Search found 236 matches
- Thu Mar 07, 2019 11:30 pm
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 240344
Re: [MOD 0.16] Deadlock's Stacking Beltboxes (& Compact Loaders)
Yeah directly smelting stacks would be "cheaty" but I think if it just took the same amount of time, just didn't need a beltbox, it's just a throughput advantage - i.e. gives you bigger smelting columns, not more plates from the same number of furnaces.
- Thu Mar 07, 2019 7:50 pm
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 240344
Re: [MOD 0.16] Deadlock's Stacking Beltboxes (& Compact Loaders)
Did the loaders stop working for anyone else with the latest update?
- Thu Mar 07, 2019 6:50 pm
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 240344
Re: [MOD 0.16] Deadlock's Stacking Beltboxes (& Compact Loaders)
Yeah I assumed that you could just do it by writing recipes for the smelters: stacked ore produces stacked plates - should be 5 times the time to keep with the spirit of the mod. I am sure someone clever could figure out a programmatic way to do it but writing 3 new recipes (copper, iron, stone) wou...
- Thu Mar 07, 2019 12:32 pm
- Forum: Mods
- Topic: Vaccuum Belt 0.17 Update?
- Replies: 0
- Views: 546
Vaccuum Belt 0.17 Update?
I used to really like the vacuum belts mod but it hasn't been touched for a year. Would anyone be able to update it to 0.17? I don't know enough about modding to know what needs to change?
https://github.com/FlipskiZ/Factorio-Mod-Vacuum-Belts
https://github.com/FlipskiZ/Factorio-Mod-Vacuum-Belts
- Thu Mar 07, 2019 12:14 pm
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 240344
Re: [MOD 0.16] Deadlock's Stacking Beltboxes (& Compact Loaders)
Auto unstacking for me only works on direct pickup anyway. If I pick up a belt with stacks on it, I get stacks in my inventory. If I pick up off the belt, they unstack. One thing that did occur to me: I've noticed you can use stacks of coal or solid fuel directly, which is quite nice. I don't see an...
- Tue Mar 05, 2019 7:04 pm
- Forum: News
- Topic: Friday Facts #284 - 0.17 experimental
- Replies: 190
- Views: 72467
Re: Friday Facts #284 - 0.17 experimental
What rational justification is there for someone else to spend their time and energy doing what you want? This is an alpha game in development, and this campaign is specifically out here wanting input. I've no idea why you are so utterly, implacably hostile to this concept, but I'm just gonna let y...
- Tue Mar 05, 2019 4:25 pm
- Forum: News
- Topic: Friday Facts #284 - 0.17 experimental
- Replies: 190
- Views: 72467
Re: Friday Facts #284 - 0.17 experimental
Again, how does knowing that change the way you play? Once you know the game is using pollution to scale attacks, does the campaign become better and more fun? It means you can alter the way you play. "I'm producing more things, which means I should expect more biter attacks, which means I nee...
- Tue Mar 05, 2019 4:22 pm
- Forum: News
- Topic: Friday Facts #284 - 0.17 experimental
- Replies: 190
- Views: 72467
Re: Friday Facts #284 - 0.17 experimental
Then why doesn't the campaign tell you about power? When the player is told to put up a steam engine, surely he should be told about how the fluid system works, and how the offshore pump puts water in the boiler through a pipe which is then heated up to produce steam which is converted into electri...
- Tue Mar 05, 2019 3:06 pm
- Forum: News
- Topic: Friday Facts #284 - 0.17 experimental
- Replies: 190
- Views: 72467
Re: Friday Facts #284 - 0.17 experimental
Here's the problem we're looking to solve here. Veteran players know about the pollution mechanic. New players don't know about the pollution mechanic. It's a very important mechanic, especially in this campaign, so we're trying to find a way to tell them. Is it a problem, though? Yes. The campaign...
