Search found 44 matches

by Pothrekr
Tue Mar 20, 2018 11:04 pm
Forum: Bob's mods
Topic: Give feedback: Tier colours
Replies: 13
Views: 4012

Re: Give feedback: Tier colours

bobingabout wrote:Although not impossible, it wouldn't be easy to do, and would definitely be harder to tell at a glance if you have an orange vs yellow or red, than if you had purple
Yes readability is paramount, which is why I left purple in placed it at the top of the spectrum.
by Pothrekr
Tue Mar 20, 2018 10:28 pm
Forum: Bob's mods
Topic: Give feedback: Tier colours
Replies: 13
Views: 4012

Re: Give feedback: Tier colours

I think it should go cool to warm. This makes some intrinsic sense in that we automatically equate red to fast and blue to slow. This would ofcourse require ignoring the history of the game. So my vote would be: Blue, Green, Yellow, Red, Purple. Purple is troublesome on this spectrum, and should lik...
by Pothrekr
Fri Mar 16, 2018 3:42 am
Forum: General discussion
Topic: [POLL]Which major update do you think will end up being 1.0?
Replies: 30
Views: 6456

Re: [POLL]Which major update do you think will end up being 1.0?

As a player, I mainly see disadvantages when 1.0 is released, because, after that, it will be a lot harder to make major changes to the game. For example, major changes, such as changing the boiler size from 1x1 to 3x2 as was done in 0.15, will no longer be possible after 1.0 is released. Of course...
by Pothrekr
Sun Mar 11, 2018 11:13 pm
Forum: General discussion
Topic: [POLL]Which major update do you think will end up being 1.0?
Replies: 30
Views: 6456

Re: [POLL]Which major update do you think will end up being 1.0?

Hi, A follow on question: What is the value to us that have already purchased the game of it becoming 1.0? Being serious not patronizing. From my perspective having played since 0.12 I think. The game is feature rich, stable and fun. The only aspect that I think could be improved is the role of the ...
by Pothrekr
Fri Mar 09, 2018 3:57 am
Forum: Gameplay Help
Topic: Empty hand
Replies: 4
Views: 721

Re: Empty hand

Hey Mauslag,

Do you mean that the active item on your cursor, can't be placed back in your tool bar or inventory?

Did you fix it yet?

Regards
Poth
by Pothrekr
Tue Mar 06, 2018 4:19 am
Forum: General discussion
Topic: How do I empty water out of my pipes?
Replies: 19
Views: 25242

Re: How do I empty water out of my pipes?

I had this problem. Tanks will get you pretty far, but it's ability to drain the pipes will get smaller and smaller every time you re-add it. An easy way to totally drain your pipe is to hook up a boiler and a steam engine and connect that to your power grid. That should pretty quickly suck up what...
by Pothrekr
Wed Feb 28, 2018 11:22 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 703961

Re: [0.15] Sea Block Pack 0.1.7

To fix the power icon on the windmills, edit turbine.lua in the mod's prototype folder. Under type = "electric-energy-interface", in the "energy_source =" block, add the line render_no_power_icon = false Thanks bro, this is exactly what I came here to comment on, was about to ha...
by Pothrekr
Wed Feb 28, 2018 4:15 am
Forum: Gameplay Help
Topic: Question on landfill
Replies: 7
Views: 2084

Re: Question on landfill

If you still looking there is this mod:

https://mods.factorio.com/mod/LandfillPainting
by Pothrekr
Sat Feb 24, 2018 11:16 pm
Forum: General discussion
Topic: Thank you for belt compression
Replies: 8
Views: 2207

Re: Thank you for belt compression

All in all I went through over an hour of work (yes, work, I'd thought this was done with for this game) for the sake of dumping a few splitters and underground belts into a blueprint and moving some belts around. The next game I knew about the hidden puzzle and designed my production lines accordi...
by Pothrekr
Thu Feb 22, 2018 4:51 am
Forum: General discussion
Topic: Thank you for belt compression
Replies: 8
Views: 2207

