Search found 115 matches

by pyrolytic_tungsten
Sun Nov 02, 2014 10:46 am
Forum: Resource Spawner Overhaul
Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
Replies: 191
Views: 191563

Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2

I do like this mod but dark hasn't been here since September 16 so I'm not sure if he will come back to update the mod. I really would like to see this mod updated for 0.11 .
by pyrolytic_tungsten
Tue Oct 21, 2014 6:47 pm
Forum: Ideas and Suggestions
Topic: Trains - "Time until departure" in tooltip/GUI
Replies: 5
Views: 2382

Re: Trains - "Time until departure" in tooltip/GUI

I'd like to see this. It shouldn't be hard to implement.
by pyrolytic_tungsten
Tue Oct 21, 2014 6:31 pm
Forum: Implemented Suggestions
Topic: Mine Giant Rock / Mining Boulders
Replies: 4
Views: 2258

Re: Mine Giant Rock

Mining these seem to be a better idea than shooting them.
by pyrolytic_tungsten
Tue Oct 21, 2014 6:19 pm
Forum: Implemented Suggestions
Topic: Blueprint catalogue (instead of putting BPs in inventory)
Replies: 28
Views: 11310

Re: Blueprint catalogue (instead of putting BPs in inventory

It would be nice to have a separate place to carry blueprints so they don't jam up my inventory so much when not in use or have to run to my chest of blueprints.
by pyrolytic_tungsten
Tue Oct 21, 2014 5:36 pm
Forum: Ideas and Suggestions
Topic: Energy graphs on electric network info
Replies: 7
Views: 14893

Re: Energy graphs on electric network info

This is something I'd like to see in the game since you can't currently get any history of accumulator charge.
by pyrolytic_tungsten
Tue Oct 21, 2014 5:02 pm
Forum: Ideas and Suggestions
Topic: Seasons
Replies: 4
Views: 1652

Re: Seasons

With realistic seasons the length of the day and night will change. I recall reading one of the devs say someplace that they didn't want the nights to be too long in comparison to the days. I'm not sure they would go for the idea.
by pyrolytic_tungsten
Tue Oct 21, 2014 4:46 pm
Forum: Off topic
Topic: Infinifactory by Zachtronics - 3D SpaceChem successor
Replies: 32
Views: 34833

Re: Infinifactory by Zachtronics - 3D SpaceChem successor

I stumbled across an interview with Zach about Infinifactory at http://www.anime-night.com/article/zach-barth-interview-on-infinifactory-infinifactoi A few questions from the interview I found interesting: Are you working with anyone else on the game? ZACH: Absolutely! The core team is seven people,...
by pyrolytic_tungsten
Sun Oct 19, 2014 5:53 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.12] Map desynchonization in Replay mode
Replies: 4
Views: 8501

Re: [0.10.12] Map desynchonization in Replay mode

Considering all the desync fixes being put in for multiplayer there is a decent chance that this will be fixed in 0.11.0 . Unfortunately, you can only try and test it again after the next release.
by pyrolytic_tungsten
Sun Oct 19, 2014 5:43 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.12]Robots replacing destroyed turrets
Replies: 2
Views: 1223

Re: [0.10.12]Robots replacing destroyed turrets

I can confirm this but many things can still destroy the rebuilt turrets. From my testing turrets built by hand are not affected. Rebuilt turrets are immune to the combat shotgun, grenades, and explosive rockets targeted at the turret. Rebuilt turrets are vulnerable to biters, and targeted SMG fire....
by pyrolytic_tungsten
Sat Oct 18, 2014 1:47 pm
Forum: Gameplay Help
Topic: Factory Boredom
Replies: 20
Views: 8838

Re: Factory Boredom

The pic from pyrolytic_tungsten is not loaded to the forum but to an external picturehoster (here imgur if I read it correctly) and embedded in the post with the [ IMG] [ /IMG] tags (leave out the space after [ to work it properly) [/edit] Correct, I use imgur mostly because it works and doesn't ne...
by pyrolytic_tungsten
Wed Oct 15, 2014 10:50 pm
Forum: Technical Help
Topic: Will system requirements be lowered?
Replies: 8
Views: 11656

Re: Will system requirements be lowered?

