Search found 44 matches

by MoleOnDope
Thu Feb 28, 2019 10:46 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 282
Views: 50535

Re: Mylon's Many Mods

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!
by MoleOnDope
Thu Feb 28, 2019 10:36 pm
Forum: Implemented Suggestions
Topic: [0.17.1] intro too hard
Replies: 104
Views: 8766

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...
by MoleOnDope
Thu Feb 28, 2019 2:34 pm
Forum: Ideas and Suggestions
Topic: Request blueprint materials from logistic system
Replies: 37
Views: 4968

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...
by MoleOnDope
Thu Feb 28, 2019 10:38 am
Forum: Mods
Topic: Mylon's Many Mods
Replies: 282
Views: 50535

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 into the ...
by MoleOnDope
Wed Feb 27, 2019 11:25 pm
Forum: General discussion
Topic: .17 opinions?
Replies: 13
Views: 1571

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. 😁 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...
by MoleOnDope
Sat Feb 23, 2019 10:30 pm
Forum: Ideas and Suggestions
Topic: Tooltips show recipe crafting speed with respect to entity
Replies: 1
Views: 111

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 ...
by MoleOnDope
Sat Feb 23, 2019 10:17 pm
Forum: Ideas and Suggestions
Topic: Car aligns to cardinal directions
Replies: 31
Views: 5671

Re: Car aligns to cardinal directions

bobucles wrote:
Fri Feb 22, 2019 11:57 am
You can vehicle snap in vanilla by picking up the car and plopping it down in one of 4 directions. It's not perfect but it can be handy.
And in the linked post I explain a bit more in-depth why I dislike this kind of unnecessary workaround :D
But thanks for the tip anyway!
by MoleOnDope
Sat Feb 23, 2019 8:40 pm
Forum: Ideas and Suggestions
Topic: Thomas the Steam Turbine -.- (Sounddesign of Turbine...)
Replies: 4
Views: 1484

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 :P

But seriously, OP is absolutely right. New sounds for Steam Turbines and possibly the reactor core? I'm all for it.
by MoleOnDope
Sat Feb 23, 2019 8:00 pm
Forum: Balancing
Topic: Steam energy development
Replies: 2
Views: 477

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...
by MoleOnDope
Sat Feb 23, 2019 7:30 pm
Forum: Balancing
Topic: Nuclear power OP
Replies: 51
Views: 4244

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 :...
by MoleOnDope
Sat Feb 23, 2019 6:56 pm
Forum: Gameplay Help
Topic: howto speedrun
Replies: 5
Views: 1084

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 think about it ...
by MoleOnDope
Sat Feb 23, 2019 6:27 pm
Forum: Ideas and Suggestions
Topic: Player Power Curve vs Biter Power Curve imbalanced
Replies: 43
Views: 1862

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...
by MoleOnDope
Sat Feb 23, 2019 1:33 pm
Forum: Ideas and Suggestions
Topic: Player Power Curve vs Biter Power Curve imbalanced
Replies: 43
Views: 1862

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...
by MoleOnDope
Sat Feb 23, 2019 12:43 pm
Forum: Ideas and Suggestions
Topic: Allow rotating placed cars and tanks
Replies: 9
Views: 571

Re: Allow rotating placed cars and tanks

Sad_Brother wrote:
Sat Feb 23, 2019 12:30 pm
I would prefer 45 degrees steps.
Might make sense in some cases, although I'd say I wouldn't need that personally
by MoleOnDope
Sat Feb 23, 2019 12:27 pm
Forum: Modding discussion
Topic: Removing fluid temperature - thoughts?
Replies: 93
Views: 6870

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 ...
by MoleOnDope
Fri Feb 22, 2019 6:23 pm
Forum: News
Topic: Friday Facts #283 - Prepare to Launch
Replies: 341
Views: 76210

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...
by MoleOnDope
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: 321

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 deeply ne...
by MoleOnDope
Fri Feb 22, 2019 12:19 pm
Forum: Ideas and Suggestions
Topic: Logistic network naming
Replies: 1
Views: 354

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.
by MoleOnDope
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: 2154

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...
by MoleOnDope
Fri Feb 22, 2019 11:31 am
Forum: Frequently Suggested / Link Collections
Topic: Improved Vehicle Control
Replies: 9
Views: 2675

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!

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