Awesome, thanks for the quick answer!
I might give the last version a go on 0.17 just for the fun of it, but I'll definitely check out the updated one once it's ready.
I'll stay tuned!
Search found 44 matches
- Thu Feb 28, 2019 10:46 pm
- Forum: Mods
- Topic: Mylon's Many Mods
- Replies: 305
- Views: 122331
- Thu Feb 28, 2019 10:36 pm
- Forum: Implemented Suggestions
- Topic: [0.17.1] intro too hard
- Replies: 104
- Views: 33879
Re: [0.17.1] intro too hard
After messing around with the new freeplay I finally tried the campaign as well today, here's how it went: I lost, hard. I won't go into detail about how exactly I tried not to get overrun because that must be really boring to read. But you'll just have to believe me when I say I didn't stand a chan...
- Thu Feb 28, 2019 2:34 pm
- Forum: Ideas and Suggestions
- Topic: Request blueprint materials from logistic system / Usages for information about needed blueprint materials
- Replies: 48
- Views: 19024
Re: Set request from blueprint
While I get the idea, I think it's a pretty niche request and would't mean a lot of profit for most players... Creative thinking and problem solving are core elements of Factorio. With all the tools the player can already choose from to do just that, there's a huge array of possible solutions to a s...
- Thu Feb 28, 2019 10:38 am
- Forum: Mods
- Topic: Mylon's Many Mods
- Replies: 305
- Views: 122331
Re: Mylon's Many Mods
Hello Mylon, I got to know about DangOreus from Nilaus' "This Planet of mine" and found it super interesting looking! I would love to try it out, but since map gen has gone through a major rework with the recent 0.17.x release, I suppose there's also a lot of work that would need to be put...
- Wed Feb 27, 2019 11:25 pm
- Forum: General discussion
- Topic: .17 opinions?
- Replies: 13
- Views: 4376
Re: .17 opinions?
The new GUI is... Differerent. I think I'll like it better than the old one once I get used to it. π Big love for the new map generator! Settings have great impact now and create unique scenarios, I'll have tons of fun with it. Yes, it's experimental and rough around the edges. But the devs are hav...
- Sat Feb 23, 2019 10:30 pm
- Forum: Ideas and Suggestions
- Topic: Tooltips show recipe crafting speed with respect to entity
- Replies: 1
- Views: 665
Re: Tooltips show recipe crafting speed with respect to entity
This is is a very valid suggestion I think. Since the player's manual crafting speed is 1, the base crafting speed of a recipe is always easily accessible from the inventory, it would only make sense to show the adapted crafting time within the machine's GUI. It might even have crossed my mind, but ...
- Sat Feb 23, 2019 10:17 pm
- Forum: Ideas and Suggestions
- Topic: Car aligns to cardinal directions
- Replies: 32
- Views: 13166
Re: Car aligns to cardinal directions
And in the linked post I explain a bit more in-depth why I dislike this kind of unnecessary workaround
But thanks for the tip anyway!
- Sat Feb 23, 2019 8:40 pm
- Forum: Ideas and Suggestions
- Topic: Thomas the Steam Turbine -.- (Sounddesign of Turbine...)
- Replies: 4
- Views: 4995
Re: Thomas the Steam Turbine -.- (Sounddesign of Turbine...)
I have never thought about this... Gee thanks for bringing it up, now I won't be able to overhear it ever again
But seriously, OP is absolutely right. New sounds for Steam Turbines and possibly the reactor core? I'm all for it.
But seriously, OP is absolutely right. New sounds for Steam Turbines and possibly the reactor core? I'm all for it.
- Sat Feb 23, 2019 8:00 pm
- Forum: Balancing
- Topic: Steam energy development
- Replies: 2
- Views: 1307
Re: Steam energy development
As Bobingabout correctly said, the Devs are thinking about removing fluid temperature meachanics altogether. As I also said in the mentioned thread, messing with steam temperature too much is most likely too complicated to be fun for most people, even in a over-simplified game environment. I think b...
- Sat Feb 23, 2019 7:30 pm
- Forum: Balancing
- Topic: Nuclear power OP
- Replies: 51
- Views: 15261
Re: Nuclear power OP
I also just completed the poll and I'm actually really surprised by the pretty clear outcome this far. I'm part of the OP-faction, but I feel like I should elaborate: I love setting up nuclear power, coming up with new, more efficient, more compact builds is maybe even a core component of my games :...
