Search found 135 matches

by morsk
Fri Jul 26, 2019 7:22 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 327702

Re: Friday Facts #305 - The Oil Changes

The FFF claims "worker robots are a good motivation and reward for unlocking Chemical science pack" but I disagree. Motivation is for things in sight, not something far over the horizon. It already took so long to unlock them that Nanobots is one of the most popular mods. Now it takes long...
by morsk
Sun Jul 21, 2019 8:28 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 241642

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

I just realized. If oil is so frustrating that they're willing to break 1/2 the early game over it, maybe they should just let players walk through pipes. What's really causing the frustration, hm?
by morsk
Sun Jul 21, 2019 6:03 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 241642

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

Please, don't make silly comparisons. Trains only need stone, steel, green circuits and basic engines. While conbots also need lubricant and batteries, and 45 red circuits per roboport to actually use them. (And personal roboports need 50 blue science.) Ingredients aren't the point; if techs were a...
by morsk
Sun Jul 21, 2019 3:01 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 241642

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

I wonder how many first time players actually use robots, too. I certainly didn't use them first time around, I didn't even know they exist and I had no idea that I need the storage chest for them. These things are better nowadays, but still. They are a powerful tool but completely optional. I used...
by morsk
Sat Jul 20, 2019 3:09 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 241642

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

I think it would make more sense to move sulfur and batteries to after chemical sci too. Only affects accumulatiors. Cliff Explosive, batteries for Modular Armor, Rockets. I'm not sure rockets will ever be good, but with Laser Turrets pushed farther, they may fill a niche for long-range attacks tha...
by morsk
Sat Jul 20, 2019 7:45 am
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 241642

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

There is no way to get blue science quickly. Either we can have construction bots before it, or we can't. I fear Wube isn't getting enough feedback on this, because it's happening in the same FFF as far more controversial changes to Basic Oil. Of course they don't get feedback about it anymore. Onl...
by morsk
Sat Jul 20, 2019 4:31 am
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 241642

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

So, how feasible would it be to hand-craft the blue science required for construction robots (and pre-requisites) ? Not at all, for three reasons I can think of. There isn't going to be any workaround. Plastic & Engines can't be hand-crafted. Blue Science, Red Circuit, and Engine are slow . We'...
by morsk
Fri Jul 19, 2019 9:15 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 241642

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

Construction Bots are in green science for a reason, and this shouldn't change. Least of all as a mere side-effect of trying to make oil easier. Blue science is large, as is the infrastructure to support it. Building it after bots vs. before is a big difference. Players who want to rush the bots and...
by morsk
Tue Jun 11, 2019 8:35 pm
Forum: Mod and installation managers
Topic: ModMyFactory - mod manager and more
Replies: 468
Views: 231267

Re: ModMyFactory - mod manager and more

ModMyFactory is not compatible with Factorio versions 0.17.0 to 0.17.8 due to a bug affecting those versions. If you want to use ModMyFactory with Factorio 0.17 you have to use a version from 0.17.9 onward. Factorio 0.16.51 and older versions also work. I hope this isn't complaining, but as a poten...
by morsk
Tue Jun 11, 2019 8:05 pm
Forum: Ideas and Suggestions
Topic: Display When Unit Is Connected To Both Logistic & Circuit Networks
Replies: 1
Views: 840

Display When Unit Is Connected To Both Logistic & Circuit Networks

Inserters -- and other things, but I'll stick to inserters -- can be connected to both the logistic and circuit networks at the same time. "Disable" has priority. If either network disables it, it is disabled. This works, but the UI is confusing. It shows you the circuit network, unless yo...
by morsk
Fri Jan 18, 2019 4:23 pm
Forum: News
Topic: Friday Facts #278 - The new quickbar
Replies: 176
Views: 73614

