Search found 193 matches

by Cribbit
Wed Dec 04, 2019 7:51 pm
Forum: Not a bug
Topic: damage isn't rounded well?
Replies: 14
Views: 549

Re: damage isn't rounded well?

Floating point numbers just kind of do this. It's their thing.
by Cribbit
Thu Nov 28, 2019 7:52 am
Forum: Modding discussion
Topic: Removing fluid temperature - thoughts?
Replies: 93
Views: 6264

Re: Removing fluid temperature - thoughts?

It wasn't on the first three pages :( And now i have to post it again because no one reads the thread responses that happen to be at the bottom of the previous page (literally 2 posts prior to yours proving you didn't read the latest responses)? EDIT: Your post doesn't even answer the question, and...
by Cribbit
Thu Nov 28, 2019 7:32 am
Forum: Modding discussion
Topic: Removing fluid temperature - thoughts?
Replies: 93
Views: 6264

Re: Removing fluid temperature - thoughts?

What even happens right now in game if you mix two different temperature steams? What even happened to reading the thread before posting? It wasn't on the first three pages :( EDIT: Your post doesn't even answer the question, and I have now read the entire thread and no one answers the question?
by Cribbit
Thu Nov 28, 2019 4:43 am
Forum: Modding discussion
Topic: Removing fluid temperature - thoughts?
Replies: 93
Views: 6264

Re: Removing fluid temperature - thoughts?

What even happens right now in game if you mix two different temperature steams?
by Cribbit
Mon Nov 25, 2019 3:56 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 991
Views: 115305

Re: [MOD 0.17] Industrial Revolution

- Rocket and tank cannon firing rate technologies were removed and not replaced. - The cost of rockets, tank cannon shells, artillery shells increased. Ouch! That's going to make uprooting nests at evolution 50-90 much more troublesome. My tactic has been to get close enough to knock over 2-4 spawn...
by Cribbit
Sun Nov 24, 2019 5:59 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 991
Views: 115305

Re: [MOD 0.17] Industrial Revolution

[*] Reverses how the watchtower works, now it reveals the nearby area and doesn't scan chunks. I actually like that it's a scanner and not a nearby reveal. I don't think your base should or needs to be massive before you reach electricity. However, finding first iron/rubber in early game can be a p...
by Cribbit
Fri Nov 22, 2019 1:02 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 991
Views: 115305

Re: [MOD 0.17] Industrial Revolution

I love this mod, but I'm having a bit of trouble balancing my copper ore washing line. It appears that the clean water/dirty water throughput adds up to the point where I can't get more than a handful of ore washing machines connected to the same output (dirty water) manifold before the water backs...
by Cribbit
Fri Nov 22, 2019 1:00 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 991
Views: 115305

Re: [MOD 0.17] Industrial Revolution

I love this mod, but I'm having a bit of trouble balancing my copper ore washing line. It appears that the clean water/dirty water throughput adds up to the point where I can't get more than a handful of ore washing machines connected to the same output (dirty water) manifold before the water backs...
by Cribbit
Wed Nov 20, 2019 10:20 pm
Forum: Ideas and Suggestions
Topic: Idea from They are Billions
Replies: 3
Views: 252

Re: Idea from They are Billions

Sounds like a good mod idea.
by Cribbit
Wed Nov 20, 2019 4:02 am
Forum: Ideas and Suggestions
Topic: Make save game overwrites less dangerous
Replies: 71
Views: 5353

Folders / version stacks for saves

Pretty sure this will just get moved to "frequently requested" but I don't see anything similar? Probably just not good at search. https://www.reddit.com/r/factorio/comments/6ylmai/psa_you_can_create_subdirectories_in_your_save/ Clearly it's already possible in the UI for loading, just not for creat...
by Cribbit
Tue Nov 19, 2019 11:59 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: 1K Industrial Revolution Megabase
Replies: 1
Views: 558

Re: 1K Industrial Revolution Megabase

It's awesome to see some beaconage in an IR build, I'm looking forward to reaching that phase myself.

