Search found 196 matches

by FasterJump
Tue Mar 05, 2019 11:04 pm
Forum: Not a bug
Topic: [0.17.4] Belt Immunity always consume energy
Replies: 1
Views: 531

[0.17.4] Belt Immunity always consume energy

I saw that the belt immunity module still consume energy, even when I am not standing on a belt. I would expect that it consume energy only when standing on a belt, to compensate the movement. Others module items like exoskeleton, personal laser defense, shields and portable roboports only consume e...
by FasterJump
Thu Feb 28, 2019 1:11 am
Forum: Resolved Problems and Bugs
Topic: [0.17.1] There is inconsistency in research order
Replies: 6
Views: 4079

Re: [0.17.1] There is inconsistency in research order

:lol: :lol: :lol:
Anyway I think pickaxe and belt immulity images are probably placeholders and should be updated later
by FasterJump
Wed Feb 27, 2019 12:44 pm
Forum: Implemented Suggestions
Topic: [0.17.1] intro too hard
Replies: 104
Views: 34481

Re: [0.17.1] intro too hard

When I reach 65% of the research, I noticed that my ammo production was too low. I shut down all my base except ammo production. I produced ammo for 30 min but I produced exactly as much as I consumed. The pollution didn't drop at all. I managed to win by rushing the end of the research as biters br...
by FasterJump
Tue Feb 26, 2019 11:50 am
Forum: Show your Creations
Topic: [0.16] / [0.18] My 1000 science per minute casual "megabase"
Replies: 10
Views: 22883

Re: My 1000 science per minute casual "megabase"

Since 0.17 is coming this week, this is the final goodbye to my 0.16 megabase. I hope that my designs gave inspiration to some of you, see you in 0.17!
by FasterJump
Sun Jan 27, 2019 2:17 pm
Forum: News
Topic: Friday Facts #279 - Train GUI & Modern Spitter
Replies: 208
Views: 76644

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

I'm still not convinced about the new texture of enemies. But nests are definitely too flat. Otherwise, I support the checkpoint suggestion. Or any mechanic that prevents trains to stockpile when trying to reach the same station while others identical stations are free. I agree about making fulfille...
by FasterJump
Mon Jan 21, 2019 12:43 am
Forum: News
Topic: Friday Facts #254 - No research queue for you
Replies: 223
Views: 83960

Re: Friday Facts #254 - No research queue for you

So there will not be a research queue in 0.17.

But what about the research repeat function, is this removed too?
The infinite research does not seems concerned by all the Cons explained in the article. So if it's removed, do we know the reason?
by FasterJump
Sat Jan 19, 2019 12:07 am
Forum: News
Topic: Friday Facts #278 - The new quickbar
Replies: 176
Views: 66592

Re: Friday Facts #278 - The new quickbar

the ability to lock out the base from building ghosts in player's range would be nice in some situations, like when you're building something requiring more robots than you have on you. currently the base just fills the rest of the ghosts, which may take ages if the storage is far away, while you c...
by FasterJump
Fri Jan 18, 2019 11:27 pm
Forum: News
Topic: Friday Facts #278 - The new quickbar
Replies: 176
Views: 66592

Re: Friday Facts #278 - The new quickbar

Awesome toolbar. Cool Ghost cursors. The only downside is: when you craft an item to use right now, it doesn't go to the quickbar. • Suggestion : Create a "History" filter. For example if you have 2 "history" slots on the end of your toolbar, those will act like your firefox brow...
by FasterJump
Fri Jan 11, 2019 10:44 pm
Forum: News
Topic: Friday Facts #277 - GUI progress update
Replies: 101
Views: 43297

Re: Friday Facts #277 - GUI progress update

@Klonan About wave defense, my idea is: -Use a procedural generation for wave defense maps -Each month, you take a randomly generated map, tweak the difficulty the way you want, publish it. This way you have: -Replayability -Competition -Polished difficulty -Possibility of sharing strategies And if ...
by FasterJump
Sat Jan 05, 2019 9:31 am
Forum: News
Topic: Friday Facts #276 - Belt item spacing & Script rendering
Replies: 155
Views: 64993

