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by BlueTemplar
Thu Aug 16, 2018 8:34 am
Forum: General discussion
Topic: Aren't construction bots available too late?
Replies: 88
Views: 32268

Re: Aren't construction bots available too late?

Good observation. If asked I would (general principle and feel is the same, and it's low tech as well). I think I did not considered it when I said 2 to 3 times slower. I'm personally a very bad driver and can't take significant advantage of it, but I assume it's potentially massive, further nullif...
by BlueTemplar
Sun Aug 12, 2018 10:24 pm
Forum: News
Topic: Friday Facts #247 - Pricing and its exploits
Replies: 140
Views: 64180

Re: Friday Facts #247 - Pricing and its exploits

That would be an impressive achievement !
https://mods.factorio.com/mod/recursive-blueprints
by BlueTemplar
Sun Aug 12, 2018 12:00 pm
Forum: News
Topic: Friday Facts #247 - Pricing and its exploits
Replies: 140
Views: 64180

Re: Friday Facts #247 - Pricing and its exploits

3. Game resources could be more optimized. I had a system with a bunch of steam engines (around 80 of them?) and whenever my system goes over that area, it just slows to a crawl. You're totally right! Why don't the devs ever work on optimization? I think that is factorio's biggest fault. If this ga...
by BlueTemplar
Sat Aug 11, 2018 6:03 pm
Forum: General discussion
Topic: Aren't construction bots available too late?
Replies: 88
Views: 32268

Re: Aren't construction bots available too late?

Solution 0 : Building by hand. Solution 1 : going on site, using personal roboport, running around, babysitting construction. Solution 2 : going on site, dropping a temporary roboport, babysitting construction, dismantling roboport and repeat. Solution 3 : open radar view and drop blueprints contai...
by BlueTemplar
Fri Jul 20, 2018 7:06 pm
Forum: News
Topic: Friday Facts #252 - Sound design & Map editor
Replies: 92
Views: 44560

Re: Friday Facts #252 - Sound design & Map editor

Woo! So many improvements !

Though please, this time, make it so the dead spawners look more distinct from the alive ones !
by BlueTemplar
Mon Jul 16, 2018 6:59 pm
Forum: General discussion
Topic: Aren't construction bots available too late?
Replies: 88
Views: 32268

Re: Aren't construction bots available too late?

Achievements are separated into unmodded and modded :
factorio_achievements.PNG
factorio_achievements.PNG (48.73 KiB) Viewed 5748 times
And there even are mods that add new achievements !
https://mods.factorio.com/query/achievements
(for popular mods for instance)
by BlueTemplar
Wed Jul 11, 2018 9:38 pm
Forum: General discussion
Topic: [Poll] Battery design that stabilizes 0.16.51
Replies: 53
Views: 19832

Re: [Poll] Battery design that stabilizes 0.16.51

Especially since achievements are already separated into unmodded and modded game :
factorio_achievements.PNG
factorio_achievements.PNG (48.73 KiB) Viewed 6216 times
And there even are mods that add new achievements !
https://mods.factorio.com/query/achievements
(for popular mods for instance)
by BlueTemplar
Fri Jul 06, 2018 8:32 pm
Forum: News
Topic: Friday Facts #247 - Pricing and its exploits
Replies: 140
Views: 64180

Re: Friday Facts #247 - Pricing and its exploits

I think on a very rought scale, you can say there's two type of games, "thought" games and "reaction-time" games, which fundamentally contratict each other so you can't have both at the same time. I like factorio becaues it is a thought type game. I like being able to plan ahead...
by BlueTemplar
Thu Jul 05, 2018 11:15 am
Forum: Technical Help
Topic: The perfect Factorio computer
Replies: 36
Views: 17541

Re: The perfect Factorio computer

But 6 is already quite a lot for a game ! How much improvement do you see going from 1 to 2,3,4,5,6 cores?
by BlueTemplar
Thu Jul 05, 2018 9:56 am
Forum: Technical Help
Topic: The perfect Factorio computer
Replies: 36
Views: 17541

Re: The perfect Factorio computer

Just how low of a price ? Integrated graphics might be kind of a waste in a full-sized desktop? An older dedicated CPU and GPU might be better? Though I guess that the PC could be built in steps : - first a CPU or motherboard with an integrated GPU. - then latter a better, dedicated GPU - then later...
by BlueTemplar
Thu Jul 05, 2018 9:49 am
Forum: Gameplay Help
Topic: How to evaluate pollution?
Replies: 34
Views: 13598

Re: How to evaluate pollution?