I can't imagine doing a main bus at this scale though, that's pretty intense.
by Cribbit
Tue Nov 19, 2019 6:30 pm
Forum: General discussion
Topic: Challenge: maximum net energy from a blue belt of coal
Replies: 68
Views: 5604

Re: Challenge: maximum net energy from a blue belt of coal

- you're allowed to use any number of buildings, modules, etc. You can use other items (e.g. heavy oil) as a catalyst, but cannot require a supply. This would suggest that no, Uranium is not allowed. - creative mode: you get one matter source of coal, as many water fluid sources as you want So does...
by Cribbit
Mon Nov 11, 2019 6:07 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 991
Views: 115305

Re: [MOD 0.17] Industrial Revolution

2) How does the electrical locomotive compare to the steam locomotive? Acceleration, wind resistance, weight, breaking force? The tooltip doesn't say. How does the comparison change with rocket or nuclear fuel? Is the electrical locomotive performing better or just have a better fuel source? You fu...
by Cribbit
Sat Nov 09, 2019 3:28 am
Forum: General discussion
Topic: Thinking of getting the game if there is ever some type of steam sale for the game.
Replies: 12
Views: 1168

Re: Thinking of getting the game if there is ever some type of steam sale for the game.

Your $$$ to hours of entertainment ratio will be better with Factorio than literally any other paid thing in life, ever.
by Cribbit
Mon Nov 04, 2019 6:08 pm
Forum: Balancing
Topic: Difficulty setting to scale science costs/alter mid-game tedium
Replies: 21
Views: 1122

Re: Difficulty setting to scale science costs/alter mid-game tedium

IMO 90kw is the cutoff for power efficiency.

Miners get all slots filled for sake of pollution.

Eff1 is magical. Especially if you get a bad desert seed.
by Cribbit
Fri Nov 01, 2019 6:56 pm
Forum: Ideas and Suggestions
Topic: Better module management
Replies: 2
Views: 147

Re: Better module management

I've suggested & supported having shift r/l mouse settings copy also copy modules for a while, would be super useful.

Upgrade planner should also be able to do it.
by Cribbit
Thu Oct 31, 2019 3:02 pm
Forum: Balancing
Topic: Landfill needs a change. 20 Stone for 1 tile? Ridiculous!
Replies: 41
Views: 2669

Re: Landfill needs a change. 20 Stone for 1 tile? Ridiculous!

I've never had issues generating enough landfill @ 20:1.
by Cribbit
Thu Oct 31, 2019 3:01 pm
Forum: Ideas and Suggestions
Topic: Track pad functionality
Replies: 2
Views: 111

Re: Track pad functionality

Can you rebind the hotbar in settings?
by Cribbit
Wed Oct 30, 2019 2:28 pm
Forum: Ideas and Suggestions
Topic: Hold a key to constrain to "furthest placeable location"
Replies: 3
Views: 185

Re: Hold a key to constrain to "furthest placeable location"

JimBarracus wrote:
Wed Oct 30, 2019 7:07 am
Cribbit wrote:
Tue Oct 29, 2019 11:53 pm
especially for trackpad players.
its like playing a racing game with a keyboard
it works but it's far from the optimum
I often play using my magic trackpad 2, basically as nice as trackpads come, and it's not bad.

This would make it way, way easier.
by Cribbit
Tue Oct 29, 2019 11:53 pm
Forum: Ideas and Suggestions
Topic: Hold a key to constrain to "furthest placeable location"
Replies: 3
Views: 185

Hold a key to constrain to "furthest placeable location"

Placing power poles or underground belts or pipes can be a little annoying right now because it's really easy to place it one tile off. I would like to hold a modifier key (ctrl?) to do the following: 1. When within a valid connecting range work exactly like normal placement 2. When outside the vali...

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