Search found 236 matches

by McDuff
Thu Mar 07, 2019 11:30 pm
Forum: Mods
Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 741
Views: 130727

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.
by McDuff
Thu Mar 07, 2019 7:50 pm
Forum: Mods
Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 741
Views: 130727

Re: [MOD 0.16] Deadlock's Stacking Beltboxes (& Compact Loaders)

Did the loaders stop working for anyone else with the latest update?
by McDuff
Thu Mar 07, 2019 6:50 pm
Forum: Mods
Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 741
Views: 130727

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...
by McDuff
Thu Mar 07, 2019 12:32 pm
Forum: Mods
Topic: Vaccuum Belt 0.17 Update?
Replies: 0
Views: 249

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
by McDuff
Thu Mar 07, 2019 12:14 pm
Forum: Mods
Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 741
Views: 130727

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...
by McDuff
Tue Mar 05, 2019 7:04 pm
Forum: News
Topic: Friday Facts #284 - 0.17 experimental
Replies: 190
Views: 39804

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...
by McDuff
Tue Mar 05, 2019 4:25 pm
Forum: News
Topic: Friday Facts #284 - 0.17 experimental
Replies: 190
Views: 39804

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...
by McDuff
Tue Mar 05, 2019 4:22 pm
Forum: News
Topic: Friday Facts #284 - 0.17 experimental
Replies: 190
Views: 39804

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...
by McDuff
Tue Mar 05, 2019 3:06 pm
Forum: News
Topic: Friday Facts #284 - 0.17 experimental
Replies: 190
Views: 39804

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...
by McDuff
Tue Mar 05, 2019 2:12 pm
Forum: Mods
Topic: [0.16] Logistic Carts
Replies: 54
Views: 12602

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.
by McDuff
Tue Mar 05, 2019 1:54 pm
Forum: Mods
Topic: [0.16] Logistic Carts
Replies: 54
Views: 12602

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...
by McDuff
Tue Mar 05, 2019 1:13 pm
Forum: News
Topic: Friday Facts #284 - 0.17 experimental
Replies: 190
Views: 39804

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...
by McDuff
Tue Mar 05, 2019 12:35 pm
Forum: News
Topic: Friday Facts #284 - 0.17 experimental
Replies: 190
Views: 39804

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...
by McDuff
Tue Mar 05, 2019 11:54 am
Forum: Mods
Topic: "Construction Drones" mod?
Replies: 0
Views: 221

"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?
by McDuff
Tue Mar 05, 2019 11:51 am
Forum: Mods
Topic: KS Power
Replies: 127
Views: 115320

Re: KS Power

This mod could be updated with the new liquid-as-fuel mechanics now, couldn't it?
by McDuff
Tue Mar 05, 2019 11:43 am
Forum: Balancing
Topic: Swap inserter and assembler in tech level
Replies: 4
Views: 1010

Re: Swap inserter and assembler in tech level

Alternative suggestion: burner assembler machine unlocked at the start?
by McDuff
Tue Mar 05, 2019 11:29 am
Forum: News
Topic: Friday Facts #284 - 0.17 experimental
Replies: 190
Views: 39804

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...
by McDuff
Fri Mar 01, 2019 11:31 am
Forum: Implemented Suggestions
Topic: [0.17.1] intro too hard
Replies: 104
Views: 20038

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 "...
by McDuff
Wed Feb 27, 2019 11:42 pm
Forum: Releases
Topic: Version 0.17.2
Replies: 50
Views: 26036

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.

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