Search found 148 matches

by Tev
Thu Jul 07, 2016 7:09 am
Forum: Ideas and Suggestions
Topic: Advanced boilers
Replies: 9
Views: 2654

Re: Advanced boilers

Yeah, but boilers are really, really easy to be modded. That is not the problem. ;) You can ask: "Then why did they don't add it yet, when it is so easy?" To finish that you need to have a concept. Ideas. Sketches. You need rendered graphics. And so on. It makes no sense to implement just...
by Tev
Tue Jul 05, 2016 2:13 pm
Forum: Ideas and Suggestions
Topic: Advanced boilers
Replies: 9
Views: 2654

Re: Advanced boilers

What you point to here is the top of an iceberg. :) Actually that is the point. No need to think about some deep complex solutions that don't get implemented anyway because there isn't time to do everything. Just add to the game one simple item that should have been there already, which helps with ...
by Tev
Tue Jul 05, 2016 1:14 pm
Forum: Ideas and Suggestions
Topic: Advanced boilers
Replies: 9
Views: 2654

Advanced boilers

Numbers prerequisites: Advanced material processing tiles: 2x2 cost: 10 steel plates, 10 stone bricks, 5 pipes upgrades over standard boiler: efficiency: 0.5 -> 0.75 pollution: 6 -> 3 Reasoning So I once again drifted into balance section of the forums, and found people are still arguing about sola...
by Tev
Tue Jun 28, 2016 12:17 pm
Forum: Releases
Topic: Version 0.13.0
Replies: 213
Views: 191925

Re: Version 0.13.0

Well hype is gone, map generator is totaly screwd, why is everywhere so many trees? Why is there no option to lower trees count? If you think pplz like to cut down 500+ trees one be one just to make a base then youre mistaken... why you changed map generator so much... It's major version update, ta...
by Tev
Tue Jun 28, 2016 7:59 am
Forum: Releases
Topic: Version 0.13.0
Replies: 213
Views: 191925

Re: Version 0.13.0

Morning all, I know this is really cheeky but do you think there will be a stable version by the weekend? I've waited this long so I'm keen to wait for the first stable release. Just curious as to when people think that might be? So excited to try this out, my girlfriend is quite pissed at me since...
by Tev
Mon Jun 27, 2016 10:05 pm
Forum: Mods
Topic: [MOD 0.12.x] Marathon 1.0.3
Replies: 204
Views: 118201

Re: [MOD 0.12.x] Marathon 1.0.3

Thanks!
by Tev
Mon Jun 27, 2016 7:52 pm
Forum: Mods
Topic: [MOD 0.12.x] Marathon 1.0.3
Replies: 204
Views: 118201

Re: [MOD 0.12.x] Marathon 1.0.3

How is marathon ready for 0.13 (just from the changelog info)?
by Tev
Sat Jun 18, 2016 11:05 pm
Forum: Balancing
Topic: Tank upgrade
Replies: 22
Views: 8705

Re: Tank upgrade

Imho tank is great* as it is, it just needs to be renamed to " bulldozer " so people know how to use it accordingly. It's a shame shells are effectively useless, but you don't need them, just poison worms, ram nests and ignore moving targets, and after there's a lot of them lure them to yo...
by Tev
Sat Jun 18, 2016 10:39 pm
Forum: Not a bug
Topic: Lab productivity bar resets on new research [0.12.35]
Replies: 6
Views: 5271

Re: Lab productivity bar resets on new research [0.12.35]

I tested it on non-marathon map and it behaves the same. I think it wasn't always like this (bars didn't reset for labs), but maybe you're right and it was always like this (and my memory sucks more than I thought). Or I missed a change. Either way, let's wait for some dev to tell us more.
by Tev
Sat Jun 18, 2016 10:27 pm
Forum: Not a bug
Topic: Lab productivity bar resets on new research [0.12.35]
Replies: 6
Views: 5271

Re: Lab productivity bar resets on new research [0.12.35]

The productivity bar is at cca 60 (for prod1) - 90 (prod2) percent when 50 beaker research is finished (just load the save and click on lab and wait for a few sec). It goes back to 0 percent . . . maybe it is just visual glitch and productivity is not in fact lost, but that still seems like a bug (p...
by Tev
Sat Jun 18, 2016 9:23 pm
Forum: Not a bug
Topic: Lab productivity bar resets on new research [0.12.35]
Replies: 6
Views: 5271

Lab productivity bar resets on new research [0.12.35]

