Search found 239 matches

by irbork
Tue Jul 30, 2019 4:27 pm
Forum: Releases
Topic: Version 0.17.60
Replies: 423
Views: 138367

Re: Version 0.17.60

If you aren't against mods: https://mods.factorio.com/mod/Pre0-17-60Oil I'm not against mods in general, I'm against mods that fix bad design decisions. That is pretty good then. You will have to play the game as it is designed. After a playthrough you will see that professional game designers know...
by irbork
Tue Jul 30, 2019 4:20 pm
Forum: Releases
Topic: Version 0.17.60
Replies: 423
Views: 138367

Re: Version 0.17.60

Definitely dissapointed with those oil changes coming through. I can't imagine how this was still considered the best option... At least it makes my megabase builds easier since Advanced Processing is nearly useless now so I just need a tiny build for it and then can spam production of Basic Proces...
by irbork
Tue Jul 30, 2019 3:48 pm
Forum: Releases
Topic: Version 0.17.60
Replies: 423
Views: 138367

Re: Version 0.17.60

[*]Deathworld marathon preset was made a little bit easier. What exactly was changed? Enemy evolution time factor is set to 150 (from 200), pollution factor is set to 10 (from 12). Attack cost modifier is set to 80% (from 50%). I hope that default death world is unchanged, since it was really fun t...
by irbork
Tue Jul 30, 2019 3:45 pm
Forum: Releases
Topic: Version 0.17.60
Replies: 423
Views: 138367

Re: Version 0.17.60

At long last I can see some more commitment on the more controversial changes.
by irbork
Tue Jul 30, 2019 7:31 am
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 284980

Re: Friday Facts #305 - The Oil Changes

Current changes present in the oilchanges mod are good. The only problem of not being able to get enough efficient solid fuel can be easily remedied by adding solid fuel to rafinery output for basic oil processing. The good value is about 5 units every cycle. This would allow to power your steam pow...
by irbork
Mon Jul 29, 2019 4:14 pm
Forum: Not a bug
Topic: [0.17.59] Sound level getting lower when I zoom out.
Replies: 2
Views: 694

Re: [0.17.59] Sound level getting lower when I zoom out.

Maybe an extra option would make it work.
[x] Environmental sounds from engineers perspective
by irbork
Sun Jul 28, 2019 6:25 pm
Forum: Duplicates
Topic: [0.17.59] Volume level sliders reset after game restart.
Replies: 1
Views: 622

[0.17.59] Volume level sliders reset after game restart.

It seems volume levels are not saved properly. They always reset to values I have set long time ago. No matter if quitting just after changing them from main menu or from saved game.
by irbork
Sun Jul 28, 2019 6:22 pm
Forum: Not a bug
Topic: [0.17.59] Sound level getting lower when I zoom out.
Replies: 2
Views: 694

[0.17.59] Sound level getting lower when I zoom out.

It seems like engineer is flying of the ground even though it seems he is still grounded. As I zoom out the volume of sounds around engineer are getting lower to barely audible at max zoom out.
by irbork
Sat Jul 27, 2019 9:32 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 284980

Re: Friday Facts #305 - The Oil Changes

I am playing with the oilchanges mod and so far there is one big drawback on the new system. I am trying to play like a noob. I research all the stuff from available tier, automate everything and then proceed to next tier. So far the biggest problem is switching to run power and smelting on solid fu...
by irbork
Fri Jul 26, 2019 4:36 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 284980

Re: Friday Facts #305 - The Oil Changes

It's ok. I will get over it :lol:
I liked the cracking ratio of 10-1-7. I wonder if the new ration will be as nice?
by irbork
Mon Jul 22, 2019 7:49 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 211154

Re: Friday Facts #304 - Small bugs; Big changes

No update today?
I guess there will be some changes introduced to the initial concept.
by irbork
Mon Jul 22, 2019 11:45 am
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 211154

Re: Friday Facts #304 - Small bugs; Big changes

I post this for forum user AntiElite as he currently has no access to the forum. Opinions (and all spelling mistakes :D) are his, not mine! I am not sure about the position of the petroleum being at the edge instead of in the middle. It looks kinda weird if you don't know the upgrade coming. Maybe ...
by irbork
Mon Jul 22, 2019 7:13 am
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 211154

Re: Friday Facts #304 - Small bugs; Big changes

I am ready now. Hit me with the patch!
by irbork
Sun Jul 21, 2019 10:33 am
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 211154

Re: Friday Facts #304 - Small bugs; Big changes

Again, I would suggest adopting Bottleneck mod with probably replacing dots with icons of same color. Though the Bottleneck mod provides some useful information all those dots on the machines look just ugly even more than alt mode with all inerter arrows switched on. Maybe each machine should have ...
by irbork
Sun Jul 21, 2019 10:27 am
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 211154

Re: Friday Facts #304 - Small bugs; Big changes

The change described in the FFF reduces the amount of new concepts you learn at once by removing (delaying) one, outputs blocking recipes. Wouldn't you agree that any of these would have same effect as far as introduction of new concepts is concerned but would not upset more experienced players as ...
by irbork
Sun Jul 21, 2019 8:13 am
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 211154

Re: Friday Facts #304 - Small bugs; Big changes

There is another problem with new basic oil processing that I have not seen mentioned. It will affect mostly new players for whom the simplification is made. Most will just put several refineries in the line and put a line of pipe along the input and output. When it will come to upgrading the recipe...
by irbork
Sat Jul 20, 2019 6:14 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 211154

Re: Friday Facts #304 - Small bugs; Big changes

I like this idea. Keeps all fractions at the same tech level, keeps lubricant / electric engines at the same tech level, allows for the better recipe for solid fuel to stay at the same tech level, and postpones the single-entity complexity that the devs claim is the problem with current oil. Only t...
by irbork
Sat Jul 20, 2019 11:42 am
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 211154

Re: Friday Facts #304 - Small bugs; Big changes

I gave it some thought and there may be 2 good solutions to the oil problem: 1) have 3 different basic oil processing recipes, each with single output petroleum, light or heavy oil, 2) have basic oil processing as it is now but any excess of products that are not taken out will be burnt off; if you ...
by irbork
Sat Jul 20, 2019 11:33 am
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 211154

Re: Friday Facts #304 - Small bugs; Big changes

In the end oil change will only take away options we have now. The oil progression will be linearyzed.
by irbork
Sat Jul 20, 2019 8:05 am
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 211154

Re: Friday Facts #304 - Small bugs; Big changes

I'm not sure if it was communicated correctly. Advanced oil processing is going to be used not only because the need of lubricant in later stages (not so much later if you want robots), but mainly because of it being vastly more efficient. Without productivity modules it is 100% more efficient, wit...

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