Search found 260 matches

by Omnifarious
Fri Jul 26, 2019 12:38 am
Forum: Releases
Topic: Version 0.17.59
Replies: 73
Views: 23095

Re: Version 0.17.59

That didn't stop them before, nor is it the proper way to garner trust and support from the community by intentionally ruffling their feathers for "thought experimentation". It was simply a bad call and people called them out on it since this community is passionate about this game they s...
by Omnifarious
Wed Jul 24, 2019 7:23 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 83752

Re: Friday Facts #304 - Small bugs; Big changes

I'm fine with some of the other technologies being moved behind blue science, and I think rocket fuel should be there too. It feels too powerful to get it with just red and green science. It's caused me to avoid doing anything significant with trains until I've researched it. Moving it behind blue ...
by Omnifarious
Wed Jul 24, 2019 4:19 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 83752

Re: Friday Facts #304 - Small bugs; Big changes

Surprise surprise though, the solution is already here. Construction Drones, a wonderful mod by *cough* a dev *cough*, unlocks this automation early, although probably too early. I propose having an early con bot like the construction drones unlockable, not at red science as in the mod, but in the ...
by Omnifarious
Tue Jul 23, 2019 5:56 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 83752

Re: Friday Facts #304 - Small bugs; Big changes

"understanding fluid backup is the key to efficiency, not the key to progression" - well put, good point. Though I see the solution differently. How about this: make all 3 outputs somewhat independent of each other: whenever at least one of the outputs reaches 0, then refinery takes anoth...
by Omnifarious
Tue Jul 23, 2019 4:41 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 83752

Re: Friday Facts #304 - Small bugs; Big changes

(this is not to say I completely agree with the change (well, I mostly do), and I may be biased because I've never used coal liquefaction and don't really care about getting solid fuel until it's strictly required, and always struggled with my base dying when light & heavy oil backed up since i...
by Omnifarious
Tue Jul 23, 2019 3:51 am
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 83752

Re: Friday Facts #304 - Small bugs; Big changes

You didn't read hard enough. They returned obstacle avoidance for rail building. A feature I sorely miss, as well as many other people. As they figured out before the FFF and even in a release before the FFF. Figures. No, the change to bring back obstacle avoidance has not yet been released. Yes, K...
by Omnifarious
Tue Jul 23, 2019 2:02 am
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 83752

Re: Friday Facts #304 - Small bugs; Big changes

In this very same FFF we see a change reversed as the result of past feedback. They reverted nothing. they just added pause ticks again. You didn't read hard enough. They returned obstacle avoidance for rail building. A feature I sorely miss, as well as many other people. I've been critical of the ...
by Omnifarious
Mon Jul 22, 2019 6:37 am
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 83752

Re: Friday Facts #304 - Small bugs; Big changes

Another reason why the oil change is bad: Set up a line of refineries, all next to each other. Run a solid pipe all along each side of the line. The new recipe encourages this. Try to change the recipe to advanced refining. **You won't be allowed to!** You'll get a random message about not allowing...
by Omnifarious
Sat Jul 20, 2019 3:51 am
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 83752

Re: Friday Facts #304 - Small bugs; Big changes

This still raises the question of "what is the refinery even doing at this point?" What's the point of passing it through the refinery just to output one fluid? If we go this way, I suggest it's better to just eliminate crude oil, pull heavy oil directly from the ground, make cracking ava...
by Omnifarious
Sat Jul 20, 2019 2:33 am
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 83752

Re: Friday Facts #304 - Small bugs; Big changes

Make basic only output heavy oil, and make cracking available with basic oil processing! This makes access to plastic require cracking plants allowing players to familiarize themselves with the recipes used to balanced advanced oil processing before they are required to prevent complete blockages. ...
by Omnifarious
Sat Jul 20, 2019 2:30 am
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 83752

