Search found 72 matches

by POPISowyNumer
Mon Oct 15, 2018 7:55 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 319158

Re: [MOD 0.13.17+] Rampant - 0.16.33

I have problems with making bugsies attack me there's lot of bugs near my walls that don't attack me, and lots of bugs who just are on some peninsula deep into my pollution cloud and far away from any actual wall, who just stand here and kill my ups it might have something to do with it being old-as...
by POPISowyNumer
Sun Oct 14, 2018 10:51 pm
Forum: News
Topic: Friday Facts #263 - Trains in blueprints
Replies: 99
Views: 39356

Re: Friday Facts #263 - Trains in blueprints

eradicator wrote: ↑
Sat Oct 13, 2018 8:26 am

I'm still waiting for a megafactory based on that.
i guess that pasting down seven billion train cars was quite burdensome
in 0.17 tho...
by POPISowyNumer
Fri Oct 12, 2018 10:25 pm
Forum: News
Topic: Friday Facts #263 - Trains in blueprints
Replies: 99
Views: 39356

Re: Friday Facts #263 - Trains in blueprints

It's a quality of life change, it's not making belts obsolete. If you think so, you probably don't know about greatest train trick of all time the gap between two train cars is big enough for 4 inserters, and all four reach both cars, giving throughput equal to 138% of two blue belts, with probably...
by POPISowyNumer
Sun Oct 07, 2018 10:17 pm
Forum: News
Topic: Friday Facts #263 - Trains in blueprints
Replies: 99
Views: 39356

Re: Friday Facts #263 - Trains in blueprints

There is a very easy solution: Make special Loading and Unloading structures specifically for train wagons (like in Real Life) that can only use Belt Loader/Unloader to get stuff in or out of wagons and disable the ability of inserters to pull things directly out of wagons. Done! Yeah, but this req...
by POPISowyNumer
Sun Oct 07, 2018 9:11 am
Forum: News
Topic: Friday Facts #263 - Trains in blueprints
Replies: 99
Views: 39356

Re: Friday Facts #263 - Trains in blueprints

>blueprintable cargo trains

are you trying to make the belts obsolete?
cause you're damn close to it
by POPISowyNumer
Mon Sep 17, 2018 8:49 pm
Forum: Releases
Topic: Version 0.16.51
Replies: 121
Views: 96763

Re: Version 0.16.51

After reading this thread and thinking 'duh, that's dum', i booted up my latest save.
And then I saw that literally week ago I had nicknamed my specialized batteries factory 'Duracell'.


Welp, looks like they really were onto something...
by POPISowyNumer
Fri Sep 07, 2018 4:08 pm
Forum: News
Topic: Friday Facts #259 - Scan-codes, Prototype IDs, HR worm
Replies: 99
Views: 41926

Re: Friday Facts #259 - Scan-codes, Prototype IDs, HR worm

Bugsies getting some love?

May i ask if you have any plans to make them more of an actual threat than just PITA?

Cause if we could get some more sophisticated bugsy behaviour, it would be cool
maybe even functionalities for pvp hoomins against bugsies scenarios
by POPISowyNumer
Fri Aug 31, 2018 10:33 pm
Forum: News
Topic: Friday Facts #258 - New autoplace
Replies: 145
Views: 61129

Re: Friday Facts #258 - New autoplace

The water really needs some solid redefining. In current state maps look like hydrophobic Finn worst nightmare. I for one would love a preset that looks like ye olde civ map, with yuge biomes, yuuger seas and continents, and some rivers thrown in for fun. Also, dear devs, are there any plans for shi...
by POPISowyNumer
Sat Aug 18, 2018 12:49 am
Forum: News
Topic: Friday Facts #256 - The little things 3
Replies: 111
Views: 47931

Re: Friday Facts #256 - The little things 3

Better belts when
they were really left to rot
by POPISowyNumer
Thu Aug 16, 2018 1:25 pm
Forum: News
Topic: Friday Facts #255 - Construction tools
Replies: 140
Views: 53190

Re: Friday Facts #255 - Construction tools

steinio wrote: What's your damned problem with belts?
They're so weak that they make bots look like gamebreaking cheat and almost got them out of game, all while one stupid trick with trains eclipses the belt bus completely

The upgrade to belts is long overdue
by POPISowyNumer
Tue Aug 14, 2018 2:28 pm
Forum: News
Topic: Friday Facts #255 - Construction tools
Replies: 140
Views: 53190

Re: Friday Facts #255 - Construction tools

Almost forgot.