Re: Thank you for belt compression

Hi, I might be in the minority here, but I think particularly the inserter compression looks odd, and is the only effect I have seen in game where the items on the belt will get noticeably pushed against the direction of the belt to make room for the new item. With the splitter creating complete com...
by Pothrekr
Tue May 30, 2017 6:35 am
Forum: General discussion
Topic: warehouse
Replies: 40
Views: 7099

Re: warehouse

I can't remember where, but I'm sure that in the past the Dev's have stated that they didn't want to provide a single object that completely solve a problem, but rather provide tools to solve them. I think it's clear from the discussion so far that there are Differing opinions on where buffering sto...
by Pothrekr
Wed May 10, 2017 4:31 am
Forum: Ideas and Suggestions
Topic: Short then incremental handcrafting time
Replies: 6
Views: 1082

Re: You know what I think..

I believe core of the game is automation, recipes are balanced so early crafting by hand is feasible to allow for initial automation setups. Late game crafting is set up so that hand crafting is impractical to encourage automation as high up the tech tree as possible.Your suggestion seems to break ...
by Pothrekr
Wed May 10, 2017 1:32 am
Forum: Ideas and Suggestions
Topic: Short then incremental handcrafting time
Replies: 6
Views: 1082

Re: You know what I think..

I believe core of the game is automation, recipes are balanced so early crafting by hand is feasible to allow for initial automation setups. Late game crafting is set up so that hand crafting is impractical to encourage automation as high up the tech tree as possible.Your suggestion seems to break t...
by Pothrekr
Mon May 01, 2017 5:42 am
Forum: General discussion
Topic: Who is the player character?
Replies: 54
Views: 8840

Re: What's the player's name?

To me he is "Not in High Def Yet" or NIHDY for short. I eagerly await his upgrade so I can call him "Carnivorous Koala".
by Pothrekr
Sat Apr 29, 2017 11:26 pm
Forum: Implemented Suggestions
Topic: In Research screen, show the tech needed for the science pac
Replies: 6
Views: 1387

Re: In Research screen, show the tech needed for the science pac

I came here with the intention of making the exact same post, so 100% agree.
by Pothrekr
Fri Apr 28, 2017 1:04 am
Forum: Not a bug
Topic: 15.1 Starting area generted with no IRON
Replies: 7
Views: 1264

Re: 15.1 Starting area generted with no IRON

Apologies for delayed reply.

I completed a test set of approx 20 map generations, using the same settings. I was unable to duplicate the lack of Iron.
by Pothrekr
Thu Apr 27, 2017 11:06 pm
Forum: Gameplay Help
Topic: Where to put my main bus on new game
Replies: 24
Views: 6374

Re: Where to put my main bus on new game

Kitsunekami999 wrote:also here is a pic of my pre factory build to get myself running
That's awesome much more concise than my pre-factory, which I tried to do a little too much in. Well done.
by Pothrekr
Thu Apr 27, 2017 10:59 pm
Forum: Gameplay Help
Topic: Where to put my main bus on new game
Replies: 24
Views: 6374

Re: Where to put my main bus on new game

Honestly...ditch the main bus, and build a 'building store' instead These are not mutually exclusive constructs... I've always had a building store at the start of the main bus that fed my starter (i.e., science/module base) in 0.14. I agree that main bus loses value in late game (i.e., rocket base...
by Pothrekr
Thu Apr 27, 2017 5:46 am
Forum: General discussion
Topic: The Inevitable Alien Artifact Poll
Replies: 11
Views: 2436

Re: The Inevitable Alien Artifact Poll

I don't really care one way or the other on the removal of the alien artifacts. What I would love to see is that they have more of an impact on my game. Currently the story of being stranded and your factory building upsetting the natives is flavorful, but doesn't really impact the way I should play...
by Pothrekr
Thu Apr 27, 2017 1:19 am
Forum: Gameplay Help
Topic: Where to put my main bus on new game
Replies: 24
Views: 6374

Re: Where to put my main bus on new game

Hi, My 2c. 1) I picked areas with minimal trees, because it's so annoying to clear them. 2) The main bus extends out into a resource poor area of the map, reducing loss of local resources. 3) Oil processing is located near a small source to start the build and close to water. Should also be easy to ...

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