Search found 83 matches

by Jarin
Tue Jan 09, 2018 8:26 am
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 349804

Re: Friday Facts #224 - Bots versus belts

Developer #1: We need to figure out bot / belt balance. Developer #2: We should ask the community what they think. Developer #1: No. When we ask opinions we get hundreds of answers and end up with a worse situation than we started with. Developer #2: Yeah. The community only really hashes things ou...
by Jarin
Fri Dec 01, 2017 10:43 pm
Forum: News
Topic: Friday Facts #219 - Cliffs
Replies: 191
Views: 86261

Re: Friday Facts #219 - Cliffs

It's a shame you couldn't properly link the cliffs to elevation, but we can't have everything I guess. Still, that looks like it'll do wonders for making the terrain more interesting.
by Jarin
Thu Nov 02, 2017 10:51 pm
Forum: News
Topic: Friday Facts #214 - Concrete rendering
Replies: 129
Views: 67318

Re: Friday Facts #214 - Concrete rendering

I would suggest to use the new concrete graphics as bricks. New bricks graphics as cobblestone (smaller bonus but made from stone, not bricks). And make a proper "flat featureless industrial grey" concrete with sharp (not blurred!) hazard painting. I like this idea. +1 +1 Is it just me, o...
by Jarin
Fri Oct 27, 2017 11:09 pm
Forum: News
Topic: Friday Facts #214 - Concrete rendering
Replies: 129
Views: 67318

Re: Friday Facts #214 - Concrete rendering

That last example picture in the FF article is amazing . I can understand what people are saying about the new blocky texture, and for a proper "concrete" look, it could be a little more... flat? Still, those transitions look great, and I can't wait to play with better aesthetics for my ba...
by Jarin
Mon Jun 26, 2017 7:40 pm
Forum: Gameplay Help
Topic: Single rail train network
Replies: 51
Views: 20867

Re: Single rail train network

Rule of thumb for train networks in factorio: Use block signals only at entrances to blocks safe for trains to wait and chain signals everywhere else. Adhering to that rule i see no way a single track setup would ever deadlock. Throughput will be terrible though. Thank you for the advice. That's wh...
by Jarin
Fri Jun 23, 2017 6:14 pm
Forum: Gameplay Help
Topic: Single rail train network
Replies: 51
Views: 20867

Single rail train network

So I've been looking through rail network tutorials, and have a pretty solid grasp on the basics, but every guide and discussion seems to work on the assumption that you have one rail going each direction, requiring two full tracks to any destination. I'm trying to make a fully operational train net...
by Jarin
Thu May 18, 2017 12:37 am
Forum: Show your Creations
Topic: Kovarex enrichment loop
Replies: 17
Views: 14796

Re: Kovarex enrichment loop

Anyone figured out a way around needing a buffer of 80 units u238 per centrifuge, since it always tries to grab double the recipe amount? I guess you mean U235. Yes. Here is a good one. Even without combinators. https://forums.factorio.com/viewtopic.php?f=202&t=45871#p274367 For explanation loo...
by Jarin
Wed May 17, 2017 9:14 pm
Forum: Show your Creations
Topic: Kovarex enrichment loop
Replies: 17
Views: 14796

Re: Kovarex enrichment loop

Anyone figured out a way around needing a buffer of 80 units u238 per centrifuge, since it always tries to grab double the recipe amount?
by Jarin
Tue May 16, 2017 6:37 am
Forum: News
Topic: Friday Facts #190 - The quiet days
Replies: 68
Views: 37526

Re: Friday Facts #190 - The quiet days

js1 wrote:although personally, I am determined to reach the achievements myself regardless if they are already awarded or not.
Thankfully, in-game achievements are tracked separately from steam (and, I think, per-gameworld), so you can still earn them legitimately.
by Jarin
Thu May 11, 2017 7:48 pm
Forum: Mods
Topic: [.13-1.1.81] Aircraft (1.8.6)
Replies: 185
Views: 125970

Re: [0.13|0.14.23|0.15.6] Aircraft (1.3.3)

When I fire a missile from the gunship, it puts both missile launcher and machine gun on cooldown for 2-3 minutes.
by Jarin
Wed May 10, 2017 11:32 pm
Forum: Balancing
Topic: fast underground belt to cheap?
Replies: 15
Views: 5961

Re: fast underground belt to cheap?

