. connect all in...
by pichutarius
Wed Jan 13, 2021 3:13 am
Forum: Ideas and Suggestions
Topic: Belt Labels
Replies: 17
Views: 3759

Re: Belt Labels

a work around is to use splitters? 1. no need actual item 2. blueprint supported 3. rotation supported 4. error check (wrong item cannot pass through, so the problem will be obvious to player when something goes wrong) oops, i accidentally convinced myself it is already implemented and even better t...

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