Re: Friday Facts #278 - The new quickbar

- 1-5 for Left Side Items. - Shift(hold) + 1-5 for Right Side Items - X to get another Page. - X(hold) + 1-5 for Pages 1-5 - Shift(hold) + X(hold) + 1-5 for Pages 6-0 Maybe that is something for you? X is hard to press like that, and treating it as a modifier key is unusual. If i had to bind someth...
by morsk
Fri Jan 18, 2019 2:34 pm
Forum: News
Topic: Friday Facts #278 - The new quickbar
Replies: 176
Views: 73614

Re: Friday Facts #278 - The new quickbar

I don't like it. Players have been trying to get developers to stop using the right side of the board for important keys for decades. You must realize why it's wrong; you made the 1-5 and Shift 1-5 before. But something changed, and now you're delivering the same 1-0 keys that everyone knows are bad...
by morsk
Tue Jan 08, 2019 7:35 pm
Forum: This Forum
Topic: Re: Friday Facts #266 Censorship/Moderation Behaviour
Replies: 15
Views: 7953

Re: Friday Facts #266 Censorship/Moderation Behaviour

This "controversy" only exists because of forum limitations: the inability to disagree quietly . On reddit, I can downvote without replying. I can reply without quoting. And when I reply, it doesn't make a copy of the post I'm disagreeing with, sending it back into the thread again for eve...
by morsk
Fri Jan 04, 2019 11:47 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 175165

Re: Friday Facts #275 - 0.17 Science changes

Bold added - Which, again, just proves my point that the primary criteria, and basically only valid one you're accepting here, is that the item replacing rails must be used generally like rails. This has nothing to do with tech level, cost, production complexity, theme fit. Those criteria don't act...
by morsk
Fri Jan 04, 2019 4:27 pm
Forum: News
Topic: Friday Facts #276 - Belt item spacing & Script rendering
Replies: 155
Views: 71155

Re: Friday Facts #276 - Belt item spacing & Script rendering

As the smelting recipe change, I am proposing the following: - Iron plate, copper plate, stone brick: 3.2 - Steel: 16 That would mean exactly 48 stone furnaces per yellow belt, which is the number that people already build, but some of the last ones flicker with inactivity in 0.16, now all of them ...
by morsk
Fri Jan 04, 2019 4:12 am
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 175165

Re: Friday Facts #275 - 0.17 Science changes

Let's imagine an alternative universe where they picked refined concrete. And we wanted rails. :o The iron ore would not be popular. We also might claim it's too complex. I've never built refined concrete in any factory. This is something I need a push to make. Rails aren't. Is it good or bad to mak...
by morsk
Thu Jan 03, 2019 1:50 am
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 175165

Re: Friday Facts #275 - 0.17 Science changes

And please remember, I don't mind the rails (actually like the idea of a stone based item requirement), but I am very much concerned by the number of rails required in the recipe. There is no other recipe with such high item count to be delivered to the assemblers. Please reconsider it... We need t...
by morsk
Tue Jan 01, 2019 9:49 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 175165

Re: Friday Facts #275 - 0.17 Science changes

Am I wrong here? Are many people driving science production from intermediate products produced in your main factory? I do it with engines, and I think everyone does it with red circuits. I make them because blue science will need them, but I also intend to have extras. Some things (bullets, turret...
by morsk
Mon Dec 31, 2018 9:51 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 175165

Re: Friday Facts #275 - 0.17 Science changes

About "theme", where are the Braking Force techs? Because we would learn how to make trains stop ridiculously fast without destroying the track, exactly by melting very many tracks into purple goo to see what happens. I agree rail doesn't fit the theme for the same reasons, but I just thin...
by morsk
Sun Dec 30, 2018 8:24 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 175165

Re: Friday Facts #275 - 0.17 Science changes

I wonder how much of the current Gun Turret balance is intended, and if they'll be weaker at endgame without the double-dipping from 2 techs. They're completely OP with Uranium bullets and 1-2 Space upgrades, and I don't even put walls in front of them. https://imgur.com/1sp27fX.png But the lasers a...

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