- Tue Mar 05, 2019 2:12 pm
- Forum: Mods
- Topic: [0.16] Logistic Carts
- Replies: 54
- Views: 32102
Re: [0.16] Logistic Carts
Oh something else, something in the way the "paint" is coded means biters really really really really hate it. I had a couple of cases where the biters would swarm through my base and systematically deconstruct every Logicarts paint marker before hitting anything else.
- Tue Mar 05, 2019 2:10 pm
- Forum: Outdated/Not implemented
- Topic: [0.17.3] Campaign Experience and Suggestions
- Replies: 16
- Views: 8629
Re: [0.17.3] Campaign Experience and Suggestions
+1 on this post
- Tue Mar 05, 2019 1:54 pm
- Forum: Mods
- Topic: [0.16] Logistic Carts
- Replies: 54
- Views: 32102
Re: [0.16] Logistic Carts
A few thoughts on balance etc after playing: The paint recipes seem too complicated to me, even though I know why you wanted to do it that way, it adds a lot of cruft to an inventory that's already filled up with the various markers. I think it would make more sense to have the "paint" ins...
- Tue Mar 05, 2019 1:13 pm
- Forum: News
- Topic: Friday Facts #284 - 0.17 experimental
- Replies: 190
- Views: 72467
Re: Friday Facts #284 - 0.17 experimental
There are various ways you could find out. Someone also suggested Compilatron could run an "experiment" getting you to do more pollution and then saying "oops, turns out you're gonna lose this base." Why would that experiment make sense, though? It's one thing to ask where you g...
- Tue Mar 05, 2019 12:35 pm
- Forum: News
- Topic: Friday Facts #284 - 0.17 experimental
- Replies: 190
- Views: 72467
Re: Friday Facts #284 - 0.17 experimental
I tend to agree that making it explicit that *pollution* is the mechanic to be aware of is really key to guiding expectations here. It's just giving the player the information about what's going on. Does the player have that information, though? You've just crashed. How do you know it's the polluti...
- Tue Mar 05, 2019 11:54 am
- Forum: Mods
- Topic: "Construction Drones" mod?
- Replies: 0
- Views: 485
"Construction Drones" mod?
In the mod portal there's a construction drones mod by Klonan, but it feels a bit buggy and I can't get it to work. Is there any info as to how you're supposed to use it and what it's not compatible with?
Re: KS Power
This mod could be updated with the new liquid-as-fuel mechanics now, couldn't it?
- Tue Mar 05, 2019 11:43 am
- Forum: Balancing
- Topic: Swap inserter and assembler in tech level
- Replies: 4
- Views: 1867
Re: Swap inserter and assembler in tech level
Alternative suggestion: burner assembler machine unlocked at the start?
- Tue Mar 05, 2019 11:29 am
- Forum: News
- Topic: Friday Facts #284 - 0.17 experimental
- Replies: 190
- Views: 72467
Re: Friday Facts #284 - 0.17 experimental
I would like to stress that it is tutorial. A tutorial. Fundamentally, it's futile to argue with the playerbase about what something is, so this is going to end up being right. Once enough people insist that this is what this part of the game is, and it can either do a good job or a bad one, but it...
- Fri Mar 01, 2019 11:31 am
- Forum: Implemented Suggestions
- Topic: [0.17.1] intro too hard
- Replies: 104
- Views: 38380
Re: [0.17.1] intro too hard
Watching that guy was definitely interesting. Simple things like "use F to pickup things from the ground," and more of an introduction to things like "this is an assembler and this is what it does, this is an inserter and this is what it does" would seem to be useful. Also "...
- Wed Feb 27, 2019 11:42 pm
- Forum: Releases
- Topic: Version 0.17.2
- Replies: 50
- Views: 36346
Re: Version 0.17.2
Just want to say that whatever you did here fixed a big performance issue on the Mac version. 17.1 was running really sluggishly and 17.2 fixed it. Just thought I'd mention it as there's nothing in the changenotes that related to that issue, so it was probably a second-order effect of something.