Re: Friday Facts #276 - Belt item spacing & Script rendering

The belt change is pure genius. Integers for speed AND spacing AND throughput. Sometimes best ideas are the most simple ones. About the possible furnace buff, whatever you do please don't forget to test beaconed setups. But... With the possible exception of direct insertion, exact ratios are way ove...
by FasterJump
Wed Jan 02, 2019 12:20 am
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 156115

Re: Friday Facts #275 - 0.17 Science changes

This form of a theme is nice to have and yes it does happen in many cases which is good as it does “make sense” or invoke this kind od immersion you speak about. But by no means it is a hard rule or a design goal we have set to obey, and it does not always happen. Green science is far from just log...
by FasterJump
Sat Dec 29, 2018 9:30 am
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 156115

Re: Friday Facts #275 - 0.17 Science changes

Speaking of...can we get a way to prevent construction robots from deploying and chasing moving vehicles? They just get left behind and die every time the car hits a tree, the train gets a random hit from a biter, etc... wasted resources and annoying notifications. This I always make sure i don't c...
by FasterJump
Sat Dec 29, 2018 8:15 am
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 156115

Re: Friday Facts #275 - 0.17 Science changes

What I like: -Reduced cost per science pack 3 -Merging military research -New name of science packs. Except maybe yellow, why not name it simply "Tech"? I'm fine with "Utility" anyway. -Using solid fuel as ingredient for sp3. It's a smart move to make use of the excess oil. -Use ...
by FasterJump
Fri Dec 28, 2018 7:17 am
Forum: General discussion
Topic: Blueprints: How to find what you need
Replies: 2
Views: 1695

Blueprints: How to find what you need

Today you can find blueprints everywhere: reddit, this forum, third party websites... According to my experience, it's hard to find what you're looking for. For exemple in factorioprints.com there is tags. It's useful I suppose, but don't help that much. What if there was a way to attach standardize...
by FasterJump
Tue Dec 25, 2018 10:53 pm
Forum: News
Topic: Friday Facts #274 - New fluid system 2
Replies: 166
Views: 72645

Re: Friday Facts #274 - New fluid system 2

So yes, if you put 5 fluid into 101 pipes, it should eventually disappear. But that is not a very frequent case. Most common case is the pipes are full all the time and that loss does not seem very large to me. Not great, sure, but lower limit means more time when you do want to empty it. If you ha...
by FasterJump
Mon Dec 24, 2018 12:35 am
Forum: News
Topic: Friday Facts #274 - New fluid system 2
Replies: 166
Views: 72645

Re: Friday Facts #274 - New fluid system 2

I don't want fluids to disappear either. [...] Actually you made me changed my mind about the 0.05 threshold, I'm less enthusiastic. What if pumps had an option, a "Power Purge" checkbox that would activate the 0.05 threshold in the drained pipe block? Most common case is the pipes are fu...
by FasterJump
Sat Dec 22, 2018 9:43 am
Forum: News
Topic: Friday Facts #274 - New fluid system 2
Replies: 166
Views: 72645

Re: Friday Facts #274 - New fluid system 2

I found an IRL small pump.
IRL pumped pipe
by FasterJump
Sat Dec 22, 2018 12:02 am
Forum: News
Topic: Friday Facts #274 - New fluid system 2
Replies: 166
Views: 72645

Re: Friday Facts #274 - New fluid system 2

I'm so excited about this new fluid system. More intuitive, CPU friendly, isotrope , and above all faster fluid flow. This will allow to use medium sized oil and nuclear setups without spamming pumps as much as before! @Dominik, With this new viscosity, can I expect crude oil to be roughtly as fast ...
by FasterJump
Fri Dec 14, 2018 10:19 pm
Forum: News
Topic: Friday Facts #273 - Cutscene controller & Localisation plan
Replies: 79
Views: 33350

Re: Friday Facts #273 - Cutscene controller & Localisation plan

Zoom out to a height where both origin and destination are visible and then zooming in again would give a sense of overview, which is great when the player wants to figure out where the camera is moved to. This can be combined with slow movements for scrolling, which will allow the scroll movement ...
by FasterJump
Mon Dec 03, 2018 1:26 am
Forum: News
Topic: Friday Facts #271 - Fluid optimisations & GUI Style inspector
Replies: 122
Views: 51209

Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector

The only difference is the saturation of color. I just added some sugar to the Factorio look.
This looks great, why not make a console command that could tweak the saturation?

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