Search found 293 matches

by vedrit
Thu Jan 17, 2019 4:46 pm
Forum: General discussion
Topic: feedback: train signals are hard
Replies: 30
Views: 12652

Re: feedback: train signals are hard

I started my rail system with a circular rail-path, so no traffic-head-ons, so more throughput even if it means for some train to make the longer path. This. It's very easy to setup a circular path. Just make sure you add the stations in the right order And on the correct side of the rail. I've mad...
by vedrit
Tue Jan 08, 2019 2:10 am
Forum: Ideas and Suggestions
Topic: Recipe tree UI
Replies: 19
Views: 11467

Re: ADD TO ROADMAP: Recipe tree GUI improvements

It would be neat, sure, but I like spreadsheets and no one can take that away from me!
by vedrit
Tue Jan 01, 2019 10:49 pm
Forum: General discussion
Topic: The Problem With Pickaxes - Digging Out Factorio's Core
Replies: 100
Views: 35890

Re: The Problem With Pickaxes - Digging Out Factorio's Core

2. FFF#266 basically overturned the mod API in other ways too, and this is not such a good deal for Wube if they're saving themselves just a few hours by removing things from the game to waste hundreds of mod developer hours to put them back in for players who want to keep them. It is more economic...
by vedrit
Tue Jan 01, 2019 9:38 pm
Forum: General discussion
Topic: The Problem With Pickaxes - Digging Out Factorio's Core
Replies: 100
Views: 35890

Re: The Problem With Pickaxes - Digging Out Factorio's Core

*snip* +1, so many +1 I consider my Factorio game decently modded, but none of them touch mining. Why? Because the vanilla game is fine as it is in that regard. I don't need super massive insane mining platforms that will dig up 100 ore/second in a 12x12 area, especially not with the infinite produ...
by vedrit
Fri Nov 30, 2018 9:49 pm
Forum: News
Topic: Friday Facts #271 - Fluid optimisations & GUI Style inspector
Replies: 122
Views: 51144

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

So, how do fluid tanks figure in? A lot of people complain that they're inefficient UPS-wise. Do they count as a separate entity, like an assembly machine or miner? Do they split pipe segments?
by vedrit
Fri Jul 27, 2018 9:51 pm
Forum: News
Topic: Friday Facts #253 - Fans & Fun
Replies: 74
Views: 32647

Re: Friday Facts #253 - Fans & Fun

So with new walls, turrets are just begging to be put on top of the walls as a strong foundation for them. Ohhh yeah, just like Warzone 2100! https://media.moddb.com/images/games/1/1/275/wz_fort.JPG One of the most amazing games I have ever played! I could see each of the turret types taking some c...
by vedrit
Fri Jun 29, 2018 8:27 pm
Forum: News
Topic: Friday Facts #249 - Dead end exploration
Replies: 206
Views: 71133

Re: Friday Facts #249 - Dead end exploration

This looks nice and all, but it has its own collection of problems. There are two kind of blueprint items now: blueprints that are only in the inventory and blueprints are also linked. 1) What happens when you put your linked blueprint into a chest, is it still linked? 2) What happens when your lin...
by vedrit
Fri Jun 29, 2018 7:26 pm
Forum: Spread the Word
Topic: Dad-Torio
Replies: 10
Views: 6945

Re: Dad-Torio

Haha, this is awesome. Good on your dad for trying to overcome problems on his own!
by vedrit
Thu Jun 07, 2018 7:26 pm
Forum: Mods
Topic: [MOD 1.0] Alien walls [0.9.5]
Replies: 103
Views: 65477

Re: [MOD 0.16.x] Alien walls [0.7.0]

See, not the way I play. With Rampant & Natural Evolution and the settings I've got, it seems like a group will chew through a Tier 4 1000HP wall pretty quickly if I don't kill them fast enough. Of course, the way I add mods is a bit of an arms race... "I think I'll try some tougher enemie...
by vedrit
Thu Jun 07, 2018 5:21 pm
Forum: Mods
Topic: [MOD 1.0] Alien walls [0.9.5]
Replies: 103
Views: 65477

Re: [MOD 0.16.x] Alien walls [0.7.0]

