Search found 307 matches

by MEOWMI
Wed Apr 01, 2020 10:55 am
Forum: Balancing
Topic: Efficiency Module Scaling
Replies: 45
Views: 20027

Re: Efficiency Module Scaling

I do definitely agree that higher tier eff modules should be stronger. 2 is just about usable, 3 is borderline useless. At least a small buff to them would definitely be good. Just because you can decide to not care about pollution doesn't mean you should or that its the way to go. The logical concl...
by MEOWMI
Mon Mar 30, 2020 1:40 pm
Forum: Ideas and Suggestions
Topic: Allow Upgrade Planner to start from empty for modules
Replies: 7
Views: 2221

Re: Upgrade planners: Empty slot to module fill unpopulated module slots

I like this. Changing modules seems annoyingly hard and cumbersome given how versatile bots otherwise are.

+1
by MEOWMI
Sat Mar 28, 2020 4:10 pm
Forum: General discussion
Topic: Isnt Factorio for Casual Players? Help with some tips
Replies: 15
Views: 6272

Re: Isnt Factorio for Casual Players? Help with some tips

I started out quite slow, both because I wanted to experience the game entirely on my own, but also because: I played the 0.16 campaign which starts on small scale. I played my first playthroughs (campaign plus 2-3 freeplay worlds) without referencing any wikis, guides, or builds by others. This all...
by MEOWMI
Thu Mar 26, 2020 7:23 am
Forum: Technical Help
Topic: [0.18.15] Newest saves gone
Replies: 8
Views: 2123

Re: [0.18.15] Newest saves gone

I have not changed the location, it does use %appdata%. As for Steam, I have looked at some of the Steam logs too, and if it isn't a fault of Factorio, it is 100% a fault of Steam. There was no warning when I started the game, only when I exited it was there anything. Not the first game cloud sync h...
by MEOWMI
Wed Mar 25, 2020 10:37 pm
Forum: Technical Help
Topic: [0.18.15] Newest saves gone
Replies: 8
Views: 2123

Re: [0.18.15] Newest saves gone

I guess it's on, but I was never asked anything. I had a message after closing the game that some syncing hadn't succeeded or something. The cloud saves don't have my up-to-date saves though, nor does my local PC, or if they are there they're not in the saves folder. And I never got to choose... So ...
by MEOWMI
Wed Mar 25, 2020 6:43 pm
Forum: Technical Help
Topic: [0.18.15] Newest saves gone
Replies: 8
Views: 2123

Re: [0.18.16] Newest saves gone

Yes but the save is quite outdated. Yes and no, there are saves in the folder, the relevant saves are not, only old saves.

I guess it's 0.18.15 as it was running just about when the patch was released.
by MEOWMI
Wed Mar 25, 2020 4:39 pm
Forum: Technical Help
Topic: [0.18.15] Newest saves gone
Replies: 8
Views: 2123

[0.18.15] Newest saves gone

I was playing a few hours ago, played for several hours, saved the game several times. Now a few hours later I turn on my PC again, and the saves are no longer there. For some reason, they're a day or two old. This applies even to the autosaves. Anything I can do to fix this? Saves reverting back so...
by MEOWMI
Sat Mar 21, 2020 1:49 pm
Forum: News
Topic: Friday Facts #339 - Beacon HR + Redesign process
Replies: 216
Views: 89994

Re: Friday Facts #339 - Beacon HR + Redesign process

It's a daring redesign. I have some ambivalent feelings, I suppose it can work. Some of the ideas ideas behind it are nice. Definitely has a bit of a steampunk feel to me, unlike most other designs. I'm curious to see how it plays though many of the worries in this thread seem a bit justified. Some ...
by MEOWMI
Tue Mar 17, 2020 8:14 am
Forum: General discussion
Topic: Prioritize personal roboport construction bots?
Replies: 14
Views: 4524

Re: Prioritize personal roboport construction bots?

It kind of sucks but I just try to deal with it. I try to get around it by using a lot of personal roboports. It works fairly well, I've gotten up to 6 robo2s equipped quite comfortably (4 batts, 1 fusion, 6 exos I believe), and it'll be even better if you're willing to sacrifice some exo slots, but...
by MEOWMI
Mon Mar 16, 2020 8:08 pm
Forum: Gameplay Help
Topic: Module trade offs for Low Pollution Run.
Replies: 13
Views: 4496

Re: Module trade offs for Low Pollution Run.

