Search found 263 matches

by V453000
Sat Dec 29, 2018 3:57 am
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 155808

Re: Friday Facts #275 - 0.17 Science changes

First of all, good work! I really like these changes! And that means actually a lot, since i never liked the science before ever lol. Ofc I still have some complaints anyways :P 1.) As thue already said I also was surprised the blue science crafting time wasn't adjusted to tier 2 science - i’d sugg...
by V453000
Sat Dec 29, 2018 3:42 am
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 155808

Re: Friday Facts #275 - 0.17 Science changes

The only thing i disagree with is the Production science pack recipe. Why are you forcing me to make 30 of any item per pack (with a stone requirement as well...)? Do you understand how long it's going to take to load? Also, why are you forcing me to make production modules? At least it's only Prod...
by V453000
Sat Dec 29, 2018 3:35 am
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 155808

Re: Friday Facts #275 - 0.17 Science changes

I like the changes overall, but I'm not a fan of the amount of rails needed for production science (just as I'm not with the copper cables right now for high-tech science). What the heck are rails doing in the production science pack at all? It seems very much out of character as rails are a logist...
by V453000
Sat Dec 29, 2018 3:31 am
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 155808

Re: Friday Facts #275 - 0.17 Science changes

Infinite research is mostly military upgrades, so except for production upgrades they lose their appeal very quickly once bitters reach their evolution cap. V453000's Gridlock map really highlights this as he really didn't take any of the space science upgrades and his outposts are just defended by...
by V453000
Sat Dec 29, 2018 3:26 am
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 155808

Re: Friday Facts #275 - 0.17 Science changes

Removing gun turret upgrades but keeping laser turret upgrades have nerfed gun turrets by proxy. They were already all around inferior to laser turrets (unless you you max out all upgrades and use uranium ammo, but even then it lacks reach and is super wasteful for what it does), there were no need...
by V453000
Sat Dec 29, 2018 3:25 am
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 155808

Re: Friday Facts #275 - 0.17 Science changes

Questions: - Do the damage increase techs still stay infinite research? - Will the tank also get a researchable hp upgrade? Otherwise it will do a lot of damage but die quickly and even be slower than walking with lots of exoskeletons (pretty much the same as it is now). - Yes, damage techs stay in...
by V453000
Sat Dec 29, 2018 3:22 am
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 155808

Re: Friday Facts #275 - 0.17 Science changes

I'd love to reply to all of you, hopefully I will find time and energy for it later, but just to clarify one very wrong thing:

The personal roboport in yellow tier you are refering to is Personal roboport mk2. Personal roboport mk1 is on blue science.
by V453000
Fri Dec 28, 2018 3:17 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 155808

Re: Friday Facts #275 - 0.17 Science changes

Additionally science packs take a long time to craft so you don't need 30/s for a long time. That's not the point. Creating 4 production science per second requires 1.3/s electric furnace, 1.3/s productivity modules, and a full blue belt, 40/s, of rails. Variety is generally interesting I believe. ...
by V453000
Fri Dec 28, 2018 3:00 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 155808

Re: Friday Facts #275 - 0.17 Science changes

I like the changes overall, but I'm not a fan of the amount of rails needed for production science (just as I'm not with the copper cables right now for high-tech science). This is mainly for logistic reasons: With the other science packs, I can put in a few blue belts, perhaps some of them shared ...
by V453000
Fri Dec 28, 2018 2:58 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 155808

Re: Friday Facts #275 - 0.17 Science changes

Grenade stays as it’s a very useful weapon against large groups of enemies, like biters or trees. Yeah, those fearsome trees, our worst enemy... I prefer Flamethrowers, nothing is as satisfying as seeing a giant forest burn to ashes. The only thing I would disagree with here are the productivity mo...
by V453000
Fri Dec 28, 2018 2:26 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 155808

Re: Friday Facts #275 - 0.17 Science changes

I like the changes overall, but I'm not a fan of the amount of rails needed for production science (just as I'm not with the copper cables right now for high-tech science). This is mainly for logistic reasons: With the other science packs, I can put in a few blue belts, perhaps some of them shared ...
by V453000
Fri Dec 28, 2018 2:14 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 155808

Re: Friday Facts #275 - 0.17 Science changes

SuperSandro2000 wrote:
Fri Dec 28, 2018 2:12 pm
Klonan wrote:
Fri Dec 28, 2018 2:11 pm
https://www.factorio.com/blog/post/fff-258
Totally forgot that. Hope that it feels balanced and stone is not the new iron plate.
Coal and Stone should always be more than enough.
by V453000
Fri Dec 28, 2018 1:56 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 155808

Re: Friday Facts #275 - 0.17 Science changes

SuperSandro2000 wrote:
Fri Dec 28, 2018 1:55 pm
WIP
I don't like the walls in military and rails in production. There is just to little stone on the map.
The resource generation is one of the things being worked on ;)
by V453000
Fri Dec 14, 2018 2:16 pm
Forum: News
Topic: Friday Facts #273 - Cutscene controller & Localisation plan
Replies: 79
Views: 33315

Re: Friday Facts #273 - Cutscene controller & Localisation plan

arrow in my gluteus wrote:
Fri Dec 14, 2018 2:15 pm
Gergely wrote:
Fri Dec 14, 2018 2:03 pm
Huh... what happened to those rails? Is that part of the bug?
I think they hide the rails on purpose with mods.
Yeah wheybags the savage made the other pieces invisible. :D
by V453000
Fri Nov 16, 2018 7:07 pm
Forum: News
Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
Replies: 192
Views: 84732

Re: Friday Facts #269 - Roadmap update & Transport belt perspective

As a bonus, the underground belt structure has a variant which shows a hole when you side-load into the underground belt. No! The underground belt structure should always have the side-load hole. Otherwise how are new players ever going to figure it out? The hole is quite an edge case that you rare...
by V453000
Fri Nov 16, 2018 4:57 pm
Forum: News
Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
Replies: 192
Views: 84732

Re: Friday Facts #269 - Roadmap update & Transport belt perspective

I’ll think about it and try something but no promises :)
by V453000
Fri Nov 16, 2018 4:11 pm
Forum: News
Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
Replies: 192
Views: 84732

Re: Friday Facts #269 - Roadmap update & Transport belt perspective

Gergely wrote:
Fri Nov 16, 2018 4:09 pm
Awww.... what is this?!
Factorio.PNG
Physics, yo!
by V453000
Fri Nov 16, 2018 4:04 pm
Forum: News
Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
Replies: 192
Views: 84732

Re: Friday Facts #269 - Roadmap update & Transport belt perspective

I never knew how "ugly" the old belts were until i saw these new magic pictures. Great job! I especially like the new "cute" underground entries. There's still a few things i'd like to say: The side-loading underground opening is just a tad too narrow and still looks like the it...
by V453000
Fri Oct 05, 2018 3:19 pm
Forum: News
Topic: Friday Facts #263 - Trains in blueprints
Replies: 99
Views: 39473

Re: Friday Facts #263 - Trains in blueprints

Serenity wrote:
Fri Oct 05, 2018 3:14 pm
Looks great
The last tweak I'm considering is to allow blueprints to contain the fuel insertion info
Also consider adding the cargo wagon filters
That's already there. :)

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