Search found 96 matches

by FunMaker
Fri Aug 16, 2024 2:33 pm
Forum: News
Topic: Friday Facts #424 - Gleba Pentapod Enemies
Replies: 204
Views: 28568

Re: Friday Facts #424 - Gleba Pentapod Enemies

The first thing while reading the pollution part:

I would try to put all production to gleba, because pollution is not of a concern here - am i missing something?
by FunMaker
Fri Jun 21, 2024 12:08 pm
Forum: News
Topic: Friday Facts #416 - Fluids 2.0
Replies: 460
Views: 62704

Re: Friday Facts #416 - Fluids 2.0

Completely destroys barrelling as well Barrelling was dead since its introduction, and all the "fun" in long distance pipelines was simply plopping down 2 undergroud pipes and a pump until you reach whatever you need to reach, with horrible bends and wiring. Nothing changes for the long p...
by FunMaker
Sun May 05, 2024 1:19 pm
Forum: News
Topic: Friday Facts #409 - Diminishing beacons
Replies: 180
Views: 31852

Re: Friday Facts #409 - Diminishing beacons

For me the change does nothing for the better. Min-Maxed Builds will not be changed at all. We all know, that if there is a perfect or good layout, many will use it. No change in gameplay will change that there will be one build to rule them all. If they changed the mechanics in a way, that there ar...
by FunMaker
Fri Apr 12, 2024 2:45 pm
Forum: News
Topic: Friday Facts #406 - Space Age Music
Replies: 153
Views: 28825

Re: Friday Facts #406 - Space Age Music

In my opinion the 2 missing planets are: Aquilo Glieba Excerpted from the screenshot list recording schedule. Aquilo matches with the expectation of a water planet... Was just going to comment on this same thing. Might be Gieba? Gieba might be right. It's hard to see ;) And i am certain, that this ...
by FunMaker
Fri Apr 12, 2024 2:23 pm
Forum: News
Topic: Friday Facts #406 - Space Age Music
Replies: 153
Views: 28825

Re: Friday Facts #406 - Space Age Music

In my opinion the 2 missing planets are:
  • Aquilo
  • Glieba
Excerpted from the screenshot list recording schedule. Aquilo matches with the expectation of a water planet...
by FunMaker
Mon Apr 01, 2024 2:00 pm
Forum: General discussion
Topic: Suggestion to Increase Sales and Combat Piracy in Brazilian Territory
Replies: 8
Views: 1397

Re: Suggestion to Increase Sales and Combat Piracy in Brazilian Territory

I don't know the implications but this video looks like a good example for going down this route: Pirate Software Brazil
by FunMaker
Sat Mar 30, 2024 3:51 pm
Forum: News
Topic: Friday Facts #404 - Frustration not found
Replies: 112
Views: 21428

Re: Friday Facts #404 - Frustration not found

For me the Spidertron control change is a huge lift up. In the current game state i never use spidertron because only using one spidertron remotely seems underwhelming in huge combat scenarios and the build power of one spidertron is not enough for me. The option to let spidertron follow each other ...
by FunMaker
Fri Mar 22, 2024 4:10 pm
Forum: Implemented in 2.0
Topic: Fluid Mechanics Still Broken, 6 Years Later?
Replies: 84
Views: 11755

Re: Fluid Mechanics Still Broken, 6 Years Later?

Those are all distribution problems with demand exceeding supply, produce as much as you need and you have no issues. This is the same answer as it was 6+ years ago. It's such an incredibly simple solution - I have no idea why people insist on making fluid splitters when the root issue is "You...
by FunMaker
Sun Mar 17, 2024 12:45 am
Forum: Implemented in 2.0
Topic: Fluid Mechanics Still Broken, 6 Years Later?
Replies: 84
Views: 11755

Re: Fluid Mechanics Still Broken, 6 Years Later?

