Search found 210 matches

by Dixi
Sat Sep 01, 2018 8:43 pm
Forum: News
Topic: Friday Facts #258 - New autoplace
Replies: 145
Views: 78509

Re: Friday Facts #258 - New autoplace

Could we hope to have other options then endless swamp, for large water % maps?

Continents with oceans, big and small islands in a water - those are all valid and interesting options.
by Dixi
Tue Aug 21, 2018 7:29 pm
Forum: General discussion
Topic: [Poll] "No research queue for you"
Replies: 27
Views: 10872

Re: [Poll] "No research queue for you"

I'd say NO if they change Mining Productivity to x2 every next research like other infinite techs.
Until it changed I'd say we need queue only for Mining Productivity since it's most useful tech to research endlessly, and it require to much clicking. :-(
by Dixi
Thu Aug 09, 2018 9:49 am
Forum: Ideas and Suggestions
Topic: Railroad Nerf
Replies: 16
Views: 5677

Re: Railroad Nerf

Currently there are enough in game challenges related to trains:

1. They stop if not fueled and blocks rail line, usually cause major traffic stop.
2. They move not so fast when multi-wagon.
3. Rail network need a lot of space.
4. They like to make traffic jams on line crosses.

I'm not complaining ...
by Dixi
Thu Aug 09, 2018 9:13 am
Forum: Ideas and Suggestions
Topic: Small islands map [need resources not covered by water]
Replies: 4
Views: 2762

Re: Small islands map [need resources not covered by water]

I saw those posts. They propose more significant changes to the game. Those changes need new game mechanics, or/and new graphics and will likely be implemented much later or as addons.

I'm proposing only a change to resource generation. If deposits will be generated after water (not before, as in ...
by Dixi
Tue Aug 07, 2018 5:51 pm
Forum: Ideas and Suggestions
Topic: Small islands map [need resources not covered by water]
Replies: 4
Views: 2762

Small islands map [need resources not covered by water]

I was looking for ideas about differently generated map, that has water as a base, not a solid terrain.

Currently, as I understand, whole map is generated as a solid terrain of different biomes, after that resources are generated, and as a last step water lakes are placed. (I know it made of ...
by Dixi
Sat Jun 30, 2018 7:06 am
Forum: News
Topic: Friday Facts #249 - Dead end exploration
Replies: 206
Views: 95743

Re: Friday Facts #249 - Dead end exploration

I vote Proposal 3 . And it will be better if will be an option to move blueprint toolbar to the side of main toolbar (on the left / on the right).

I play MMORPGs a lot. They all have many different toolbars, and ways to switch them. Me, and, as I know, many other players never use an ability to ...
by Dixi
Mon Jun 25, 2018 8:51 pm
Forum: Frequently Suggested / Link Collections
Topic: Game Save File and -Speed Related Suggestions
Replies: 19
Views: 11854

Re: Game Save File and -Speed Related Suggestions

So what are you suggesting the game do? Start deleting biters ...
No. But I'm sure that save file data is very ineffectively optimized and a lot of unnecessary data saved. Because almost none of games has 100+MB saves.

Lets speak about same biters. Biter is a mob. X,Y, mob kind, HP, link to ...
by Dixi
Mon Jun 25, 2018 4:34 pm
Forum: Frequently Suggested / Link Collections
Topic: Game Save File and -Speed Related Suggestions
Replies: 19
Views: 11854

Re: Game Save File and -Speed Related Suggestions

Well the more you build and explore the more data there is to save.
But I'm speaking about data, probably related to biters.

Recent sample.
I have two autosaves, one 18:04 - 31Mb size, and next 18:12 22Mb size. That's extra 9Mb, or 40% more of save size. I assume bigger one has some data related ...
by Dixi
Sun Jun 24, 2018 10:56 am
Forum: Frequently Suggested / Link Collections
Topic: Game Save File and -Speed Related Suggestions
Replies: 19
Views: 11854

Re: Game Save File and -Speed Related Suggestions

Any progress on this topic?

I think save files are quite large compared to possible amount of info stored inside.
If I start exploring around and shooting manually from artillery my safe file grows to 200+Mb very rapidly. This size takes a lot of time to autosave even on fast SSD. I think biters ...
by Dixi
Sat May 26, 2018 5:30 pm
Forum: Gameplay Help
Topic: logistic drone visualization on/off
Replies: 0
Views: 799

logistic drone visualization on/off

I'm looking for a way to turn off logistic or all flying robots visualization, temporary.
As I suppose from Friday facts #244, they are all rendered into separate graphical overlay. I think there should be a way to turn it off. Anyone know how to do it via hotkey or console command?

