Search found 693 matches
- Wed May 15, 2024 11:47 am
- Forum: General discussion
- Topic: It is pointless to increase the difficulty of the game
- Replies: 22
- Views: 1162
Re: It is pointless to increase the difficulty of the game
I think some others also benefit players as a slightly different sort of guidance, that is even more useful. For example, I found "Lazy bastard" solidified the early game recipes in my mind and of course encouraged solving the problems to achieve full (and early) automation; "Getting...
- Wed May 15, 2024 11:00 am
- Forum: Technical Help
- Topic: Help wanted
- Replies: 4
- Views: 163
Re: Help wanted
In case you're interested in how Factorio finds its saves and mods: - there is a config-path.cfg in ..\..\factorio.exe (2 directories up from factorio.exe) that defines the general config location for that exe - see the comment in that file and observe the differences between the Steam- or exe-insta...
- Tue May 14, 2024 12:48 pm
- Forum: General discussion
- Topic: It is pointless to increase the difficulty of the game
- Replies: 22
- Views: 1162
Re: It is pointless to increase the difficulty of the game
It all depends on the concept that the game developers choose. In the end, achievements are only selling points. They don't add content, they don't add gameplay value, they just document "player did <this>". Today, games seem to struggle to tell the gamers about all the available content ...
- Sun May 12, 2024 12:49 pm
- Forum: General discussion
- Topic: It is pointless to increase the difficulty of the game
- Replies: 22
- Views: 1162
Re: It is pointless to increase the difficulty of the game
And it is very depressing that hardcore achievements are not encouraged. It demotivates to make adventures. Speak only for yourself. For me, hardcore achievements are depressing, because they are only reachable if I force myself to play in a way I don't like, and I don't like forced gameplay. There...
- Fri May 10, 2024 1:22 pm
- Forum: General discussion
- Topic: Railway stations – Hell for a perfectionist
- Replies: 17
- Views: 1148
Re: Railway stations – Hell for a perfectionist
I don't understand how you align the wagons? After all, the game itself determines the places for the construction of stations. It has pointed out that's all due to the 2 tile snapping grid for rails, and the 7 tile spacing for the 6 tile wagon plus 1 tile space between wagons, so every other tile ...
- Fri May 10, 2024 12:35 pm
- Forum: Modding help
- Topic: Can someone please count brackets for me? I'm serious.
- Replies: 10
- Views: 417
Re: Can someone please count brackets for me? I'm serious.
Why is this the hardest part of debugging. Using an editor such as Vscode with integrated and immediate syntax and type check from the first word you write in a new source file avoids much hassle. These editors appear as overkill for just a small project, but they are not. They take away all this t...
- Thu May 09, 2024 9:09 pm
- Forum: General discussion
- Topic: Space Age, Quality (and a little bit of elevated Rails) FAQ
- Replies: 6
- Views: 489
Re: Space Age, Quality (and a little bit of elevated Rails)
What I was pointing at in my op is that FFF were, are and will continue to be an awesome tool. I agree, however they are just blog posts other games also use as marketing tool. They tell gamers there is something new upcoming and how it will look like. Invite players. Raise interest in new players,...
- Thu May 09, 2024 6:59 pm
- Forum: General discussion
- Topic: Space Age, Quality (and a little bit of elevated Rails) FAQ
- Replies: 6
- Views: 489
Re: Space Age, Quality (and a little bit of elevated Rails)
I try to not think too much about how 2.0 will work out in the end. I might be disappointed if I thought some thing would be this way but it turns out to be that way. The fff show the feature in general, but some implementation detail might change between fff and release due to testing feedback. Or ...
- Wed May 08, 2024 5:27 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Code-Convention for circuit networks
- Replies: 13
- Views: 1546
Re: Code-Convention for circuit networks
It's good to be clear about how you will set up circuits and create some kind of formal language for this. However, I don't feel such a convention or language will get widespread use. It's about communication. You propose people use this convention if they talk about their circuits. But people will ...
- Sun May 05, 2024 5:04 pm
- Forum: General discussion
- Topic: Most SPM vanila downloadable megabase
- Replies: 1
- Views: 266
Re: Most SPM vanila downloadable megabase
That's difficult to answer, because, well, how vanilla do you want it? How cheated do you want it? Do you want an artificial base created in the map editor with all cheats available from within the map editor? What is allowed to come from infinity chests and what do you want to be created from smelt...