FIX THEM BELTS FOR GODS SAKE
by POPISowyNumer
Sun Jul 29, 2018 8:15 am
Forum: News
Topic: Friday Facts #253 - Fans & Fun
Replies: 74
Views: 32618

Re: Friday Facts #253 - Fans & Fun

This game really needs it's military side upped tremendously
better gates, more varied defence options, ability to link the turrets to logics, fortifications
and BETTER ENEMIES
by POPISowyNumer
Fri Jul 20, 2018 3:13 pm
Forum: News
Topic: Friday Facts #252 - Sound design & Map editor
Replies: 93
Views: 44043

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

Are you planning on increasing the variety of biters?
Because currently biters offer nothing but mild nuisance, unless you go out of your way with modding to make them somewhat dangerous
by POPISowyNumer
Sat Jun 16, 2018 9:47 am
Forum: News
Topic: Friday Facts #247 - Pricing and its exploits
Replies: 141
Views: 63404

Re: Friday Facts #247 - Pricing and its exploits

Satisfactory has no chance of being fugtorio killer for one simple reason

NO MODS

I mean, wth dudes, half the appeal of factorio is that you potentially can end up controlling a catgirl building massive candy and soda pops factory.
by POPISowyNumer
Sat Apr 14, 2018 9:12 am
Forum: News
Topic: Friday Facts #238 - The GUI update (Part II)
Replies: 143
Views: 56315

Re: Friday Facts #238 - The GUI update (Part II)

I'd really love to see what you plan for other parts of gui, because as many have pointed out already, both standardization and modding capability are simply a must have in Fugtorio. Queue and Queued is also weak choice, since translations will screw this over tenfold, and colors also aren't disting...
by POPISowyNumer
Sat Apr 14, 2018 8:56 am
Forum: News
Topic: Friday Facts #237 - Rich & interactive text
Replies: 72
Views: 38442

Re: Friday Facts #237 - Rich & interactive text

Can i have just one itsy bitsy complaint?

WHY ON THIS GAY EARTH ARE THOSE COMMANDS SO GOD DAMN LONG?
I really hope that's just mashup for sake of preview, but if f.e. color command will be longer than 10 signs total i riot.
by POPISowyNumer
Sun Mar 25, 2018 9:23 am
Forum: News
Topic: Friday Facts #235 - 0.16 stable
Replies: 122
Views: 52969

Re: Friday Facts #235 - 0.16 stable

Well. you are actually convinced me to test it. And numbers are exactly like in wiki. Blue belt throughput is 44% better. And cheap easy to produce red belts are only 4% worse. Of course compared to fully upgraded stack inserters. In terms of price 16 blue belts is 504 of iron, and 4 stack inserter...
by POPISowyNumer
Sun Mar 25, 2018 12:42 am
Forum: News
Topic: Friday Facts #235 - 0.16 stable
Replies: 122
Views: 52969

Re: Friday Facts #235 - 0.16 stable

eradicator wrote: Since when can you blueprint cargo wagons? And filtering can't be done at full throughput unlike belts.
you can bp the tracks and inserters, and placing wagons should be one strut with pressed button
and you can filter them at full throughput, the inserters will just pick what the wagons can accept
by POPISowyNumer
Sun Mar 25, 2018 12:36 am
Forum: News
Topic: Friday Facts #235 - 0.16 stable
Replies: 122
Views: 52969

Re: Friday Facts #235 - 0.16 stable

Does anybody actually use quadserted cargo wagons as their main bus? I mean...it's annoying to build, annoying to navigate or look at, and can only be build every two tiles. And uses energy. And you lose the filtering capacity of belts/bots. If logibots got an axe i'd switch to that in heartbeat Yo...
by POPISowyNumer
Sun Mar 25, 2018 12:14 am
Forum: News
Topic: Friday Facts #235 - 0.16 stable
Replies: 122
Views: 52969

Re: Friday Facts #235 - 0.16 stable

Inserters could beat belts in terms of speed, but not in terms of throughput. 40items/sec beats 27.7items/sec. And speed means nothing for running factory ye wrong very wrong with some insider knowledge you can create two tiles wide transport lane that has 110 items/sec, versus two tiles wide belt ...

Go to advanced search