I've been playing with this a lot lately so I want to add a little bit to it: My best designs are with assemblers running at 1.4375x production speed (+5%) with +40% prod and -80% power. Furnaces run a lot faster since they only take 2 prod modules. In all cases, both the production speed and power ...
by MEOWMI
Thu Mar 12, 2020 12:47 pm
Forum: Show your Creations
Topic: logistic problem
Replies: 1
Views: 1774

Re: logistic problem

I made a small system for this. 20200312144045_1_crop.jpg Blueprint: 0eNrtV9uumzAQ/Bc/VlBxOQkJD/2RqkIObMJKYFPbpEUR/17b5CQ0CcWkp1If8gKyzQ7jmd01nMiuaqERyBRJTwRzziRJv56IxAOjlZlTXQMkJaigJh5htDYjqQAqPy9BKtJ7BFkBP0ka9t5sJBWoyhoU5n7O6x0yqrgYYUQOGBU/oLQIhoAv4Hur7zCGiftvHgGmUCEMO7KDLmNtvdNPpuEFzexZUabGfDzScK...
by MEOWMI
Thu Mar 12, 2020 9:27 am
Forum: Implemented Suggestions
Topic: Toggle logistics on player
Replies: 5
Views: 3172

Re: Toggle logistics on player

This could synergize well with how you sometimes just don't want to be delivered items that are otherwise always on your logistics request list. I've definitely had that happen dozens of times (and is not entirely unlike the ability to turn off your personal roboport). You could make the counterpoin...
by MEOWMI
Thu Mar 12, 2020 9:21 am
Forum: Implemented Suggestions
Topic: Deconstruction Book
Replies: 27
Views: 8915

Re: Deconstruction Book

+1

Was definitely sad when I wasn't able to stuff my customized decon planner into a BP book.
by MEOWMI
Mon Mar 09, 2020 3:17 am
Forum: Ideas and Suggestions
Topic: Increase rail cost
Replies: 11
Views: 2860

Re: Increase rail cost

Early on, rails are kinda expensive... and in late game, even expensive rails would be cheap.

(BTW rails cost the same in normal and expensive mode.)
by MEOWMI
Sat Mar 07, 2020 12:59 am
Forum: Gameplay Help
Topic: Reasons not to continue using depleted oil patches?
Replies: 2
Views: 1394

Re: Reasons not to continue using depleted oil patches?

I agree, no reason not to keep pumping oil. If you slap in 2 Eff2 modules even pollution is basically completely negligible. Eff1 does a good job as well and usually there's little reason not to use them. Depleted oil patches still produce so much oil that in most of my playthroughs I don't even not...
by MEOWMI
Fri Mar 06, 2020 5:22 am
Forum: Gameplay Help
Topic: (0.18.10) [NOT A Bug] Belt Won't Side Load Off of Corner Belt
Replies: 3
Views: 1131

Re: (0.18.10) [NOT A Bug] Belt Won't Side Load Off of Corner Belt

Only the side closest to the opening of an underground can sideload. That is, in your screenshot, the items would have to be on the other lane for it to work.
by MEOWMI
Wed Mar 04, 2020 4:58 pm
Forum: Ideas and Suggestions
Topic: [Request] ELECTRIC BOILER
Replies: 40
Views: 24482

Re: Addition of electric boilers

So what's the problem with using nuclear powered steam? If it's an exception anyway, ought it not apply? It can be a logistic hassle and a lot more inefficient than just having coal boilers, but minimizing pollution to the extreme was always costly (like having assemblers at -80% energy usage and 4*...
by MEOWMI
Sun Mar 01, 2020 11:53 pm
Forum: Gameplay Help
Topic: Artillery wagons are not attacking all static targets within range
Replies: 4
Views: 2662

Re: Artillery wagons are not attacking all static targets within range

It's almost as if, at longer ranges, target acquisition becomes very slow. I have a test map with a lot of artillery range (research cost of next level is in hundreds of millions). Sometimes I'll notice or even place targets within range, and artillery turrets can easily take half a minute to acquir...
by MEOWMI
Fri Feb 28, 2020 3:05 am
Forum: Ideas and Suggestions
Topic: [0.18.9]Space Research Package Problem
Replies: 3
Views: 1424

Re: [0.18.9]Space Research Package Problem

In the linked topic, they state that this functionality is intentional. However, I believe it could be made more clear as it's not obvious that science packs can get deleted. Once you know of the issue though, solving it isn't very difficult with the most rudimentary circuit network knowledge. Here'...
by MEOWMI
Thu Feb 27, 2020 7:23 pm
Forum: Ideas and Suggestions
Topic: [0.17.79] Remove whack-a-mole mini-game from production graph (trigger warning: video may induce anxiety)
Replies: 6
Views: 1799

Re: [0.17.79] Remove whack-a-mole mini-game from production graph (trigger warning: video may induce anxiety)

This is an excellent edge case to demonstrate issues with the production window. Maybe just a simple pause button? That would make it easier both to click on items and to read values off the list and graph. Feels like it would solve most if not all of the issues. Your idea of freezing the view on mo...

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