Search found 148 matches
- Thu Jul 07, 2016 7:09 am
- Forum: Ideas and Suggestions
- Topic: Advanced boilers
- Replies: 9
- Views: 2656
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...
- Tue Jul 05, 2016 2:13 pm
- Forum: Ideas and Suggestions
- Topic: Advanced boilers
- Replies: 9
- Views: 2656
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 ...
- Tue Jul 05, 2016 1:14 pm
- Forum: Ideas and Suggestions
- Topic: Advanced boilers
- Replies: 9
- Views: 2656
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...
- Tue Jun 28, 2016 12:17 pm
- Forum: Releases
- Topic: Version 0.13.0
- Replies: 213
- Views: 192571
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...
- Tue Jun 28, 2016 7:59 am
- Forum: Releases
- Topic: Version 0.13.0
- Replies: 213
- Views: 192571
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...
- Mon Jun 27, 2016 10:05 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Marathon 1.0.3
- Replies: 204
- Views: 118248
Re: [MOD 0.12.x] Marathon 1.0.3
Thanks!
- Mon Jun 27, 2016 7:52 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Marathon 1.0.3
- Replies: 204
- Views: 118248
Re: [MOD 0.12.x] Marathon 1.0.3
How is marathon ready for 0.13 (just from the changelog info)?
- Sat Jun 18, 2016 11:05 pm
- Forum: Balancing
- Topic: Tank upgrade
- Replies: 22
- Views: 8714
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...
- 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: 5274
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.
- 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: 5274
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...
- 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: 5274
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: ...
- Sun May 08, 2016 4:42 pm
- Forum: News
- Topic: Friday Facts #137 - The release scarecrow
- Replies: 197
- Views: 71473
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 ...
- Sun May 08, 2016 10:43 am
- Forum: News
- Topic: Friday Facts #137 - The release scarecrow
- Replies: 197
- Views: 71473
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...
- Sun May 08, 2016 7:34 am
- Forum: News
- Topic: Friday Facts #137 - The release scarecrow
- Replies: 197
- Views: 71473
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...
- Sat May 07, 2016 9:01 am
- Forum: News
- Topic: Friday Facts #137 - The release scarecrow
- Replies: 197
- Views: 71473
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
TRAIN FULLY LOADED IN 5 SECONDS! YAY!
Everything else is a cost I'm willing to pay
- Fri Apr 15, 2016 1:12 pm
- Forum: General discussion
- Topic: Balancing Steel Barrels in Oil Barreling stations
- Replies: 25
- Views: 11969
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...
- Sun Apr 10, 2016 12:39 pm
- Forum: General discussion
- Topic: Balancing Steel Barrels in Oil Barreling stations
- Replies: 25
- Views: 11969
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...
- Sun Apr 10, 2016 12:35 pm
- Forum: General discussion
- Topic: Poll: Loader vs. Heavy-Inserter
- Replies: 26
- Views: 11071
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...
- Fri Apr 08, 2016 11:37 pm
- Forum: News
- Topic: Friday Facts #133 - The train struggle
- Replies: 175
- Views: 73645
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?
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?
- Wed Apr 06, 2016 3:32 pm
- Forum: General discussion
- Topic: Questions to DEVs about optimization of CPU usage
- Replies: 9
- Views: 5523
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...