Search found 1832 matches
- Thu Jun 06, 2019 1:42 am
- Forum: Outdated/Not implemented
- Topic: Respect Windows Storage Paths
- Replies: 34
- Views: 8911
Re: Respect Windows Storage Paths
Yeah, Iād have to say that ābest practiceā writing code is not quite the same concept as ābest practiceā for how software should reside/interact with an OS. Someone else has already given their real experience with how the current setup has made things harder for them. I really wouldnāt consider thi...
- Tue Jun 04, 2019 12:00 am
- Forum: Balancing
- Topic: Solar panels less of a no-brainer
- Replies: 378
- Views: 175829
Re: Solar panels less of a no-brainer
Ok, thatās where I figured you were coming from (megabase stage) and I think thatās why weāre really in disagreement. As solar comes out mid/early-mid stage of the game, I consider the balance factor from there forward. And while megabases are included in this, I also do not place a lot of weight to...
- Mon Jun 03, 2019 6:47 pm
- Forum: Balancing
- Topic: Solar panels less of a no-brainer
- Replies: 378
- Views: 175829
Re: Solar panels less of a no-brainer
[Moderated by Koub]
- Mon Jun 03, 2019 5:20 pm
- Forum: Balancing
- Topic: Solar panels less of a no-brainer
- Replies: 378
- Views: 175829
Re: Solar panels less of a no-brainer
[Moderated by Koub]
- Mon Jun 03, 2019 4:55 pm
- Forum: General discussion
- Topic: Question - Is Inserter item drop position intuitive?
- Replies: 104
- Views: 22164
Re: Question - Is Inserter item drop position intuitive?
I could be wrong, canāt hop into the game to double check right now, but I believe the inserters have a consistant behavior of dropping to the furthest left quadrant. I believe if you were to reverse that third example so the bottom inserter had the straight and the upper the curve, you should be a...
- Mon Jun 03, 2019 1:43 pm
- Forum: General discussion
- Topic: Question - Is Inserter item drop position intuitive?
- Replies: 104
- Views: 22164
Re: Question - Is Inserter item drop position intuitive?
I could be wrong, canāt hop into the game to double check right now, but I believe the inserters have a consistant behavior of dropping to the furthest left quadrant. I believe if you were to reverse that third example so the bottom inserter had the straight and the upper the curve, you should be ab...
- Sun Jun 02, 2019 3:36 am
- Forum: Ideas and Suggestions
- Topic: Forest regrowth?
- Replies: 12
- Views: 10763
Re: Forest regrowth?
I think there are a few out there. I forget which one I have installed atm, though donāt know if it was updated for 0.17, either (Iām still on 0.16 stable).
Would love to see things like this become core, regrowing (and recovering) trees, breeding fish, etc.
Would love to see things like this become core, regrowing (and recovering) trees, breeding fish, etc.
- Sat Jun 01, 2019 5:55 pm
- Forum: Balancing
- Topic: Solar panels less of a no-brainer
- Replies: 378
- Views: 175829
Re: Solar panels less of a no-brainer
I think what I meant with another fuel source for boilers is that you could use coal, solid fuel, etc to run the boiler. This just adds solar as one of the options. In my mind, anyway. Iām not sure about the rest. I mean, technically speaking, you could achieve the same thing with the other fuel so...
- Sat Jun 01, 2019 5:03 pm
- Forum: Balancing
- Topic: Solar panels less of a no-brainer
- Replies: 378
- Views: 175829
Re: Solar panels less of a no-brainer
this would be nothing more than another fuel source for boilers.[*] * Steam engines/turbines I think solar boilers would be different because you could make things more complex by having the temperature from solar boiler steam change over the course of the day, which would make for some very intere...
- Sat Jun 01, 2019 6:32 am
- Forum: Balancing
- Topic: Solar panels less of a no-brainer
- Replies: 378
- Views: 175829
Re: Solar panels less of a no-brainer
[Koub] Please, keep focused on the topic, not on the people and their rhetorical quirks :). I think I should be allowed to take exception when said quirks serially demean other people's ideas and methods with unsupported hyperbole or double standards, BUT back on topic, as you say, I'd like to reit...