You and others may also be interested in my " artifacts " branch on my Github repo, it has the version I've been playing with that uses Natural Evolution / Bob's enemies artifacts instead of biomass in the Alien Bioconstruct recipe. I had to remove the NE dependency yet it worked just fin...
by vedrit
Wed Jun 06, 2018 9:29 pm
Forum: Mods
Topic: [MOD 1.0] Alien walls [0.9.5]
Replies: 103
Views: 65477

Re: [MOD 0.16.x] Alien walls [0.7.0]

Not entirely sure why you felt the need to rename the entities 'hybrid-wall' to 'hybridWall', but I went with it, and updated the item and recipe names to match, and added them to the migrations script. I'm pretty sure I was using at least some of the changes from the repo, since there were tiered ...
by vedrit
Tue Jun 05, 2018 10:44 pm
Forum: General discussion
Topic: Reading Power capacity and demand
Replies: 57
Views: 26413

Re: Reading Power capacity and demand

It looks good, but what about when requested power exceeds installed production? That's also the biggest issue I have against a fixed bar; if you have something exceeding whatever you have fixed at the end of the bar, then what? The "installed production" element isn't fixed to the end, i...
by vedrit
Tue Jun 05, 2018 8:56 pm
Forum: General discussion
Topic: Reading Power capacity and demand
Replies: 57
Views: 26413

Re: Reading Power capacity and demand

Except that those fake reserves are exactly what you use to cover spikes or nights by using steam tanks. That is not an argument in favor of the current Electric network info tab... You're talking from a seasoned player perspective who has mathed out his power production and looks at this page mayb...
by vedrit
Sun Jun 03, 2018 5:33 am
Forum: Mods
Topic: [MOD 1.0] Alien walls [0.9.5]
Replies: 103
Views: 65477

Re: [MOD 0.16.x] Alien walls [0.7.0]

I've actually been wanting to remove the ore and instead have biomass drop from biters/spitters. It makes more sense that way.
by vedrit
Sun Jun 03, 2018 12:57 am
Forum: Mods
Topic: [MOD 1.0] Alien walls [0.9.5]
Replies: 103
Views: 65477

Re: [MOD 0.16.x] Alien walls [0.7.0]

Ah jeeze, didn't realize that my working directory wasn't the repo directory...
Anyway, I've fixed that, as well as an error when placing the walls/gates.
by vedrit
Fri Jun 01, 2018 8:12 pm
Forum: News
Topic: Friday Facts #245 - Campaign concept
Replies: 167
Views: 61428

Re: Friday Facts #245 - Campaign concept

I'm glad they're making the science pack unlocks clearer in the tech tree. Just last night I was looking for the blue pack unlock. It was not where I thought it was.
by vedrit
Thu May 31, 2018 8:44 pm
Forum: Balancing
Topic: How to fix module balance
Replies: 78
Views: 22519

Re: How to fix module balance

In fact I'm going to dig a bit deeper on this one. During development of the game, they made solar panels too powerful. But rather than nerf panels, they gave us modules to soak up all that excess power we didn't know what to do with. But then players quickly figured out how to abuse speed and prod...
by vedrit
Wed May 30, 2018 6:28 pm
Forum: Mods
Topic: crash with induction plates
Replies: 1
Views: 885

Re: crash with induction plates

Looks like an issue with the Induction Charging mod you're running. I'd suggest checking with them if 1) it's a known issue and 2) if they already have a fix for it.
by vedrit
Tue May 29, 2018 9:15 pm
Forum: General discussion
Topic: Reading Power capacity and demand
Replies: 57
Views: 26413

Re: Reading Power capacity and demand

I did a quick mockup of what I think could be a potential solution that is (hopefully) more intuitive, I took a bit of inspiration from Frostpunk: Electric Network.png The bar would be normed to the currently highest absolute value. Peak production would be the maximum power output of Steam engines...
by vedrit
Tue May 29, 2018 9:09 pm
Forum: Gameplay Help
Topic: Major Electricity Problem
Replies: 17
Views: 10334

Re: Major Electricity Problem

There's a fair bit of discussion about this very problem.
Suffice it to say, that you have an abundance of power production. So much so, that you're only consuming about 1/4 of what you can produce.
If you do actually run out of power, the top bar will be yellow or red.

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