Search found 451 matches

by Avezo
Tue Feb 26, 2019 12:14 pm
Forum: News
Topic: Friday Facts #283 - Prepare to Launch
Replies: 341
Views: 154180

Re: Friday Facts #283 - Prepare to Launch

Koub wrote:
Mon Feb 25, 2019 8:10 pm
There are people that should find themselves something to do - I mean something more interesting than continuously F5-ing the release subforum to see it the update is there.
I've bought Oxygen Not Included recently, so I'm not that impatient anymore.

...I'm still F5ing this forum lol.
by Avezo
Sun Feb 24, 2019 1:47 pm
Forum: News
Topic: Friday Facts #283 - Prepare to Launch
Replies: 341
Views: 154180

Re: Friday Facts #283 - Prepare to Launch

Step up from green science to blue science was huge as mentioned in science changes FFF. It's even greater now because of even more oil processing needed. So you would rather build an assembler to consume your limited iron with mining drills, instead of a chemical plant to supplement your limited c...
by Avezo
Sun Feb 24, 2019 8:04 am
Forum: News
Topic: Friday Facts #283 - Prepare to Launch
Replies: 341
Views: 154180

Re: Friday Facts #283 - Prepare to Launch

Even if just a bit of stuggle was moved ahead from first steps of refinery stage of the game, all the rest still piles up due to red circuits alone - NOT due to easily expandable fluid tanks filling up. I honestly don't understand your complaint. I already have to set up oil processing to make blue...
by Avezo
Sat Feb 23, 2019 10:26 pm
Forum: News
Topic: Friday Facts #283 - Prepare to Launch
Replies: 341
Views: 154180

Re: Friday Facts #283 - Prepare to Launch

So, during playtesting no issues were observed with much harder progressing into blue science? I haven't tried the mod that changes the recipes for 0.16, but is 1 solid fuel and 0.5 advanced circuits really that "much harder" than 1 electric mining drill? It is - it requires even more set...
by Avezo
Fri Feb 22, 2019 10:30 pm
Forum: News
Topic: Friday Facts #283 - Prepare to Launch
Replies: 341
Views: 154180

Re: Friday Facts #283 - Prepare to Launch

So, during playtesting no issues were observed with much harder progressing into blue science? I haven't tried the mod that changes the recipes for 0.16, but is 1 solid fuel and 0.5 advanced circuits really that "much harder" than 1 electric mining drill? It is - it requires even more set...
by Avezo
Fri Feb 22, 2019 8:08 pm
Forum: News
Topic: Friday Facts #283 - Prepare to Launch
Replies: 341
Views: 154180

Re: Friday Facts #283 - Prepare to Launch

So, during playtesting no issues were observed with much harder progressing into blue science?
by Avezo
Fri Feb 22, 2019 1:51 pm
Forum: News
Topic: Friday Facts #282 - 0.17 in sight
Replies: 186
Views: 83873

Re: Friday Facts #282 - 0.17 in sight

Are we there yet?
by Avezo
Fri Feb 15, 2019 7:36 pm
Forum: News
Topic: Friday Facts #282 - 0.17 in sight
Replies: 186
Views: 83873

Re: Friday Facts #282 - 0.17 in sight

Still hope that during playtesting devs will realise they've made new blue science even a greater step-up than previous blue science was. Red circuits need to be removed from it (and probably added to higher science pack).
by Avezo
Thu Feb 14, 2019 4:49 am
Forum: General discussion
Topic: Lategame mining options are lacking
Replies: 129
Views: 39306

Re: Lategame mining options are lacking

I think special mining roboport would be the best. Just make sure it can mine beneath itself aswell lol. Harvesters bots/ harvester port? , give it a radius that it can mine, mix construction bots with EMDs Seems interesting, would those bots get both a mining bonus and carrying bonus? The way I im...
by Avezo
Wed Feb 13, 2019 4:53 pm
Forum: General discussion
Topic: Lategame mining options are lacking
Replies: 129
Views: 39306

