Search found 63 matches

by ejg
Sun Mar 31, 2019 6:40 pm
Forum: Minor issues
Topic: [0.12.20]Missing belt lines from mini-map
Replies: 10
Views: 10347

Re: [0.12.20]Missing belt lines from mini-map

I agree this is really annoying and makes the mini-map less useful. I think we can all agree that belts are recognisable features in the landscape and thus should be visible as such in the mini map to help orientation.
by ejg
Thu Mar 28, 2019 9:11 am
Forum: Balancing
Topic: A Deeper Look into Combat Robotics
Replies: 37
Views: 16199

Re: A Deeper Look into Combat Robotics

I hardly ever used combat robotics because they are incredibly weak / too expensive. I suppose a buff bringing them somewhat closer to PLDPmk2 layouts is fair, especially since PLD is a one-time cost and capsules are a continuous resource sink. It would be nice if the DEVs could mass sample gameplay...
by ejg
Mon Mar 25, 2019 6:13 pm
Forum: Ideas and Suggestions
Topic: Make nuclear fuel pollution free?
Replies: 2
Views: 1224

Make nuclear fuel pollution free?

As an alternative to the electrification of oven arrays to reduce pollution (and generate electricity via solar or nuclear power) it might be nice to give Nuclear fuel cells a -100% pollution bonus. Then you can use nuclear fuel in ovens to prevent pollution. In addition, it could also be used as a ...
by ejg
Fri Mar 22, 2019 4:33 pm
Forum: Ideas and Suggestions
Topic: Please add total pollution produced and removed
Replies: 0
Views: 480

Please add total pollution produced and removed

The pollution statistics are nice but if would be nice if the stats would stack or something. Please add total pollution produced and removed to the graph. Either as a separate quantity but maybe by stacking the graphs. Stacked graphs so that you can see what part of pollution is caused by what (vis...
by ejg
Fri Mar 22, 2019 11:36 am
Forum: Releases
Topic: Version 0.17.17
Replies: 31
Views: 19126

Re: Version 0.17.17

Each copper wire could be treated like circuit wires. But maybe make it a checkbox like with tiles. Include wire connections, just like include tiles in blueprint. (and string size of blueprints sounds a bit silly as design limitations imo)...
by ejg
Fri Mar 22, 2019 11:02 am
Forum: Releases
Topic: Version 0.17.17
Replies: 31
Views: 19126

Re: Version 0.17.17

I think rebuilding the wires correctly is especially needed when you have a blueprint with separate power grids linked via a power switch, e.g. disabling oven/beacon arrays when no train is present in the station. At the moment you have to first disconnect all the wires after the bots built your blu...
by ejg
Sun Mar 17, 2019 8:46 am
Forum: News
Topic: Friday Facts #286 - Pollution cleanup
Replies: 72
Views: 33116

Re: Friday Facts #286 - Pollution cleanup

I think it's quite unclear what this means: Spawn values for current evolution factor (0.73) 35%: Medium biter: 20 pollution 64%: Big biter: 80 pollution I think it's pretty clear: - Evolution factor is unexplained, I agree. It also doesn't matter. It grows over time (from 0 to 1, but you don't nee...
by ejg
Fri Mar 15, 2019 4:13 pm
Forum: Releases
Topic: Version 0.17.13
Replies: 18
Views: 12349

Re: Version 0.17.13

Must have been a serious bug:

Fixed Artillery targeting remote not showing the correct ability count in the qickbar. (65310)

since it is fixed twice ;)
by ejg
Fri Mar 15, 2019 2:19 pm
Forum: Balancing
Topic: Balancing of Capacities of Containers
Replies: 67
Views: 36714

Re: Nerf chest capacity

What upside of such a change do you see? I think placing multiple chests with stack inserters between them to achieve the same capacity is not 'fun' and does not really increase complexity so in the end is just a decrease in quality of life. Also, in my setups most of the time chests are limited alr...
by ejg
Fri Mar 15, 2019 11:04 am
Forum: Balancing
Topic: Pipes are too cheap, make barrels an attractive alternative!
Replies: 9
Views: 3882

Pipes are too cheap, make barrels an attractive alternative!