I really like this game but my computer has trouble running it. Specs are 1,46ghz dual core T2310, 2gb ddr2 ram and Geforce 8400M GS. The Geforce 8400M GS lists as having at most 256MB of vram and that will likely cause problems unless low graphics mode is enabled. Factorio currently needs slightly...
by pyrolytic_tungsten
Wed Oct 15, 2014 10:09 pm
Forum: Show your Creations
Topic: Oops
Replies: 5
Views: 3855

Re: Oops

I've had worse but it is good to have some solid defenses to kill off the biters trailing behind. What? The map didn't update? :D Maps only update when you or a radar are in sight range or when a radar rescans a sector. It's not uncommon in my experience to get trails of non-updated biters on the ma...
by pyrolytic_tungsten
Wed Oct 15, 2014 9:42 pm
Forum: Balancing
Topic: Overproduction of sulfur
Replies: 18
Views: 21178

Re: Overproduction of sulfur

For comparison's sake 50 sulfur is equivalent to 15 half full pipes of petroleum gas (no modules). That doesn't sound unreasonable.
50 sulfur * 3/2 gas/sulfur * 1/5 pipe/gas = 15 half full pipes
by pyrolytic_tungsten
Wed Oct 15, 2014 9:26 pm
Forum: Gameplay Help
Topic: Tips, Designs, & Tricks
Replies: 210
Views: 261820

Re: Tips & Tricks

If you need to poke, you could tsk Tungsten for having Superfast inserters directly inserting into the Circuit assemblers since, with a stacking bonus, standard inserters almost keep up (at least until Assembler Level 7s replace the level 3s). That doesn't actually work for my setup even though I h...
by pyrolytic_tungsten
Tue Oct 14, 2014 10:51 pm
Forum: Gameplay Help
Topic: Tips, Designs, & Tricks
Replies: 210
Views: 261820

Re: Tips & Tricks

Personally, I always move to a 2nd belt if I find that I can't get enough through on a fully compacted fast belt. But since you're not doing direct insertion of copper wires (tsk tsk) I guess that's not an option without rebuilding the whole setup elsewhere. That's something to consider though, I a...
by pyrolytic_tungsten
Tue Oct 14, 2014 4:27 pm
Forum: Off topic
Topic: Count to 1,000,000
Replies: 462
Views: 166130

Re: Count to 100

28
The number of iron plates needed to build a rocket launcher and an iron chest to store rockets in.
by pyrolytic_tungsten
Tue Oct 14, 2014 2:15 pm
Forum: Off topic
Topic: Infinifactory by Zachtronics - 3D SpaceChem successor
Replies: 32
Views: 34833

Re: Infinifactory by Zachtronics - 3D SpaceChem successor

Spacechem? In 3D? It's already complicated enough in 2D :D 3D usually makes it easier to route stuff around. Just imagine if Factorio had multiple vertical levels for routing belts. That said, Spacechem has some seriously hard levels. If it really is like Spacechem in 3D as claimed on the official ...
by pyrolytic_tungsten
Tue Oct 14, 2014 11:38 am
Forum: Gameplay Help
Topic: Factory Boredom
Replies: 20
Views: 8838

Re: Factory Boredom

You only have 4 labs so research is going to be slow unless you build more. I think a good number to shoot for is 10 (I use 13). Unfortunately it doesn't look easy to expand with the way things are laid out. Always try and lay things out so it is easier to expand like how you can currently easily ad...
by pyrolytic_tungsten
Tue Oct 14, 2014 9:56 am
Forum: Implemented Suggestions
Topic: Increased scroll speed for map by zoom level
Replies: 8
Views: 3578

Re: Increased scroll speed for map by zoom level

I agree. Scroll speed should be some % of map screen size per second and not tiles per second. I use resource spawner overhaul so my operations are very spread out.
by pyrolytic_tungsten
Tue Oct 14, 2014 9:44 am
Forum: Ideas and Suggestions
Topic: Show general direction of alert on minimap and full map
Replies: 4
Views: 2865

Re: Show general direction of alert on minimap and full map

Sounds like a good idea but perhaps an arrow or triangle of the appropriate color ( red object destroyed, yellow turret attacking, etc) at the edge instead of an icon would be better to minimize confusion. Also off map alerts should be grouped up a bit so you don't get overlapping arrows.

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