- Sun May 05, 2024 12:35 pm
- Forum: Ideas and Suggestions
- Topic: A convenient turn
- Replies: 10
- Views: 559
Re: A convenient turn
With the keyboard configuration of Factorio, in combination with the configuration software that probably comes with your mouse, you can configure any key on your keyboard and your mouse with any function within Factorio. A generic mouse known by Windows has 5 or 7 keys: 1 - left click 2 - right cli...
- Fri May 03, 2024 11:59 am
- Forum: News
- Topic: Friday Facts #409 - Diminishing beacons
- Replies: 170
- Views: 21016
Re: Friday Facts #409 - Diminishing beacons
I never read more excitement about a new feature than from this fff. The new dynamic solution seems to allow much more flexibility if you don't absolutely need a maximized production line. You are not a complete slave to the layout any more beacons force upon you to get the what you need. With all t...
- Thu May 02, 2024 7:01 pm
- Forum: Off topic
- Topic: Techtonica makes me depressed. Factorio could be real 3D
- Replies: 23
- Views: 2345
Re: Techtonica makes me depressed. Factorio could be real 3D
[...] many 3D games make me suffer from motion sickness. About 2/3 of all the modern 3D games make me sick and I have to abandon them. [...] Simple curiosity question: are these mainly 1st/3rd person perspective games that give you the motion sickness? How are top-down or other non-character bound ...
- Thu May 02, 2024 5:43 pm
- Forum: Off topic
- Topic: Techtonica makes me depressed. Factorio could be real 3D
- Replies: 23
- Views: 2345
Re: Techtonica makes me depressed. Factorio could be real 3D
I like the 2D presentation of Factorio very much, because many 3D games make me suffer from motion sickness. About 2/3 of all the modern 3D games make me sick and I have to abandon them. Don't laugh about this, it's definitely not a funny thing. It's as funny and enjoyable as pimples on your butt. I...
- Tue Apr 30, 2024 8:13 am
- Forum: Ideas and Requests For Mods
- Topic: Mod that can help find cpu bottlenecks
- Replies: 7
- Views: 437
Re: Mod that can help find cpu bottlenecks
My answer was a generic one, not directed as answer to your stats image, because it's not clear if this was taken while the game is paused or if you just always display the grid. Usually, it's only visible if the game is paused. In paused mode, ups is going up and entities are not updated, so stats ...
- Mon Apr 29, 2024 12:07 pm
- Forum: Ideas and Requests For Mods
- Topic: Mod that can help find cpu bottlenecks
- Replies: 7
- Views: 437
Re: Mod that can help find cpu bottlenecks
In general, there is usually not one single part of a factory that is exceptionally bad for ups. Everything is somewhat equally responsible for system load. The more items are present in general, the more drain on ups. If you look into the global debug statistics for item update time, you see a some...
- Mon Apr 29, 2024 10:52 am
- Forum: General discussion
- Topic: Fluid Mechanics Still Broken, 6 Years Later?
- Replies: 73
- Views: 6050
Re: Fluid Mechanics Still Broken, 6 Years Later?
A problem (better: challenge) was presented and I will present the solution that works 100% fine with the current fluid mechanics: Screenshot 2024-04-29 123813.png Please notice: all assembling machines are continuously working at their full speed, so the minimum amount of assembling machines are us...
- Sun Apr 28, 2024 1:40 pm
- Forum: Gameplay Help
- Topic: Train blueprints
- Replies: 10
- Views: 771
Re: Train blueprints
Very nice example... if you know what you are doing it seems to simple... This is the result of practice and probably too many hours playing the game. I reproduced what I am using on a daily basis, but the decisions I singlehandely made for the video (positioning, spacing, rotating etc.) are the re...
- Sun Apr 28, 2024 12:35 pm
- Forum: Gameplay Help
- Topic: Train blueprints
- Replies: 10
- Views: 771
Re: Train blueprints
I created a little (silent) video how creating a 2 track blueprint series could be approached and be made to match each other. I created the 2 most simple parts from scratch: a straight line and a 90° curve, in map editor. Anchor and defining size is the maximum distance of the large power pole we u...
- Sat Apr 27, 2024 5:25 pm
- Forum: Bug Reports
- Topic: [1.1.107] Blueprint library cloud sync gets deleted on fresh factorio install
- Replies: 8
- Views: 1226
Re: [1.1.107] Blueprint library cloud sync gets deleted on fresh factorio install
May be a possible workaround to implement is if the player activates cloud sync, the game asks if the player wants to use the current local file(s) to sync or the cloud stored file(s) to sync. It could warn the player that if he chooses the local files, the cloud will be overwritten, and if he choos...