- Fri May 31, 2019 10:58 am
- Forum: Balancing
- Topic: Solar panels less of a no-brainer
- Replies: 378
- Views: 175829
Re: Solar panels less of a no-brainer
It would help if you didn't make erroneous assumptions about how other people play, for a start. I didn't. You told me that yourself: With solar, the ONLY requirement is that you find enough space to throw down a blueprint. You can't say it's the only requirement on a world where there's no space t...
- Fri May 31, 2019 2:03 am
- Forum: Balancing
- Topic: Solar panels less of a no-brainer
- Replies: 378
- Views: 175829
Re: Solar panels less of a no-brainer
If you are exhausting ore fields Nope, wasnāt saying that. no power source requires maintenance. Initial investment with no maintenance cost is a common factor for all of them. Not strictly true. All ore fields have limits and eventually you do need to find another. But also, boiler/steam gen and n...
- Fri May 31, 2019 12:03 am
- Forum: Balancing
- Topic: Solar panels less of a no-brainer
- Replies: 378
- Views: 175829
Re: Solar panels less of a no-brainer
Why shouldn't they be a primary source of power? If your argument is that it's boring tedious work that can't be automated to place down solar blueprints Nope. I feel as though they shouldnāt be a primary source of power because beyond the initial investment to build and lay down, thereās nothing l...
- Thu May 30, 2019 11:05 am
- Forum: Balancing
- Topic: Solar panels less of a no-brainer
- Replies: 378
- Views: 175829
Re: Solar panels less of a no-brainer
I think Iām in the āadd weatherā camp. Personally, Iām not sure that solar should be used/viewed as a primary source of energy. I almost think it should be changed to a secondary/supplemental source of energy. But thatās just me. Weather really make zero difference. It simply shifts the balance a b...
- Wed May 29, 2019 11:43 pm
- Forum: Balancing
- Topic: Solar panels less of a no-brainer
- Replies: 378
- Views: 175829
Re: Solar panels less of a no-brainer
I think Iām in the āadd weatherā camp.
Personally, Iām not sure that solar should be used/viewed as a primary source of energy. I almost think it should be changed to a secondary/supplemental source of energy.
But thatās just me.
Personally, Iām not sure that solar should be used/viewed as a primary source of energy. I almost think it should be changed to a secondary/supplemental source of energy.
But thatās just me.
- Mon May 27, 2019 6:11 pm
- Forum: Outdated/Not implemented
- Topic: Respect Windows Storage Paths
- Replies: 34
- Views: 8911
Re: Respect Windows Storage Paths
Yeah, you have to figure that a lot of people wouldnāt know this, or are uncomfortable with editing configs. The game really should default the saves to the userprofile as CheeseMcBurger noted, and probably the mods and all of that to either the same location or to its root install folder. Factorio ...
- Mon May 27, 2019 2:43 pm
- Forum: Balancing
- Topic: Pipes are too cheap, make barrels an attractive alternative!
- Replies: 9
- Views: 3225
Re: Pipes are too cheap, make barrels an attractive alternative!
While it hasnāt been updated to 0.17, there was a mod that allowed locomotives to interface with pumps: https://mods.factorio.com/mod/Diesel-Locomotive
- Sat May 25, 2019 7:02 pm
- Forum: Technical Help
- Topic: problem with sync / disable mod with saved game
- Replies: 11
- Views: 1571
Re: problem with sync / disable mod with saved game
Well, that could also point to something about that specific save that is giving you the problems. Not necessarily being corrupt (though it could be), but maybe their is some kind of action being taken at that exact moment that with the introduction/removal of these mods is causing the problem. For ...
- Sat May 25, 2019 6:52 pm
- Forum: Balancing
- Topic: A Deeper Look into Combat Robotics
- Replies: 37
- Views: 13609
Re: A Deeper Look into Combat Robotics
I never bothered to use the combat bots. Soon as I realized they had to be manually deployed (thrown) and they had a limited life span, I considered them not worth the effort. I think itād be better if they were like other bots and were automatically deployable from roboports (both personal and othe...
- Sat May 25, 2019 5:20 pm
- Forum: Technical Help
- Topic: problem with sync / disable mod with saved game
- Replies: 11
- Views: 1571
Re: problem with sync / disable mod with saved game
Then itās possible thereās something about the mod(s) that you are trying to enable/disable (either on their own or through interaction with other enabled mods) thatās causing the issue.