Search found 133 matches

by Mike5000
Tue Jan 01, 2019 6:54 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 153985

Re: Friday Facts #275 - 0.17 Science changes

MicFac wrote:
Tue Jan 01, 2019 6:40 pm
...
This way the player is required to automate all fundamental logistic "devices" very early game.
In a game about discovering, learning, inventing, solving puzzles, and playing freely all this new hand-holding is the opposite of a good thing.
by Mike5000
Tue Jan 01, 2019 6:15 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 153985

Re: Friday Facts #275 - 0.17 Science changes

About PSP in early game, i think primary problem still remains - solar panels give too little power either way. The trick to using PSPs is batteries. My initial modular armor usually gets 9 PSPs and 4 batteries. It's enough to power a personal roboport for modest jobs when I'm out of roboport range...
by Mike5000
Tue Jan 01, 2019 1:28 am
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 153985

Re: Friday Facts #275 - 0.17 Science changes

Something I realized is you locked yourselves into the idea that 'high item flow' is how you're going to make the Production pack recipe distinct from the rest when there's other options. And really, swapping cables for rails doesn't change the underlying observation that circuit card production cr...
by Mike5000
Mon Dec 31, 2018 11:38 pm
Forum: Implemented Suggestions
Topic: Simple Solution To Thundering Train Herd
Replies: 33
Views: 11270

Simple Solution To Thundering Train Herd

TL;DR This is a simple suggestion to solve the thundering train herd problem in Vanilla. What ? Moving automatic trains are already linked to a destination station. When you select debug show-train-stop-point the destination is shown in addition to the stop point. Stationary automatic trains wantin...
by Mike5000
Sat Dec 29, 2018 11:14 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 153985

Re: Friday Facts #275 - 0.17 Science changes

I, a 2101-hour-player (and counting) say that pickaxe removal was good Removing pickaxes saves you approximately 30 seconds in 2101 hours, costs Bob a few hundred hours extra work, and hurts thousands of other players. Removal of pickaxes is extremely not good. A possible good solution for those wh...
by Mike5000
Sat Dec 29, 2018 9:12 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 153985

Re: Friday Facts #275 - 0.17 Science changes

Just because you hate axes, does that mean everyone should be deprived of them? This is at the core of nearly every case of foot in mouth disease at Wube. Random dev hates X or thinks X is OP and decides to remove X or gate X behind yellow science - thus crippling the game for those who love X and ...
by Mike5000
Sat Dec 29, 2018 10:33 am
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 153985

Re: Friday Facts #275 - 0.17 Science changes

V453000 wrote:
Sat Dec 29, 2018 9:49 am
Please stop accusing us of awful things because of minor disagreements.
That's 27 pages of "minor disagreement" which only wound down when it became clear that Wube couldn't care less.
by Mike5000
Sat Dec 29, 2018 4:14 am
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 153985

Re: Friday Facts #275 - 0.17 Science changes

I'd love to reply to all of you, hopefully I will find time and energy for it later, but just to clarify one very wrong thing: The personal roboport in yellow tier you are refering to is Personal roboport mk2. Personal roboport mk1 is on blue science. Perhaps you could correct the FFF where it says...
by Mike5000
Fri Dec 28, 2018 8:11 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 153985

Re: Friday Facts #275 - 0.17 Science changes

I guess it's time for another anurism. Not only are you renaming the science packs, breaking every mod that adds technology, but you're also using the name "Logistic science pack" which will cause a lot of confusion with the pink Logistic science pack added in Bob's mods for end-game (Pro...
by Mike5000
Fri Dec 28, 2018 3:18 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 153985

Re: Friday Facts #275 - 0.17 Science changes

V453000 wrote:
Fri Dec 28, 2018 2:58 pm
If you play without productivity modules then you are deliberately restricting yourself.
If we play without modules and beacons it's because we want to play an engineering sim rather than a magic game.

Beacons especially should be relegated to mods and the sim rebalanced without them.
by Mike5000
Fri Dec 28, 2018 3:15 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 153985

Re: Friday Facts #275 - 0.17 Science changes

Some interesting ideas but several of the science names are problematic. Red Science is all about Manufacturing , not Automation. It does not include circuits and combinators. Green Science is closer to Transport than Logistics. And of course it doesn't include Logistics research! However it also in...
by Mike5000
Sun Dec 16, 2018 10:50 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 210591

Re: Friday Facts #266 - Cleanup of mechanics

In my mind, given your analogy, it's supposed to be an assembly language. You have basic building blocks that you can solve problems with, but there is no standard function library that would provide you any solutions. You can copy&paste macros you or other people have written in previous proje...
by Mike5000
Fri Dec 14, 2018 1:15 am
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 210591

Re: Friday Facts #266 - Cleanup of mechanics

I've been programming for more than half a century. Databases, financials, expert systems, AI. I love programming. Factorio is like programming. In FORTRAN. An obscure dialect of FORTRAN with only one level of subroutines allowed. And you can have arrays and you can have floating point but you can't...
by Mike5000
Fri Dec 07, 2018 2:55 pm
Forum: News
Topic: Friday Facts #272 - Mod GUI
Replies: 78
Views: 33309

Re: Friday Facts #272 - Mod GUI

Someone would add in new logic or just forget and not send the changed event. If I needed such guarantees I'd create a minimal public interface which maintained invariants and sent events, and not allow random code to mess with the private implementation details. In languages which support such mec...
by Mike5000
Fri Nov 30, 2018 6:12 pm
Forum: News
Topic: Friday Facts #271 - Fluid optimisations & GUI Style inspector
Replies: 122
Views: 50748

Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector

This is the kind of no-nonsense hard work that makes Factorio great. Thank you.
by Mike5000
Sat Nov 24, 2018 6:41 pm
Forum: News
Topic: Friday Facts #270 - HR Substation & Save/Load overview
Replies: 99
Views: 39101

Re: Friday Facts #270 - HR Substation & Save/Load overview

Is it just me?

I'd much prefer to be able to zoom out further without using console commands and killing FPS rather than zooming in for the first five seconds of play to admire some hi-res graphics.
by Mike5000
Fri Nov 23, 2018 10:08 pm
Forum: News
Topic: Friday Facts #270 - HR Substation & Save/Load overview
Replies: 99
Views: 39101

Re: Friday Facts #270 - HR Substation & Save/Load overview

Old substation looked like a substation.

New "substation" doesn't.
by Mike5000
Mon Nov 19, 2018 2:00 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.16.45] Priority splitter creating gaps
Replies: 7
Views: 3247

Re: [0.16.45] Priority splitter creating gaps

Factorio Pending is defined as "Bugs that we were not able to reproduce, and/or are waiting for more detailed info.".

I see that the save file has been downloaded five times over the last three months.

Is there any more I can do to help with this bug?
by Mike5000
Fri Nov 09, 2018 9:36 pm
Forum: News
Topic: Friday Facts #268 - The modern Biter
Replies: 115
Views: 47114

Re: Friday Facts #268 - The modern Biter

Shrug

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