Search found 63 matches
- Sun Aug 11, 2019 8:23 am
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 281687
Re: Friday Facts #305 - The Oil Changes
Advanced oil's obvious benefit is its more favorable ratios (10:45:55) and 10 units extra output product, but it's interesting that it's not strictly superior to basic oil because it produces less heavy oil. The ratios are “more favorable” because 90% of the final/intermediate products can be made ...
- Wed Aug 07, 2019 3:35 pm
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 281687
Re: Friday Facts #305 - The Oil Changes
Automatic flare/burn is worse than all of the solutions. It takes away the entire multi-output oil product challenge. Also we dont have a good gui to show if flare is activated or not (I have reasons about not to trust wube on this). I better would like to see my factory to stop than burn excess pro...
- Fri Aug 02, 2019 8:43 am
- Forum: Show your Creations
- Topic: New rocket fuel
- Replies: 6
- Views: 4815
Re: New rocket fuel
With productivity modules and speed beacons the ratio almost becomes 2:1 (2 rocket fuel to 1 solid fuel). 12 beacons for solid fuel and 10 beacons for rocket fuel is about 1:0.53 That results in something like this (just for demonstration, but it should be tileable): RocketFuel.jpg maybe it is just...
- Wed Jul 31, 2019 2:10 pm
- Forum: Ideas and Suggestions
- Topic: New "Complex" difficulty
- Replies: 12
- Views: 4983
Re: New "Complex" difficulty
TL;DR Add ‘Complex’ difficulty to recipe and technology difficulty dropdown. What ? Add one or two new items to the recipe and technology difficulty dropdowns on the advanced tab of the map generator window. Add a selection "Complex" for complex recipes/technologies and optionally "E...
- Tue Jul 30, 2019 6:45 pm
- Forum: Releases
- Topic: Version 0.17.60
- Replies: 423
- Views: 137165
Re: Version 0.17.60
https://forums.factorio.com/viewtopic.php?f=38&t=73684&start=360#p445973 I don't recall if there were others off the top of my head -edit- heh, too slow Hrm, that doesn't even factor in crude oil transport/extraction. And such different amounts of infinity pipes too, I'm not convinced. I'm ...
- Tue Jul 30, 2019 6:20 pm
- Forum: Releases
- Topic: Version 0.17.60
- Replies: 423
- Views: 137165
Re: Version 0.17.60
But you need over twice as many fluid boxes to get more crude, not to mention about rail network load, so BOP may be not as UPS efficient compared to AOP as you may think. It was tested. That was pretty fast, do you have the test data somewhere to look at? I know this one only from the other thread...
- Sun Jul 28, 2019 3:23 pm
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 281687
Re: Friday Facts #305 - The Oil Changes
I hated the new blue science using sulfur. sulfur does not have a big sink if player is not going for solar energy (accumulator) and bots. new players might skip those and end up blocked. I can understand why wube is putting PG only on BOP but it is not the fix I believe. in 0.17 purple science deci...
- Fri Jul 26, 2019 9:14 pm
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 281687
Re: Friday Facts #305 - The Oil Changes
From what Wube have said in the past, it seems to me that there definitely will be tutorials/help/guidance on all these things, and on pretty much anything and everything that is in the game at 1.0. So my expectation is that the lack of in-game information/tutorials we see today - and there definit...
- Fri Jul 26, 2019 6:30 pm
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 281687
Re: Friday Facts #305 - The Oil Changes
To people saying, that new oil processing forces new players to rebuild oil refinery for AOP. Guess what? A LOT of things in this game forces you to rebuild. I think there is a point in a game where you would gladly rebuild. if it is at the start you would do that, no big deal. blue science might b...
- Tue Jul 23, 2019 12:40 pm
- Forum: Mods
- Topic: [MOD 0.17] Super Expensive Mode
- Replies: 0
- Views: 666
[MOD 0.17] Super Expensive Mode
Name: SuperExpensiveMode Description: changes game recipes to make them challenging and having long chain of products License: MIT Released on: 2019/07/23 Version: 1.0.0 works with 0.17 experimental version Category: Big changes Mod page: https://mods.factorio.com/mod/SuperExpensiveMode What it does...