In Factorio (vanilla) the use of barrels is extremely limited. While they were useful for fluid transport in trains (having a larger fluid capacity/wagon than fluid wagons) the nerf of their capacity/stacksize has caused them to become obsolete. In my factories they are solely used because they are ...
by ejg
Mon Mar 11, 2019 11:10 am
Forum: Won't fix.
Topic: [kovarex] [0.17.9] "Electric mining drill can only be built on resources" message does not appear when placing ghost
Replies: 2
Views: 1055

Re: [0.17.9] "Electric mining drill can only be built on resources" message does not appear when placing ghost

I would expect you would be able to build ghosts anywhere actually. What if you actually build a ghost on a single cell ore patch, and then you mine away that ore patch using an adjacent mine? Is the ghost still build once a mine and bots are available? So shouldn't it be possible to build mines any...
by ejg
Fri Mar 08, 2019 1:30 pm
Forum: Balancing
Topic: New spitter splash has an unexpected effect on flamethrower turrets
Replies: 8
Views: 4720

Re: New spitter splash has an unexpected effect on flamethrower turrets

That doesn't really solve the crippling of the flame turrets right? I mean you don't place power poles directly next to laser turrets for the same reason. It would be nice if pipes would be acid resistant. In my opinion it would be even better to give flamethrower turrets an underground pipe connect...
by ejg
Mon Mar 04, 2019 8:42 pm
Forum: Releases
Topic: Version 0.17.5
Replies: 83
Views: 40039

Re: Version 0.17.5

For the higher research levels (roughly around level 4) the new mining is (asymptotic towards) 80% cheaper to research than the old situation. Thus effectively a factor five buff to the mining research.

*I compared the total cumulative cost to the total effect
by ejg
Sat Mar 02, 2019 6:12 am
Forum: Not a bug
Topic: Player-destroyed items do not create a ghost?
Replies: 2
Views: 539

Re: Player-destroyed items do not create a ghost?

But you are able to place ghost with Shift+click from the beginning probably to help you plan your base. I think this 'planning' and the availability of ghosts from the start would warrant ghosts to be placed for destroyed buildings right from the start. It is true that ghosts do nothing in the sens...
by ejg
Sat Mar 02, 2019 5:28 am
Forum: Not a bug
Topic: Player-destroyed items do not create a ghost?
Replies: 2
Views: 539

Player-destroyed items do not create a ghost?

I don't know if it is a bug, but if a player destroys an item (I tested it by running it over by a car or shooting it) no ghost is placed. Ghosts are placed if biters destroy stuff (I assume because then the player is not necessarily there to remember how the situation was). But if I run over power ...
by ejg
Tue Jul 03, 2018 9:53 am
Forum: Balancing
Topic: Personal roboport should be available with green science
Replies: 2
Views: 1551

Personal roboport should be available with green science

In my opinion personal roboport should be available with green science (construction bots only) stimulating the use of blue prints and ghost building in a earlier stage of the game (I for instance primarily use it for mining outposts which are repetitive to build but which are located far from the c...
by ejg
Sat Jun 16, 2018 9:37 am
Forum: Ideas and Suggestions
Topic: Do not pause game when looking at research in single player
Replies: 73
Views: 29045

Re: Do not pause game when looking at research in single player

This would indeed be a nice feature to have. Especially in the early stages when you do not have a lot of resources I find myself browsing the tech tree while waiting for factories to produce, this doesn't work in single player since the game pauses.
by ejg
Thu Jun 07, 2018 7:01 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.48]Holding blueprint causes UPS drop
Replies: 16
Views: 8319

Re: [0.16.48]Holding rail (signal) blueprint causes UPS drop

Deconstruction planner has inconsistent behaviour when using a blacklist. Sometimes stuff is deconstructed sometimes it isnt. Please don't hijack others' bug reports with your - different - bug, create your own report Well both are probably related.. One update and both deconstruction and blueprint...
by ejg
Thu Jun 07, 2018 6:55 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.48]Holding blueprint causes UPS drop
Replies: 16
Views: 8319

Re: [0.16.48]Holding rail (signal) blueprint causes UPS drop

Deconstruction planner has inconsistent behaviour when using a blacklist. Sometimes stuff is deconstructed sometimes it isnt.
by ejg
Fri Apr 13, 2018 8:24 pm
Forum: Implemented Suggestions
Topic: Character logistic slots color code for delivery/satisfied
Replies: 9
Views: 4226

Character logistic slots color code for delivery/satisfied

Since some versions we are able to see Satisfaction, on the way, and logistic storage in the tooltip of the character logistic slots. It would be nice to have the background colour of the slots change accordingly: Satisfaction x/x (when satisfied Green) on the way (items still being delivered orange...

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