First off, I am using marathon mod for this map, and it changes science pack recipes, so that might be the source of bug. Problem: I have productivity modules (1 & 2) in my labs, and when research is finished, the "extra research" bar (generated by productivity) is reset to zero. mod: ...
by Tev
Sun May 08, 2016 4:42 pm
Forum: News
Topic: Friday Facts #137 - The release scarecrow
Replies: 197
Views: 71435

Re: Friday Facts #137 - The release scarecrow

Morale: extreame throughput in extreame lategame in my personal oppinion, a guy who spent more than 20 hours to read articles, is impossible without belts even in 0.12. Errr no. Just no. But for 0.12? It's just bots > belts, period. That's why rapid is good addition. ... I'm talking about that you ...
by Tev
Sun May 08, 2016 10:43 am
Forum: News
Topic: Friday Facts #137 - The release scarecrow
Replies: 197
Views: 71435

Re: Friday Facts #137 - The release scarecrow

Morale: extreame throughput in extreame lategame in my personal oppinion, a guy who spent more than 20 hours to read articles, is impossible without belts even in 0.12. Errr no. Just no. Throughput of trains is unmatched by anything, especially as load times will be halved. Jury is still out on whe...
by Tev
Sun May 08, 2016 7:34 am
Forum: News
Topic: Friday Facts #137 - The release scarecrow
Replies: 197
Views: 71435

Re: Friday Facts #137 - The release scarecrow

Well most hardcore players realized it's huge buff to trains :D But yeah, "omg red inserter useless now" fad is overblown. Red inserter is primarily used for moving stuff from belt to furnaces, then for moving stuff to assemlbers for red circuits and such multi-ingredient recipes, and then...
by Tev
Sat May 07, 2016 9:01 am
Forum: News
Topic: Friday Facts #137 - The release scarecrow
Replies: 197
Views: 71435

Re: Friday Facts #137 - The release scarecrow

I don't know how many people posted it before but it needs repeating:
TRAIN FULLY LOADED IN 5 SECONDS! YAY!

Everything else is a cost I'm willing to pay :D
by Tev
Fri Apr 15, 2016 1:12 pm
Forum: General discussion
Topic: Balancing Steel Barrels in Oil Barreling stations
Replies: 25
Views: 11965

Re: Balancing Steel Barrels in Oil Barreling stations

Coordinating the main factory with the outpost seems the most efficient, but that requires you to run circuit wire all over the place. And it only works point to point. Not in a complex network. I'll just play with the Rail Tanker mod. Barrels in trains is silly anyways. But the problem also exists...
by Tev
Sun Apr 10, 2016 12:39 pm
Forum: General discussion
Topic: Balancing Steel Barrels in Oil Barreling stations
Replies: 25
Views: 11965

Re: Balancing Steel Barrels in Oil Barreling stations

You can reserve slots in wagons. I usually have one train over several oil outposts - one wagon, half empty, half full barrels. Also you can copy wagon settings the same way as chest (shift right click shift click). And I usually set the first wagon with stack of empty and full barrels, just right c...
by Tev
Sun Apr 10, 2016 12:35 pm
Forum: General discussion
Topic: Poll: Loader vs. Heavy-Inserter
Replies: 26
Views: 11061

Re: Poll: Loader vs. Heavy-Inserter

Hopper idea seemed very good. (belt upgrade with stack size bonus, simple items) And if I had to choose I would prefer loader instead of plain inserter ugprade. Otherwise I'm kind of against both. Similarly as with train assymetricality these aren't really necessary upgrades to factorio. If you real...
by Tev
Fri Apr 08, 2016 11:37 pm
Forum: News
Topic: Friday Facts #133 - The train struggle
Replies: 175
Views: 73575

Re: Friday Facts #133 - The train struggle

I'm drunk and you own.


Btw only question: how would be backward compatibility handled re: vertical/horizontal standardization of trains? What I should (not) do in my current map to make it 0.13-ready?
by Tev
Wed Apr 06, 2016 3:32 pm
Forum: General discussion
Topic: Questions to DEVs about optimization of CPU usage
Replies: 9
Views: 5513

Re: Questions to DEVs about optimization of CPU usage

Well . . . Pollution decreases UPS, right? More biters, attacks, chunks calculating pollution etc. So covering your base with concrete, especially in producitivity-heavy lategame will enlarge the pollution cloud quite a bit. Therefore less UPS. My computer already struggles around 30-45UPS in my mos...

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