- Fri Jul 19, 2019 6:32 pm
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 208615
Re: Friday Facts #304 - Small bugs; Big changes
just logged in to say that I hated the oil recipe change. there is no challenge left in oil processing. Since the changes are just on basic oil processing, I don't think it's too simple. You need Advanced Oil processing for heavy Oil to be able to keep progressing in the game, meaning the challenge...
- Fri Jul 19, 2019 5:07 pm
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 208615
Re: Friday Facts #304 - Small bugs; Big changes
just logged in to say that I hated the oil recipe change. there is no challenge left in oil processing.
- Fri Jun 21, 2019 8:49 am
- Forum: Duplicates
- Topic: [0.17.50] cannot rotate blueprint with rail and underground pipes
- Replies: 1
- Views: 502
[0.17.50] cannot rotate blueprint with rail and underground pipes
very simple, get the blueprint and hover over ground. rotate direction four times and check the blueprint over ground every direction. in two directions blueprint elements conflict while in other two directions it is fine and buildable. no mods needed, only rail and underground pipe is necessary. sa...
- Tue Jun 04, 2019 2:01 pm
- Forum: Balancing
- Topic: 0.17 Coal Liquefaction
- Replies: 25
- Views: 8048
Re: 0.17 Coal Liquefaction
I just wanted to add some notes about new coal liquefaction, they are not regarding energy. sorry if they are mentioned above. * heavy oil is abundant with CL so we can use it at flamethrowers quite easily. I designed my bases to use light oil in flamethrowers in 0.16 but now I am leaning towards he...
- Fri Jan 11, 2019 5:19 pm
- Forum: News
- Topic: Friday Facts #277 - GUI progress update
- Replies: 101
- Views: 42813
Re: Friday Facts #277 - GUI progress update
Please don't hold up the 0.17 release for a GUI update. Iterate. MVP (minimum viable product) I agree, but I think it is too late for that. GUI and gameplay are different elements. It would be better to focus on one of these elements in a patch instead of overhauling the game entirely in many diffe...
- Sat Dec 29, 2018 6:26 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 153885
Re: Friday Facts #275 - 0.17 Science changes
I have a design already crafted but it is not in the blueprint pattern you show. in that blueprints pattern (12beacon) craft rails at a line next to purple assemblers and pass them under beacons with underground belts. so you shall have one line of rail assemblers and one line for purple science ass...
- Sat Dec 29, 2018 1:41 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 153885
Re: Friday Facts #275 - 0.17 Science changes
blue/black/yellow are too easy now. they require 3 ingredients and 2 belts (even yellow) can provide these items easily. player does not need to design fancy setups because belts can deliver everything easily. the count of the ingredients are very low. I have to disagree about blue science part. Wh...
- Sat Dec 29, 2018 12:30 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 153885
Re: Friday Facts #275 - 0.17 Science changes
I liked all of the recipe changes although they are very simple now, except purple science. I look at the recipe from possible manufacturing design setups. blue/black/yellow are too easy now. they require 3 ingredients and 2 belts (even yellow) can provide these items easily. player does not need to...
- Wed Nov 21, 2018 4:53 pm
- Forum: Modding help
- Topic: Expensive mode recipes for vanilla recipes
- Replies: 8
- Views: 2148
Re: Expensive mode recipes for vanilla recipes
edit: I was idiot for not testing if game needed .normal for .expensive recipes, It does not. direct+expensive works fine. But many people don't know this and make stuff more complicated than it needs to be ;) direct+expensive does not work fine. which game version are you checking this? can you gi...
- Wed Nov 21, 2018 3:13 pm
- Forum: Modding help
- Topic: Expensive mode recipes for vanilla recipes
- Replies: 8
- Views: 2148
Re: Expensive mode recipes for vanilla recipes
thanks for the info. I will probably not publish the mod for some time. I need a test run to see if it is really fun or not. expensive mod is already a challenge for me. code works fine completely. normal mode recipes are not broken at all (only rocket part was broken because "hidden" was ...