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by FuryoftheStars
Thu Aug 08, 2019 2:19 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 110140

Re: Friday Facts #305 - The Oil Changes

I wish I had a window into a parallel Earth where Wube started oil this way and tried to change it to the way it used to be here. I wonder how many people would complain that they're dumbing it down because they're giving you oil "for free" without even having to research AOP. I would hav...
by FuryoftheStars
Wed Aug 07, 2019 8:02 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 110140

Re: Friday Facts #305 - The Oil Changes

No one here has talked about the logistical cost saved when you have a PG-only refinery. So what if it produces 10 less? Now I don't have to deal with the 60 non-PG oils, its storing, conversion, transport, and powering all of that play the game to do so. You guys that don't see the other side of t...
by FuryoftheStars
Wed Aug 07, 2019 7:59 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 110140

Re: Friday Facts #305 - The Oil Changes

4. Mods are absolutely the solution to more replayability, more complexity and more of everything. My only quip with this is that a person shouldn't be buying into a game for its mods. I still disagree that this "is really dangerous to change". This already happened pre-AOP & cracking...
by FuryoftheStars
Wed Aug 07, 2019 2:17 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 110140

Re: Friday Facts #305 - The Oil Changes

I don't want the automatic flaring, either. In some ways it's simpler than the current PG only out solution because it gives you the benefits of the old BOP without any downsides. And I agree with V that this seems to go against the principle of what Factorio is. Course, I still believe that the new...
by FuryoftheStars
Tue Aug 06, 2019 1:33 pm
Forum: Mods
Topic: [Mod 0.17] Pre 0.17.60 Oil
Replies: 4
Views: 819

Re: [Mod 0.17] Pre 0.17.60 Oil

Updated to v0.0.6

Minor bug fix and renaming of the settings.
by FuryoftheStars
Tue Aug 06, 2019 1:54 am
Forum: Mods
Topic: [Mod 0.17] Pre 0.17.60 Oil
Replies: 4
Views: 819

Re: [Mod 0.17] Pre 0.17.60 Oil

Updated to v0.0.5

Now includes settings.
by FuryoftheStars
Mon Aug 05, 2019 11:51 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 110140

Re: Friday Facts #305 - The Oil Changes

Why not just remove lubricant from electric engines recipe and maybe add it to other higher-level recipes instead? Nah, it's really better to keep those intact. What if some early basic red science tech is implemented instead to unlock, say, electric motors recipe? Imagine, motors are made of 2 coi...
by FuryoftheStars
Mon Aug 05, 2019 1:35 pm
Forum: Releases
Topic: Version 0.17.60
Replies: 423
Views: 60549

Re: Version 0.17.60

Well, ultimately, I don't disagree that the change makes things easier. I just feel as though there were better ways then gutting BOP and pushing a bunch of techs around to compensate.
by FuryoftheStars
Mon Aug 05, 2019 1:20 pm
Forum: Releases
Topic: Version 0.17.60
Replies: 423
Views: 60549

Re: Version 0.17.60

Solid fuel works for experienced players, but is not an all-proof solution. The person had made a statement (on the forums which indicates they may have a bit more knowledge than the typical "new player") that "there isn't a way to burn off oil products" and this is simply not t...
by FuryoftheStars
Mon Aug 05, 2019 11:43 am
Forum: Releases
Topic: Version 0.17.60
Replies: 423
Views: 60549

Re: Version 0.17.60

mmmPI wrote:
Mon Aug 05, 2019 9:27 am
Theikkru wrote:
Mon Aug 05, 2019 9:46 am
5thHorseman wrote:
Mon Aug 05, 2019 10:06 am
I feel like a better use of that anology would be to say that the park service has decided to cut down this tree because some visitors say it’s blocking their view of the other trees behind it.

:D
by FuryoftheStars
Mon Aug 05, 2019 11:35 am
Forum: Releases
Topic: Version 0.17.60
Replies: 423
Views: 60549

Re: Version 0.17.60

The previous design had one major issue for me, which is that between researching BOP and researching AOP, there's no effective way to deal with an oil deadlock. This is because: {...} 2. The ratios are such that you can't use the various oil products evenly. 3. There isn't a way to burn off oil pr...
by FuryoftheStars
Sun Aug 04, 2019 5:34 pm
Forum: Releases
Topic: Version 0.17.60
Replies: 423
Views: 60549

Re: Version 0.17.60

I think the progression is less linear now, before it was essentially mandatory to sprint for advanced oil processing, I think Deadlock989 hit the cooking thing, but I did want to further expand on this bit. It isn’t actually required to rush AOP. This is merely a perception by many because they do...
by FuryoftheStars
Fri Aug 02, 2019 11:39 pm
Forum: Releases
Topic: Version 0.17.60
Replies: 423
Views: 60549

Re: Version 0.17.60

crambaza wrote:
Fri Aug 02, 2019 3:43 pm
While reading posts, I keep coming across people referring to "useless solid fuel".

I am perplexed.
Yup, this an others that, based on the way they post, seem to think the only way to (reliably) deal with the extra oils is to build more/void tanks.
by FuryoftheStars
Fri Aug 02, 2019 3:02 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 110140

Re: Friday Facts #305 - The Oil Changes

My friend, in jest, but there's some seriousness to it, suggested I put a big red "2X" over the light fuel oil recipe icon. This was something I thought about and attempted to do with my sulfur mod and think they should do with solid fuel in the base game. Make the recipe of the most effi...
by FuryoftheStars
Fri Aug 02, 2019 2:44 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 110140

Re: Friday Facts #305 - The Oil Changes

I'm not nitpicking the analogy. I'm nitpicking the very idea of being so emotionally devastated over a change in a software product that you feel personally injured. I use a hundred or more software products in any given week, from OSes to little scripts. I can count on one hand the ones that were ...
by FuryoftheStars
Fri Aug 02, 2019 2:13 am
Forum: Minor issues
Topic: [kovarex] [0.17.1] Item jumping forward on belt.
Replies: 13
Views: 3087

Re: [0.17.1] Item jumping forward on belt.

This is related to belts being in a circle, there will always be a point like that in the circle. I think you’re looking at the wrong issue. If you zoom in on the belt passing through the hazard concrete, you can see the lead item of the top lane suddenly jump forward one position. At least, that’s...
by FuryoftheStars
Fri Aug 02, 2019 1:42 am
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 110140

Re: Friday Facts #305 - The Oil Changes

:?

Y’all are nitpicking at an anology in the most stupidest of ways.
by FuryoftheStars
Fri Aug 02, 2019 12:39 am
Forum: Releases
Topic: Version 0.17.60
Replies: 423
Views: 60549

Re: Version 0.17.60

For a proper solution, one need only look at my description of petroleum gas. All the filler items are on this branch of oil. That is the real imbalance in oil. Yeah, some of us have been saying that and suggesting moving sulfur (while in reality it seems like it comes out during the actual refinin...
by FuryoftheStars
Thu Aug 01, 2019 11:09 pm
Forum: Ideas and Suggestions
Topic: Allow placement of water well pumps onto tiles that were previously landfilled
Replies: 11
Views: 1018

Re: Allow placement of water well pumps onto tiles that were previously landfilled

They do now have that water tile that allows walking on, though not placed in game by default. They could allow that as a water-fill in game and it wouldn’t be too breaking against biters. CanalBuilder makes waterfill only place that shallow water, and also permits biters (and everything else) to w...

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