Search found 263 matches
- Mon Aug 26, 2019 4:40 pm
- Forum: Resolved Problems and Bugs
- Topic: [V453000] [0.16.25] Medium graphics bug on artilery wagon
- Replies: 2
- Views: 3065
Re: [V453000] [0.16.25] Medium graphics bug on artilery wagon
I actually had the sprites ready for it, but somehow haven't pushed them. Fixed now.
- Mon Aug 26, 2019 4:09 pm
- Forum: Resolved Problems and Bugs
- Topic: [gfx] [for 0.16] [0.15.1] Chemical lab pipe graphical issue
- Replies: 5
- Views: 4267
Re: [gfx] [for 0.16] [0.15.1] Chemical lab pipe graphical issue
Fixed with the new chemical plant design.
- Thu Aug 15, 2019 9:00 am
- Forum: News
- Topic: Friday Facts #295 - New design for the chemical plant
- Replies: 77
- Views: 34545
Re: Friday Facts #295 - New design for the chemical plant
We've detected some problems with the chemical plant graphics in some rotations - they didn't tile as nicely as we would like, so they are being improved a bit. They'll be released soon-ish(tm).
- Sat Aug 10, 2019 4:21 pm
- Forum: News
- Topic: Friday Facts #307 - 0.17 stable candidate
- Replies: 83
- Views: 36971
Re: Friday Facts #307 - 0.17 stable candidate
I absolutely understand and respect that not everybody has time and will to follow the oil-related threads so I will make a short reply here. I believe I have already thought about every proposed change to oil, and tried to explain in the relevant threads why each of the proposals had big at least o...
- Wed Aug 07, 2019 7:21 pm
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 280933
Re: Friday Facts #305 - The Oil Changes
2. Sure, just imagine the flare stack there then or assume it's the tall tower in the graphics, no problem? Yes problem. The flare stack comment was an example. The point of #2 that I feel that with all of the simplifications to puzzles happening, claiming that you are preserving the puzzle no long...
- Wed Aug 07, 2019 6:12 pm
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 280933
Re: Friday Facts #305 - The Oil Changes
Second, if I understood correctly the current changes, the current BOP does exactly what you claim not to happen in Factorio - namely that things disappear. The current recipe takes 100 oil but produces less than 100 PG, right? I mean, that's like saying that 20 electronic circuits should result in...
- Wed Aug 07, 2019 8:06 am
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 280933
Re: Friday Facts #305 - The Oil Changes
Basically, yes. I personally preferred more the option of Heavy + Gas, but they are very similar changes with relatively small details. Their general issue is that they don't solve much, yet include roughly the same problems. V4530000 : please consider my proposal, building on and do let me know wh...
- Tue Aug 06, 2019 7:43 am
- Forum: Resolved Problems and Bugs
- Topic: [V453000] Visual bug with campaign lab
- Replies: 1
- Views: 2269
Re: [V453000] Visual bug with campaign lab
Fixed, thanks you for the report.
- Mon Aug 05, 2019 10:54 am
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 280933
Re: Friday Facts #305 - The Oil Changes
The fact that BOP was basically impossible to manage properly created this whole "must rush for blue science", and BOP felt completely just like a pointless annoyance. And the more you would like to use the basic oil processing for non-science things (explosives, accumulators, modules, mo...
- Mon Aug 05, 2019 9:51 am
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 280933
Re: Friday Facts #305 - The Oil Changes
I just went through all of your posts on the oil changes from FFF 304 and 305 before 0.17.60 was released. The ONLY mention of not doing any changes at all was this sentence: "Not doing any changes at all of course still has the old problems, like not being able to have self-sufficient long-te...
- Fri Aug 02, 2019 6:54 pm
- Forum: News
- Topic: Friday Facts #306 - Experimental Demo
- Replies: 155
- Views: 60775
Re: Friday Facts #306 - Experimental Demo
Before I get started, I want to caveat this with the fact that this topic (the new introduction campaign) does deserve discussion, but maybe there were more urgent topics to cover this week? Are we just going to pretend that nothing controversial at all happened in the last 2 weeks? The last time a...
- Wed Jul 31, 2019 1:54 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.60] Combat Robotics 2 should require Laser
- Replies: 4
- Views: 3887
Re: [0.17.60] Combat Robotics 2 should require Laser
Makes perfect sense to me, thank you for the report.
- Tue Jul 30, 2019 7:48 pm
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 280933
Re: Friday Facts #305 - The Oil Changes
Trust me, From a person who has Source access and can view more of the discussions that the devs have with each other than most people, V is actually one of the ones against the changes as they are (getting only petroleum) and the most vocal to having it changed. I'm not going to name any other nam...
- Tue Jul 30, 2019 7:28 pm
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 280933
Re: Friday Facts #305 - The Oil Changes
... there was no post - from V or anyone else - here on the forums saying something to the effect of "we looked at all the options, and we still find the original idea to be best". Uhhhhhhh https://forums.factorio.com/viewtopic.php?p=446390#p446390 I missed that, but even still that came ...
- Tue Jul 30, 2019 7:24 pm
- Forum: Balancing
- Topic: 0.17.60 : Reduce Heavy Oil output of Advanced Oil Processing
- Replies: 9
- Views: 3754
Re: 0.17.60 : Reduce Heavy Oil output of Advanced Oil Processing
I'll keep this in mind but lets see how it works first.
Thanks.
Thanks.
- Tue Jul 30, 2019 6:09 pm
- Forum: Releases
- Topic: Version 0.17.60
- Replies: 423
- Views: 136873
Re: Version 0.17.60
At least it makes my megabase builds easier since Advanced Processing is nearly useless now so I just need a tiny build for it and then can spam production of Basic Processing for all my petro needs and less fluid boxes. Having the basic tech be superior to higher tech for late game big bases names...
- Tue Jul 30, 2019 5:53 pm
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 280933
Re: Friday Facts #305 - The Oil Changes
Sure, having two outputs presents the "multiple outputs can block" early on, while not reducing the amount of things you need to do/worry about almost at all. Basic oil processing can still get stuck and that way it feels unsustainable, and the player just wants to rush advanced oil proce...
- Tue Jul 30, 2019 5:45 pm
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 280933
Re: Friday Facts #305 - The Oil Changes
None of them really solved all the issues - complexity, tedium, pacing. Some of them were more interesting than others but always with some flaw. The biggest problem with the chosen solution is that it's likely the players will build straight pipes next to basic oil refining refineries, and get the...
- Tue Jul 30, 2019 5:24 pm
- Forum: Releases
- Topic: Version 0.17.60
- Replies: 423
- Views: 136873
Re: Version 0.17.60
I'll just mention that the only real use for light oil was making efficient solid fuel previously. How much of it did you really spend for flamethrower? That is indeed true, but now that solid fuel isn't even used in Chemical Science, it makes both light oil and solid fuel near useless until you bu...
- Tue Jul 30, 2019 5:22 pm
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 280933
Re: Friday Facts #305 - The Oil Changes
What I'd like to know is why all the 2-output proposals fell through. As of last notice there were 2 options that didn't seem to conflict with any of the devs' ideas/principles, petroleum+light and petroleum+heavy, and we know that the petroleum+heavy one was being tested (which I found interesting...