- Sat Feb 23, 2019 6:56 pm
- Forum: Gameplay Help
- Topic: howto speedrun
- Replies: 5
- Views: 3713
Re: howto speedrun
Hello Furkas, the objective of a speedrun is to complete a full game (generally tagged "100%") or a certain portion of it (most likely named "Any% or a specific name). I think it's great that you want to get into speedrunning, factorio is actually the first game I played that made me ...
- Sat Feb 23, 2019 6:27 pm
- Forum: Ideas and Suggestions
- Topic: Player Power Curve vs Biter Power Curve imbalanced
- Replies: 43
- Views: 9286
Re: Player Power Curve vs Biter Power Curve imbalanced
However, I know exactly how frustrated I got on my first two maps that I had to abandon because nooby me just couldn't keep up with the enemy hoardes. And of course not, you know nothing about pollution correllating to the intensity of attacks, about the amazing laser turrets, advanced and possibly...
- Sat Feb 23, 2019 1:33 pm
- Forum: Ideas and Suggestions
- Topic: Player Power Curve vs Biter Power Curve imbalanced
- Replies: 43
- Views: 9286
Re: Player Power Curve vs Biter Power Curve imbalanced
I agree that, on default settings, the bugs tend to be more of an annoyance than an actual threat especially late game. However, I know exactly how frustrated I got on my first two maps that I had to abandon because nooby me just couldn't keep up with the enemy hoardes. And of course not, you know n...
- Sat Feb 23, 2019 12:43 pm
- Forum: Ideas and Suggestions
- Topic: Allow rotating placed cars and tanks
- Replies: 15
- Views: 4281
Re: Allow rotating placed cars and tanks
Might make sense in some cases, although I'd say I wouldn't need that personally
- Sat Feb 23, 2019 12:27 pm
- Forum: Modding discussion
- Topic: Removing fluid temperature - thoughts?
- Replies: 94
- Views: 30065
Re: Removing fluid temperature - thoughts?
So, hear what I say. I've done over a day of research in thermodynamics and nuclear power generation now and the answer really isn't easy. But first, let me explain why I personally think that removing fluid temperature makes sense from an averagage user's perspective: Currently, there's only three ...
- Fri Feb 22, 2019 6:23 pm
- Forum: News
- Topic: Friday Facts #283 - Prepare to Launch
- Replies: 341
- Views: 155002
Re: Friday Facts #283 - Prepare to Launch
I would have made a list with those aspects that I am excited about concerning the latest news on game version 0.17, but for the sake of preserving time I will instead conclude: I, indeed, am hyped AF. Really though, everything looks great, especially the new Silo! I'ven been waiting for my new 0.17...
- Fri Feb 22, 2019 12:33 pm
- Forum: Ideas and Suggestions
- Topic: Tiny feature request: show network number when hovering over a roboport
- Replies: 7
- Views: 1807
Re: Tiny feature request: show network number when hovering over a roboport
Can we also add names to our logistic networks? It might be tricky when networks are created/split, but it would make the window even simpler to use. Someone suggested that just over a year ago: https://forums.factorio.com/viewtopic.php?f=6&t=56733 I think renaming logistics networks is a deepl...
- Fri Feb 22, 2019 12:19 pm
- Forum: Ideas and Suggestions
- Topic: Logistic network naming
- Replies: 10
- Views: 4287
Re: Logistic network naming
I wonder why this suggestion hasn't gotten any feedback?
Whenever I try to look up certain items or members on different networks, I barely have a clue what network I'm looking at. Custom Names would be a huge relief for me.
Whenever I try to look up certain items or members on different networks, I barely have a clue what network I'm looking at. Custom Names would be a huge relief for me.
- Fri Feb 22, 2019 11:59 am
- Forum: Ideas and Suggestions
- Topic: Where is my "Portable Nuclear Reactor" for my power armor?
- Replies: 8
- Views: 5216
Re: Where is my "Portable Nuclear Reactor" for my power armor?
Just replace Portable fusion reactor with Portable nuclear reactor. Keep size and power, just another recipe and technological dependencies. It would fit better to the game. Exactly my suggestion. The first time I crafted the Portable Fusion Reactor I didn't know what to to with it because I didn't...
- Fri Feb 22, 2019 11:31 am
- Forum: Frequently Suggested / Link Collections
- Topic: Improved Vehicle Control
- Replies: 9
- Views: 6960
Re: Improved Vehicle Control
Hello, this fairly recent post fits in the "improved vehicle control" category pretty well in my oppinion:
viewtopic.php?f=6&t=64257
Thanks, carry on!
viewtopic.php?f=6&t=64257
Thanks, carry on!