I'll reiterate my idea from another thread. 1. Keep underground belts 5 tiles long and calculate their price accordingly. 2. Allow red underground belts to go double the distance (up to 9 tiles) but consume 2 pairs of underground belts if distance exceeds 5 tiles. 3. Allow blue underground belts to...
by Jarin
Wed May 10, 2017 11:23 pm
Forum: Balancing
Topic: Tank rebalancing
Replies: 6
Views: 2861

Re: Tank rebalancing

Also, construction bots are a lot cheaper than destroyer drones, so losing a few is hardly the end of the world. Tank with uranium bullets and some proper bullet upgrades (not even counting space tech upgrades) and two roboports in your armor is basically unstoppable. And like someone else said, no ...
by Jarin
Wed May 10, 2017 11:17 pm
Forum: Balancing
Topic: Robot speed upgrades and recharge distance
Replies: 13
Views: 8752

Re: Robot speed upgrades and recharge distance

And maybe a roboport upgrade tech that lets it charge more than 4 bots + charge faster.
by Jarin
Wed May 10, 2017 11:16 pm
Forum: Balancing
Topic: Barrels hold too much liquid.
Replies: 37
Views: 12834

Re: Barrels hold too much liquid.

I'd rather go the other way. Barrels seem to be in a decent spot right now; but pipes could use some help. It's one of those "lost" techs like mining, where there's one variant that you use from the start of the game until the end. Only even worse, since at least there's two types of minin...
by Jarin
Wed May 10, 2017 11:00 pm
Forum: Balancing
Topic: Logistics net: Less research needed
Replies: 73
Views: 26248

Re: Logistics net: Less research needed

Taking off the yellow pack requirement seems the most balanced to me. It's still pushed higher (which is fine, a progression between personal logistics and bot-running your whole factory is good), but doesn't nonsensically jump two whole tiers ahead of all the related techs.
by Jarin
Mon May 08, 2017 9:39 pm
Forum: General discussion
Topic: Factorio for IOS fake ?
Replies: 11
Views: 10637

Re: Factorio for IOS fake ?

I sent a message to support, but the devs may need to dispute the claims directly.

https://www.apple.com/legal/internet-se ... /#?lang=en
by Jarin
Sat May 06, 2017 4:25 am
Forum: News
Topic: Friday Facts #189 - Specifying the 1.0
Replies: 169
Views: 74755

Re: Friday Facts #189 - Specifying the 1.0

What happened to dirty mining? D: That's the one single feature I've wanted since the first few times I've played Factorio! Same. Problem with devs stating that "mining productivity research seems to be solving the problem" is that despite all the tech you can get, your mining procedures ...
by Jarin
Fri May 05, 2017 10:54 pm
Forum: News
Topic: Friday Facts #189 - Specifying the 1.0
Replies: 169
Views: 74755

Re: Friday Facts #189 - Specifying the 1.0

Can we please please *please* have the ability to drive straight down a road without having to install a mod?
by Jarin
Thu May 04, 2017 6:42 pm
Forum: Mods
Topic: [MOD 0.16] Vehicle Wagon 1.2.5
Replies: 100
Views: 50424

Re: [MOD 0.14] Vehicle Wagon 1.0.6

Any idea if/when you'll be releasing an 0.15 version? Or is this a "wait for stable release" situation?
by Jarin
Wed May 03, 2017 10:26 pm
Forum: General discussion
Topic: Fluids, Pipes and Pumps
Replies: 13
Views: 63453

Re: Fluids, Pipes and Pumps

So I'm having a bit of trouble following here. What's the best bet now for moving fluid over distance? In my case, I'm running short trying to feed these new heat exchangers, if not right next to the water.

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