Search found 354 matches

by leadraven
Mon Apr 15, 2019 8:09 am
Forum: News
Topic: Friday Facts #290 - Rail building changes & High-res icons
Replies: 75
Views: 36058

Re: Friday Facts #290 - Rail building changes & High-res icons

I like new rail construction system. I always wanted it to work exactly this way.
by leadraven
Fri Apr 12, 2019 12:53 pm
Forum: Releases
Topic: Version 0.17.29
Replies: 33
Views: 17114

Re: Version 0.17.29

per tick, per second, per minute... Could you already unify time measurement?
by leadraven
Thu Apr 11, 2019 9:48 pm
Forum: General discussion
Topic: 500 hiteck scine
Replies: 32
Views: 8678

Re: 500 hiteck scine

dzilla77 wrote:
Thu Apr 11, 2019 3:49 pm
I think he is speaking Belter from the Expanse series.
8-)
by leadraven
Thu Apr 11, 2019 9:29 pm
Forum: Balancing
Topic: Rail stack size
Replies: 16
Views: 6074

Re: Rail stack size

TLDR; the Productivity Science Pack recipe is just a steaming pile of unbalanced shit. As simple as that. 30 rails per !3! science packs. Here is detailed comparison of science packs prices : https://www.factorio.com/blog/post/fff-275 I also don't like this recipe very much, but completely for othe...
by leadraven
Thu Apr 11, 2019 10:03 am
Forum: Gameplay Help
Topic: Defence design help
Replies: 9
Views: 3208

Re: Defence design help

As I understand, flamethrower turret damage consists of 2 or even 3 parts : instant damage, ignite damage and ground damage. Which of this damages stack from multiple turrets?
by leadraven
Thu Apr 11, 2019 8:55 am
Forum: Gameplay Help
Topic: Defence design help
Replies: 9
Views: 3208

Re: Defence design help

have some normal (bullets = physical dmg) turrets from what ive read, damage types matter alot more in 0.17 Yeah, I will add a row of bullet turrets later to deal with toughest enemies. Bullet turrets have lowest range and HP and use most expensive ammo, so they must be placed behind laser/flame tu...
by leadraven
Thu Apr 11, 2019 8:42 am
Forum: Ideas and Suggestions
Topic: Space Science Pack tech missing Accumulator dependency
Replies: 2
Views: 935

Re: [0.17.28] Space Science Pack tech missing Accumulator dependency

Not only accumulators. It also lacks of dependency to Solar energy.
As long as satellite is the only outcome of this research, it must have all ingredient dependencies.
by leadraven
Thu Apr 11, 2019 7:31 am
Forum: Gameplay Help
Topic: Defence design help
Replies: 9
Views: 3208

Re: Defence design help

I'm thinking of something like this, but I'm not sure (1) should I make 1 tile gap between turrets? (2) should I make entire separate row of flamethrower turrets?
by leadraven
Wed Apr 10, 2019 11:30 am
Forum: Ideas and Requests For Mods
Topic: Slow start, manual research
Replies: 7
Views: 2000

Re: Slow start, manual research

Qon wrote:
Wed Apr 10, 2019 11:10 am
https://mods.factorio.com/mod/LaboriousLaboratory

Enjoy!
Please tell me what you think of it :3
Oh-la-la, thanks a lot! I will definitely try it later today.
by leadraven
Wed Apr 10, 2019 9:03 am
Forum: Ideas and Suggestions
Topic: Mods ruining long term achievement runs
Replies: 3
Views: 1565

Re: Mods ruining long term achievement runs

+1. I was going to suggest exactly the same. Almost broke my achievement game. I was lucky to notice minor mod enabled before I rewrote all saves.
Warning window if set of mods gets changed.
by leadraven
Wed Apr 10, 2019 8:22 am
Forum: Gameplay Help
Topic: Defence design help
Replies: 9
Views: 3208

Defence design help

Hello. I played mostly in peaceful mode, and now I am trying to design modern turret defense line. Could you please advice how to use flamethrower turrets most efficiently? Are they better to be placed in a solid row or separated, in front or back of laser turrets? Are turrets better to be placed ne...
by leadraven
Sun Apr 07, 2019 7:55 pm
Forum: General discussion
Topic: Why no Military Science?
Replies: 9
Views: 3245

Re: Why no Military Science?

I accept all arguments from fff-275, but space program without military technologies is the most unrealistic thing in the game. :o
by leadraven
Sat Apr 06, 2019 9:41 pm
Forum: Not a bug
Topic: [0.17.25]Crafting queue didn't merge stacks
Replies: 2
Views: 826

[0.17.25]Crafting queue didn't merge stacks

Manual crafting queue didn't merge consecutive stacks of the same item.
  1. Ordered some amount of drills.
  2. Ordered maximum amount of drills.
  3. Canceled drills that required intermediate crafting.
  4. Picked up intermediates.
  5. Ordered more drills.
by leadraven
Fri Apr 05, 2019 1:24 pm
Forum: Ideas and Suggestions
Topic: Reworking catalysts
Replies: 9
Views: 2824

Re: Reworking catlysts

But yeah, perhaps an ingredient of type = "tool", you could specify amount = 0.05 for 5%, that way you can run the recipe 20 times from a single item. I think catalysts don't need degeneration. You always can scale recipe up to integer numbers. But another type of items - сonsumables... (...
by leadraven
Fri Apr 05, 2019 12:30 pm
Forum: Ideas and Suggestions
Topic: Reworking catalysts
Replies: 9
Views: 2824

Re: Reworking catlysts

Well, I suggested exactly (3) somewhere (can't find already). I like it most. It is simple, intuitive, clarifies Productivity module effect.
P.S. You messed up with uranium so much. :D Kovarex does 3*U238 ---(40xU235+2xU238)---> 1xU235.
by leadraven
Thu Apr 04, 2019 10:40 am
Forum: Ideas and Suggestions
Topic: New Achievement Ideas
Replies: 120
Views: 32897

Re: New Achievement Ideas

"Craft 200,000 recipes per hour with a single machine". Is it possible in vanilla? It requires that assembling time is 1 tick (1/60 s). Fastest recipes are 0.5 s which need 2300 % speed increase in assembler 3. 12 beacons with speed modules give 1200 % and 4 modules in assembler 200 % whi...
by leadraven
Thu Apr 04, 2019 7:31 am
Forum: Ideas and Suggestions
Topic: New Achievement Ideas
Replies: 120
Views: 32897

Re: New Achievement Ideas

I don't like new achievements like "produce a lot of something". It is boring, game already has enough of this.
I'd like something more creative and entertaining, like :
"run faster then 200kph".
"Craft 200,000 recipes per hour with a single machine".
by leadraven
Wed Apr 03, 2019 12:54 pm
Forum: Mods
Topic: [MOD 0.17] Lane Balancer 0.0.2
Replies: 5
Views: 1711

Re: [MOD 0.17] Lane Balancer 0.0.1

Very nice, but it is a pity that this is just a balancer.
I would very like full analogue of belt balancer : with ability to prioritize or block input and output lanes, and filter items.
For example, block right input and filter iron plates to right output.
by leadraven
Tue Apr 02, 2019 11:09 am
Forum: Modding discussion
Topic: SF6 applications
Replies: 3
Views: 1089

Re: SF6 applications

The big question is... Does it make sense to you? Does it make sense to the game? Does it seem reasonable? if you can answer yes, or at the least Maybe to all 3 of these, then go with it, even if it's a simplified process. I am not against simplifications. For example, I'm planning to simplify Alum...

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