Re: Friday Facts #304 - Small bugs; Big changes

I'm not sure that this would have the effect you hope. Many players, especially new, don't think in terms of efficiency, but rather what's easier. And what's easier? Setting up more pump jacks and copy/pasting their existing basic setup, or upgrading to the complexities of advanced oil (which would...
by Omnifarious
Sat Jul 20, 2019 2:13 am
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 83752

Re: Friday Facts #304 - Small bugs; Big changes

I'm really like that you added the obstacle avoidance back in. But you knew that already. :-) And I love the glowing laser change, it looks gorgeous. I used the glowing laser mod nearly immediately when it came out. It'll be nice to drop it even though I'll miss (just a little) the diso laser colors...
by Omnifarious
Wed Jul 17, 2019 9:06 pm
Forum: Releases
Topic: Version 0.17.58
Replies: 53
Views: 19191

Re: Version 0.17.58

I don't *know* this is what happened, but as a developer who sometimes turns off features: you expect there to be a million people ignoring the announcements ahead of time, then screaming the day you turn it off... ...and two weeks later, silence, because nobody really misses the feature after all....
by Omnifarious
Wed Jul 17, 2019 12:10 am
Forum: Releases
Topic: Version 0.17.58
Replies: 53
Views: 19191

Re: Version 0.17.58

kovarex wrote:
Tue Jul 16, 2019 10:54 pm
Ok, you convinced me.
I added a "Build with obstacle avoidance" control settings entry. CONTROL + Left mouse click is default value.
Yay! Thank you!
by Omnifarious
Tue Jul 16, 2019 7:18 pm
Forum: Releases
Topic: Version 0.17.58
Replies: 53
Views: 19191

Re: Version 0.17.58

Enabling the obstacle avoidance is super easy to do, we just didn't find any practical way to control it. (Options is weird, shortcut bar is weird, another control feels clumsy). If there are enough of people wanting that, we could make some obscure option or command for that. +1 (and an extra +1 f...
by Omnifarious
Tue Jul 16, 2019 2:00 pm
Forum: Releases
Topic: Version 0.17.58
Replies: 53
Views: 19191

Re: Version 0.17.58

I just tried a different solution where I placed ghosts over the stuff I didn't want the rails to route through. It was, very unsatisfactory. About as fiddly as hand placing the rails the entire distance. I took screenshots with the intention of making a Reddit post about it, but haven't yet. Placi...
by Omnifarious
Tue Jul 16, 2019 3:53 am
Forum: Releases
Topic: Version 0.17.58
Replies: 53
Views: 19191

Re: Version 0.17.58

There ... are no changes to the rail planner, are there? Do you mean the change that prevents rail bounding boxes being changed by mods, or is there something else you mean? I only wish there were changes to the rail planner. No, the changes I'm very annoyed about (even still) are the ones released...
by Omnifarious
Tue Jul 16, 2019 12:21 am
Forum: Releases
Topic: Version 0.17.58
Replies: 53
Views: 19191

Re: Version 0.17.58

See, this is also why I'm waiting for stable. While I'm hesitant to use new versions because of the terrible changes to the rail planner, I will say that Factorio experimental versions are generally far more stable than most games release versions. I've never suffered from any significant bug in Fa...
by Omnifarious
Thu Jul 11, 2019 8:02 pm
Forum: Releases
Topic: Version 0.17.56
Replies: 38
Views: 11641

Re: Version 0.17.56

All rail bounding boxes are now hardcoded/not moddable. This is to avoid unexpected collision/rail block merging behaviour.
I bet that means that the Rail Bridge mod doesn't work anymore. :(
by Omnifarious
Tue Jul 09, 2019 5:26 pm
Forum: Releases
Topic: Version 0.17.55
Replies: 12
Views: 8361

Re: Version 0.17.55

Modding Added LuaPlayer::connect_to_server(). Thanks! It'll be fun just experience this functionality implemented in the Gridlock Cluster event and see how it makes the gameplay feel. It may sound dumb, but this really feels like a big deal to me since it's not functionality I can recall encounteri...

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