I am personally okay with the fluid flow mechanism. I know that this is hard stuff to handle easily. My main problem is, that for long ranges with effective pump speed you have to place a pump every underground pipe. This is even harder to handle on full conversions mods like Angelbob and it is anno...
by FunMaker
Wed Feb 28, 2024 4:53 pm
Forum: Ideas and Suggestions
Topic: Train scheduling 2.0
Replies: 6
Views: 869

Re: Train scheduling 2.0

I like your ideas to handle multiple types of cargo at the same station. But for me this is not a real solution to the problem. These are nice ideas of bending the game to have it doing what you want - but it looks weird from my expectations. I am all for a tagging system or something that makes it ...
by FunMaker
Thu Feb 15, 2024 11:16 pm
Forum: General discussion
Topic: Factorio 2.0 Setting Recipes of Fluid processing entities
Replies: 0
Views: 563

Factorio 2.0 Setting Recipes of Fluid processing entities

I currently play a game with AngelBob and https://mods.factorio.com/mod/crafting_combinator . It's nice gameplay and i know, that many prefer building ratio perfect production lines, but i got used to building only one site of a processing entity, hooking up everything with some logic, so that alle ...
by FunMaker
Fri Jan 26, 2024 3:13 pm
Forum: News
Topic: Friday Facts #395 - Generic interrupts and Train stop priority
Replies: 138
Views: 24701

Re: Friday Facts #395 - Generic interrupts and Train stop priority

Looks great! Loving this one. What i do not like, is, that the naming of train stations is bound to the product. In my games (with LTN) i name the stations after that, that is produced there and not which item drops there. This way i know where i have to go where a problem is. If error message state...
by FunMaker
Sun Dec 17, 2023 11:52 am
Forum: News
Topic: Friday Facts #389 - Train control improvements
Replies: 151
Views: 33324

Re: Friday Facts #389 - Train control improvements

I really lile the idea to handle trains in a genericallier way and like the implemented way. But i miss something very essential for me what LTN brings to the place: Provider and Requester capabilities with multiple item types - i don't see how this is possible with this solution. Did i miss somethi...
by FunMaker
Fri Nov 10, 2023 12:09 pm
Forum: News
Topic: Friday Facts #384 - Combinators 2.0
Replies: 331
Views: 63253

Re: Friday Facts #384 - Combinators 2.0

Nice one! Loving it.
by FunMaker
Fri Oct 13, 2023 6:30 pm
Forum: News
Topic: Friday Facts #380 - Remote view
Replies: 183
Views: 39769

Re: Friday Facts #380 - Remote view

I like, that far reach is not needed anymore. But i am afraid, that the full-remote-support will change the feeling in a way i might not like. It produces emotions, that i have to walk 2 minutes to a place where i built up something a few moments ago to correct something. The identification with the...
by FunMaker
Mon Oct 02, 2023 6:03 pm
Forum: News
Topic: Friday Facts #378 - Trains on another level
Replies: 339
Views: 98608

Re: Friday Facts #378 - Trains on another level

I am curios: Many said, that congestion is not a problem. I am used to the path finder and train mechanics of openttd and i had man factorio games that i had to abandon because of trains stopping at crossings. The last game i played, i used a giant loop system, so that crossings because of 2 way dri...
by FunMaker
Sat Sep 16, 2023 2:38 pm
Forum: News
Topic: Friday Facts #376 - Research and Technology
Replies: 367
Views: 75576

Re: Friday Facts #376 - Research and Technology

I am okay with quality. I like the loopbacks it creates(like some mod recipes). I am a little bit afraid of inventory clutter it may create. But I am worried about the triggered technologies. I know, it is a way to reduce technology creep with the expansion. Researching to a point where i am good to...
by FunMaker
Fri Aug 25, 2023 4:54 pm
Forum: News
Topic: Friday Facts #373 - Factorio: Space Age
Replies: 269
Views: 88054

Re: Friday Facts #373 - Factorio: Space Age

I'm looking forward to fridays ;) i missed FF so much!
by FunMaker
Thu Jun 01, 2023 11:55 am
Forum: General discussion
Topic: Large/huge pages support on windows
Replies: 7
Views: 2722

Re: Large/huge pages support on windows

I like your efford to increase performance. The performance gain looks huge - noticing there were no changes to factorio itself. Imho the development on the os side lost the focus on performance. To me it is in fact a long known rumour that memory managment on windows is garbage.
by FunMaker
Wed Jan 04, 2023 2:59 pm
Forum: General discussion
Topic: Entities consuming/producing fluid never go to sleep
Replies: 19
Views: 5924

Re: Entities consuming/producing fluid never go to sleep

Well, i don't know how the fluid system is currently implemented. But i think there is some threshold implemented to negate wavebuilding in pipes and mechanisms to reduce reflections on ends. So in my opinion if no fluid is put into the system and none goes out, this system will at some point go int...

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