Defending against migrants... that have trouble crossing water... using machine gun turrets... brings up uncomfortable associations ! :?
by BlueTemplar
Thu Jul 05, 2018 7:24 am
Forum: Technical Help
Topic: The perfect Factorio computer
Replies: 36
Views: 17541

Re: The perfect Factorio computer

He won't be saving money in the long run if he buys overpriced, top of the line components - (isn't an i7 complete overkill for anyone not with very specific computing work needs? Heck, even an i5 is probably overkill, but might pay off in the long run - and would help with Factorio single core need...
by BlueTemplar
Wed Jul 04, 2018 9:07 pm
Forum: Technical Help
Topic: The perfect Factorio computer
Replies: 36
Views: 17541

Re: The perfect Factorio computer

Yeah, I was going to mention liquid cooling too... but then I remembered that I heard that you could get some fairly cheap setups these days - pair it off with parts that overclock well and you might have a budget winner? (Could have been with my setup - got my AMD FX 8320E for only 140€ - but it's ...
by BlueTemplar
Wed Jul 04, 2018 7:08 pm
Forum: Technical Help
Topic: The perfect Factorio computer
Replies: 36
Views: 17541

Re: The perfect Factorio computer

OP asks for the best-bang-for-the-buck budget PC.
=> Gets recommended an i7, 32GB of RAM and a 1TB SSD ! :lol:
by BlueTemplar
Tue Jul 03, 2018 10:07 am
Forum: Resolved Problems and Bugs
Topic: [0.15.3] Wall sections don't render on the minimap
Replies: 7
Views: 2466

Re: [0.15.3] Wall sections don't render on the minimap

Bumping for a request :
Wouldn't slightly changing the default minimap zoom level solve these issues?
(Or would it cause others?)

Otherwise, how can we change the minimap zoom level and/or resize its "window" ? (without changing overall GUI scale)
by BlueTemplar
Mon Jul 02, 2018 7:23 am
Forum: News
Topic: Friday Facts #249 - Dead end exploration
Replies: 206
Views: 72081

Re: Friday Facts #249 - Dead end exploration

Arcania85, an idea was mentioned recently about a "player-mounted" inserter that would auto-place items (with limited range and speed) : https://forums.factorio.com/viewtopic.php?p=369022#p369022 ( There's also the (consumable) Nanobots mod that seems great : https://mods.factorio.com/mod/...
by BlueTemplar
Mon Jul 02, 2018 7:06 am
Forum: Gameplay Help
Topic: How to evaluate pollution?
Replies: 34
Views: 13598

Re: How to evaluate pollution?

1.) Gun Turret / Bullet Damage 2 requires no MilSci, I'd rather compare with Gun Turret/Bullet Damage 3 (100 MilSci each). That's +40% damage each, +96% damage total. For 9.8 damage per shot for normal ammo (5), and 15.68 damage per shot for AP (8). Against a big biter (8/10% physical resistance), t...
by BlueTemplar
Sat Jun 30, 2018 7:07 am
Forum: Gameplay Help
Topic: How to evaluate pollution?
Replies: 34
Views: 13598

Re: How to evaluate pollution?

You cannot use bots in "large quantities", as when you first research them you can only have 1 at once. And the research is pretty damn expensive, at 150 MilSci, and with a lot of pre-requisites (a lot of which require oil to be useful). So by that point, on DeathWorld, you'll be likely fa...
by BlueTemplar
Sat Jun 30, 2018 6:51 am
Forum: Mod and installation managers
Topic: ModMyFactory - mod manager and more
Replies: 466
Views: 212372

Re: ModMyFactory - mod manager and more

Well, indeed, that's what I use... I got it from your GitHub, where it says : https://github.com/Artentus/ModMyFactory#download You can find the latest release of ModMyFactory here. ("here" Linking to the "latest" 1.5.11 version : ) https://github.com/Artentus/ModMyFactory/releas...
by BlueTemplar
Fri Jun 29, 2018 8:35 pm
Forum: News
Topic: Friday Facts #249 - Dead end exploration
Replies: 206
Views: 72081

Re: Friday Facts #249 - Dead end exploration

EDITED EDITED BIS All/None of the above : "Proposal 5" : Default blueprints would be linked to the blueprint library, they could be added to the action bar as a shortcut. Library-linked-blueprints could be transformed into items - which would unlink them from the library - (and vice-versa...

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