I'd like to ...
by Dixi
Tue May 22, 2018 4:41 pm
Forum: Resolved Problems and Bugs
Topic: [SOLVED][0.16.44] technology price multiplier sets = 1
Replies: 12
Views: 11706

Re: [0.16.44] technology price multiplier sets = 1

Same problem for me.

All research that use white space potions is now cost 1.

Without mods. Map was originally generated in 0.15.

Using steam client, with enabled experimental, auto update. Restarting game does not help.
After selecting Factorio-properties-betas-0.16.43 everything turned back to ...
by Dixi
Sun May 20, 2018 11:14 pm
Forum: General discussion
Topic: Pollution is counter-intuitive?
Replies: 37
Views: 30169

Re: Pollution is counter-intuitive?

Factorio, even without mods, have a lot of options. I think there are quite enough options related to biters behavior and pollution, to fine tune those factors as much as you like.

Current default pollution+biter mechanics is very easy to understand, and it add some random elements (and fun) to ...
by Dixi
Sun May 13, 2018 8:21 pm
Forum: Ideas and Suggestions
Topic: Any advanced belt mechanics/tools for later game?
Replies: 7
Views: 3110

Any advanced belt mechanics/tools for later game?

While I build a base to launch my 1st rocket or several rockets, using belts, it's quite comfortable and good.
But when I'm trying to build a bigger base, I always meet a lot of problems in item distribution using belts. Single blue belt does not provide enough throughput, and balancing 3-4 belts ...
by Dixi
Sat Jan 06, 2018 8:00 pm
Forum: General discussion
Topic: 0.16 Map generation Feedback
Replies: 210
Views: 127237

Re: 0.16 Map generation Feedback

One of disadvantages of 0.16 map generator was absence of big islands, rivers, big lakes.
Looking on other topic - https://forums.factorio.com/viewtopic.php?f=5&t=55596 , at last someone found a seed [3974660741 + water normal/very big] to create very nice looking island, quite big one. So far I ...
by Dixi
Mon Jan 01, 2018 3:56 pm
Forum: General discussion
Topic: 0.16 Map generation Feedback
Replies: 210
Views: 127237

Re: 0.16 Map generation Feedback

Since 0.16 map generator has some unsolved problems, from part of player community, and we asks, is it hard to have an option "use 0.15" map generation"?
I do not think it's really problematic to have this option, while dev's will think what and how needed to be fixed/reworked in a new map ...
by Dixi
Mon Jan 01, 2018 1:37 pm
Forum: General discussion
Topic: 0.16 Map generation Feedback
Replies: 210
Views: 127237

Re: 0.16 Map generation Feedback

If dev's would took a new year break, it's fully understandable, but since they keeping to do bug fixes and new releases, could we have a word about map problems?
When will it be fixed, and which way?

A lot of players missing 0.15 type maps with bigger water areas! And questionable resource ...
by Dixi
Tue Dec 26, 2017 11:35 am
Forum: General discussion
Topic: 0.16 Map generation Feedback
Replies: 210
Views: 127237

Re: 0.16 Map generation Feedback

Is it me or do the maps barely have any enemies in them? In preview with highest settings I barely saw any enemies. Compared to the older map generator where with the highest setting, once you left starting area, there was impassable wall of enemy bases and thousands of bitters just waiting to kill ...
by Dixi
Sat Dec 23, 2017 11:19 am
Forum: General discussion
Topic: 0.16 Map generation Feedback
Replies: 210
Views: 127237

Re: 0.16 Map generation Feedback

Is map generator moddable?
I mean terrain generation, not resource allocation - that can be modded since Bob and RSO do it.
by Dixi
Wed Dec 20, 2017 10:50 am
Forum: General discussion
Topic: 0.16 Map generation Feedback
Replies: 210
Views: 127237

Re: 0.16 Map generation Feedback

I'm also unsatisfied with 0.16 map generation.
I've carefully read whole thread.

It seems to me that quite a few players, me included, likes to have a base between several big lakes. So we can defend passages, not whole square perimeter of a base. Actual reasons might be different - including ...
by Dixi
Sat Dec 09, 2017 7:56 pm
Forum: General discussion
Topic: Why defending is a dilemma and enemies need polish
Replies: 28
Views: 14386

Re: Why defending is a dilemma and enemies need polish

I usually reroll a map until I see some big lakes around, because building a square walls around whole factory is too long and no so fun.
For most peaceful living, from my point of view, I need quite lager area, so all pollution from main factory and energy complex stays inside my fence. Some mining ...

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