Search found 136 matches

by leoch
Fri May 05, 2017 11:25 am
Forum: Ideas and Suggestions
Topic: Re name/classify the science packs
Replies: 8
Views: 2775

Re: Re name/classify the science packs

It's not science. It should be renamed magic research.
by leoch
Fri May 05, 2017 11:11 am
Forum: Balancing
Topic: Coal Liquification
Replies: 4
Views: 1672

Re: Coal Liquification

I find it kinda hard to believe that someone can have no oil on standard settings, because I always play with frequency of all resources lowered, and I've never seen complete absence of oil. I've had to abandon at least one game because I couldn't find any oil without hard early battles vs biters. ...
by leoch
Fri May 05, 2017 11:08 am
Forum: Balancing
Topic: Inserter drop point inconsistency
Replies: 40
Views: 14722

Re: Inserter drop point inconsistency

If that is true (the optimisation part, not the old behaviour part), with the new belt optimisations, is the inserter optimisation relevant anymore? Can it safely be removed to give us the old behaviour back? That's not the way code optimisation works. In any case, removing a feature to improve per...
by leoch
Thu May 04, 2017 8:23 pm
Forum: Ideas and Suggestions
Topic: Replace satelite with return capsule in rocket
Replies: 6
Views: 1833

Re: Replace satelite with return capsule in rocket

What kind of science does one do in space, anyway? Run fun experiments in zero-g? Take cool pictures of distant stars with a giant telescope? Send probes to nearby planets to check what they're like?

Oh, sorry, it's not like any of the other "science" stuff makes any sense anyway :)
by leoch
Thu May 04, 2017 6:43 pm
Forum: Ideas and Suggestions
Topic: Canceling crafting when inventory is full spills items
Replies: 33
Views: 6976

Re: Canceling crafting when inventory is full spills items

That would make no sense. Perhaps they should just make crafting less "cheaty" and only remove resources from the inventory after completion (but "freezing" items in use).
by leoch
Wed May 03, 2017 7:05 pm
Forum: Ideas and Suggestions
Topic: Train station skipping conditions
Replies: 143
Views: 65489

Re: Train station skipping conditions

You can do this in 0.15 by using the circuit network to disable stations. Mind, it doesn't work well with multiple trains and might require you building long-distance circuit networks.
by leoch
Wed May 03, 2017 4:57 pm
Forum: Ideas and Suggestions
Topic: Robots should stick to roboport supply lines
Replies: 8
Views: 2424

Re: Robots should stick to roboport supply lines

They don't work well over long ranges, so most people work around this by having multiple smaller bot-networks.

But your suggestion is still a good idea.
by leoch
Wed May 03, 2017 2:14 pm
Forum: Development Proposals
Topic: Railroad
Replies: 148
Views: 123419

Re: Railroad

Trains will now ignore stations in their schedule which are disabled and go straight to the next one, so you could almost do this now — but you'd need a) each train stop to read the train contents — but this doesn't include fuel! b) use the circuit network to send a signal to the refuelling station ...
by leoch
Wed May 03, 2017 1:37 pm
Forum: Mods
Topic: [0.15] Side Inserters & Long Inserters
Replies: 24
Views: 9779

Re: [0.15] Side Inserters & Long Inserters

I consider this essential now, I like being able to pull from/output to underground belts right next to factories. :) But why not do as others have suggested and combine the output distance/fine adjustments into a single shortcut? There are currently six positions possible: near-side or far-side, le...
by leoch
Wed May 03, 2017 1:16 pm
Forum: Balancing
Topic: Inserter drop point inconsistency
Replies: 40
Views: 14722

Re: Inserter drop point inconsistency

Then I agree, but I'd like it even more if something like that mod were stock. (It could be just one key to toggle between near/far or left/right sides of the belt, and one key to rotate the pick-up point.)

Bob's version is just over-complicated (and over-capable).
by leoch
Wed May 03, 2017 11:17 am
Forum: Implemented Suggestions
Topic: Don't hold items in cursor
Replies: 2
Views: 826

Re: Don't hold items in cursor

It doesn't happen to me often. But it's one of those surprising and weird things.

For transporting items on trains, I've often wished they had a little "cabin room" for player storage only.
by leoch
Wed May 03, 2017 11:14 am
Forum: Ideas and Suggestions
Topic: Fuel Wagons for Trains
Replies: 3
Views: 1505

Re: Fuel Wagons for Trains

Are you planning on increasing train fuel consumption 100-fold? Because right now they can carry enough fuel to last multiple hours of my usual usage.
by leoch
Wed May 03, 2017 11:12 am
Forum: Ideas and Suggestions
Topic: Personal construction robots leave w/ construction materials
Replies: 4
Views: 1828

Re: Personal construction robots leave w/ construction materials

Or not launch when the player is moving faster than they can (averaged over the last second or something). I hate bots jumping out of moving trains.
by leoch
Wed May 03, 2017 11:09 am
Forum: Balancing
Topic: Steam tanks and heat loss
Replies: 7
Views: 3560

Re: Steam tanks and heat loss

Hmm, storing hot gasses should at least require insulated, pressurised tanks. Without pressure the storage density of gasses is very low.

Of course a high-pressure tank full of hot gas holds a lot of kinetic energy, so it should explode on over-pressure :twisted:
by leoch
Wed May 03, 2017 11:00 am
Forum: Balancing
Topic: Module Balance (Mostly Efficiency)
Replies: 38
Views: 11320

Re: Module Balance (Mostly Efficiency)

IMO the whole "additive multiplier" thing is wrong. I've done quite a bit of modelling (mostly epidemiology & bio-stats), and modifiers are almost always multiplicative. E.g. speed 3 modules have a 70% increase in energy consumption, productivity 3 modules have a 80% increase, so 2 pro...
by leoch
Wed May 03, 2017 10:24 am
Forum: Balancing
Topic: Inserter drop point inconsistency
Replies: 40
Views: 14722

Re: Inserter drop point inconsistency

This mod lets you customise output location (and pull form the side). I consider it essential now.
https://mods.factorio.com/mods/GotLag/Side%20Inserters
by leoch
Wed May 03, 2017 9:24 am
Forum: General discussion
Topic: [Request] Could someone share a railworld save?
Replies: 6
Views: 2766

Re: [Request] Could someone share a railworld save?

Find a quick-start / early bots mod.
by leoch
Wed May 03, 2017 9:04 am
Forum: Ideas and Suggestions
Topic: [1.5] Thoughts after about 20 hours of play (and a .gif!)
Replies: 6
Views: 2878

Re: [1.5] Thoughts after about 20 hours of play (and a .gif!)

I can't dig this mod enough for personal power: https://mods.factorio.com/mods/DaCyclop ... hargePacks
It should probably just replace that personal-fusion-reactor-magical-thingy.
by leoch
Wed May 03, 2017 9:00 am
Forum: Ideas and Suggestions
Topic: Zoom out from center of screen
Replies: 4
Views: 1059

Zoom out from center of screen

The current zoom mechanic is quite clever: it keeps the mouse pointer on the same position in the world when zooming. This is great for zooming in, but for zooming out, it counter-intuitively means you need to move the cursor in the opposite direction to where you want to move the map. Instead, zoom...
by leoch
Wed May 03, 2017 8:55 am
Forum: Implemented Suggestions
Topic: [0.15] Ghost/blueprint query tool if you don't have the item
Replies: 2
Views: 1354

Re: [0.15] Ghost/blueprint query tool if you don't have the item

This would be super useful. (It should also work for concrete/stone paths of course.)

It should be possible to get a "ghost item" in the cursor from the player's construction menu too, perhaps by shift+clicking.

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