Search found 1832 matches

by FuryoftheStars
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Forum: Outdated/Not implemented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, I’d have to say that ā€œbest practiceā€ writing code is not quite the same concept as ā€œbest 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 wouldn’t consider thi...
by FuryoftheStars
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, that’s where I figured you were coming from (megabase stage) and I think that’s why we’re 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...
by FuryoftheStars
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]
by FuryoftheStars
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]
by FuryoftheStars
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, can’t 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...
by FuryoftheStars
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, can’t 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...
by FuryoftheStars
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 don’t know if it was updated for 0.17, either (I’m still on 0.16 stable).

Would love to see things like this become core, regrowing (and recovering) trees, breeding fish, etc.
by FuryoftheStars
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. I’m not sure about the rest. I mean, technically speaking, you could achieve the same thing with the other fuel so...
by FuryoftheStars
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...
by FuryoftheStars
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...
by FuryoftheStars
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...
by FuryoftheStars
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, wasn’t 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...
by FuryoftheStars
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 shouldn’t be a primary source of power because beyond the initial investment to build and lay down, there’s nothing l...
by FuryoftheStars
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 I’m in the ā€œadd weatherā€ camp. Personally, I’m 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 that’s just me. Weather really make zero difference. It simply shifts the balance a b...
by FuryoftheStars
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 I’m in the ā€œadd weatherā€ camp.

Personally, I’m 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 that’s just me.
by FuryoftheStars
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 wouldn’t 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 ...
by FuryoftheStars
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!

BEEFE wrote: ↑
Sun May 26, 2019 3:48 pm
but cars, tanks, and locomotives have no way of interfacing with pipes.
While it hasn’t been updated to 0.17, there was a mod that allowed locomotives to interface with pumps: https://mods.factorio.com/mod/Diesel-Locomotive
by FuryoftheStars
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 ...
by FuryoftheStars
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 it’d be better if they were like other bots and were automatically deployable from roboports (both personal and othe...
by FuryoftheStars
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 it’s possible there’s something about the mod(s) that you are trying to enable/disable (either on their own or through interaction with other enabled mods) that’s causing the issue.

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