Re: Lategame mining options are lacking

I think special mining roboport would be the best. Just make sure it can mine beneath itself aswell lol.
by Avezo
Tue Feb 05, 2019 9:31 pm
Forum: General discussion
Topic: Lategame mining options are lacking
Replies: 129
Views: 39306

Re: Lategame mining options are lacking

My biggest issue with mining options is how annoying setting up each new outpost is. Wish there was simple vanilla ore miner vehicle like in Red Alert (Yeah i know there's a mod for that).
by Avezo
Fri Feb 01, 2019 10:04 pm
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 87703

Re: Friday Facts #280 - Visual Feedback is the king

A lot of great changes. Praises don't change the game much, so I will go straight to problems though: - Could you clarify whether pathfinder will look past next destination just in case of waypoint stations OR any station now? It's important to know for high-traffic railworks and UPS issues - Fuel i...
by Avezo
Sat Jan 26, 2019 8:19 pm
Forum: News
Topic: Friday Facts #279 - Train GUI & Modern Spitter
Replies: 208
Views: 74980

Re: Friday Facts #279 - Train GUI & Modern Spitter

Worms and Spitters have one priority target (Player) to hit. Flamethrower turret put burning puddle on the way so mass attack can be weakened. What would do your Flamethrower turret when some Biters move through dragon claws? Burn them or light them? All turrets still pick up single target to shoot...
by Avezo
Sat Jan 26, 2019 5:58 pm
Forum: News
Topic: Friday Facts #279 - Train GUI & Modern Spitter
Replies: 208
Views: 74980

Re: Friday Facts #279 - Train GUI & Modern Spitter

I hope that flamethrower turrets will get this prediction algorithm too. As I see the logic is basically the same, a stream of [acid / flammable oil] is shot in "mortar style" (to a position rather than at an object) and a pool of [acid / burning oil] remains at that position. It just has...
by Avezo
Sat Jan 26, 2019 1:44 pm
Forum: News
Topic: Friday Facts #279 - Train GUI & Modern Spitter
Replies: 208
Views: 74980

Re: Friday Facts #279 - Train GUI & Modern Spitter

I hope that flamethrower turrets will get this prediction algorithm too. As I see the logic is basically the same, a stream of [acid / flammable oil] is shot in "mortar style" (to a position rather than at an object) and a pool of [acid / burning oil] remains at that position. It just has...
by Avezo
Fri Jan 25, 2019 6:21 pm
Forum: News
Topic: Friday Facts #279 - Train GUI & Modern Spitter
Replies: 208
Views: 74980

Re: Friday Facts #279 - Train GUI & Modern Spitter

Why can't train fuel be in the same tab? It's annoying having to switch tabs just for such a small use case. Fuel also needs to display an inventory. Though I could see workflows where you only want to view the amount of fuel, or refuel from your action bar. Wouldn't it be better for inventory alon...
by Avezo
Fri Jan 25, 2019 6:09 pm
Forum: News
Topic: Friday Facts #279 - Train GUI & Modern Spitter
Replies: 208
Views: 74980

Re: Friday Facts #279 - Train GUI & Modern Spitter

Why can't train fuel be in the same tab? It's annoying having to switch tabs just for such a small use case.

Also, it seems spitters don't have eyes? It's weird, they should see where they want to shoot.
by Avezo
Fri Jan 25, 2019 8:27 am
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 152401

Re: Friday Facts #275 - 0.17 Science changes

There is something I didn't notice before - with huge push for steel instead of iron plates in new recipes, a great UPS gains come. Not sure if it was intended, but that direction seems right. Now, find a way to reduce copper wire 'movement' in prodction chain too, they have the largest movement vo...
by Avezo
Thu Jan 24, 2019 11:19 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 152401

Re: Friday Facts #275 - 0.17 Science changes

There is something I didn't notice before - with huge push for steel instead of iron plates in new recipes, a great UPS gains come. Not sure if it was intended, but that direction seems right. Now, find a way to reduce copper wire 'movement' in prodction chain too, they have the largest movement vol...
by Avezo
Sun Jan 20, 2019 8:17 pm
Forum: General discussion
Topic: Fish
Replies: 23
Views: 6226

Re: Fish

Achievement for storing million fishes could be introduced.

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