Search found 116 matches
- Mon Nov 20, 2023 10:05 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 808
- Views: 144103
Re: Friday Facts #375 - Quality
It'll be interesting to see how quality interacts with productivity research. Might math out some hypotheticals later... I think it wouldn't change much, it's like putting quality modules in the machines, with the difference that you can have 4 quality modules There's a breakpoint where the margina...
- Mon Nov 20, 2023 9:40 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 808
- Views: 144103
Re: Friday Facts #375 - Quality
Your end goal, ultimately, will be making everything as Q5, anyway, so it's never going to be "worthless" I doubt this is a viable strategy. From my understanding, the way quality is designed, it's meant to be used only on a very limited part of the factory, where extreme optimisation is ...
- Sun Nov 19, 2023 11:45 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 808
- Views: 144103
Re: Friday Facts #375 - Quality
Don't produce them without a plan.Ranakastrasz wrote: βSun Nov 19, 2023 12:30 amWhat are you supposed to do with the occasional higher quality materials you can't match with others?
- Sat Nov 18, 2023 1:15 am
- Forum: Ideas and Suggestions
- Topic: [SA] Turret modes and defensive designs
- Replies: 2
- Views: 417
Re: Idea for factorio space expansion: Turret modes and defensive designs
Configureable firing arc and reaction speed research are things that I definitely found myself wanting in Space Exploration mod. We've yet to see what the new weapons are that they've been hinting at, though, so we'll have to hang on and see if this winds up being addressed.
- Fri Nov 17, 2023 11:20 pm
- Forum: News
- Topic: Friday Facts #385 - Asteroid Collector
- Replies: 57
- Views: 14571
Re: Friday Facts #385 - Asteroid Collector
Thank you for your creativity in explaining something while you have no idea. You should probably check a mirror before deploying snark of this magnitude. As I understand it, "chunk" in the context of the asteroid collector refers to tiny pieces of asteroids that have been broken down by ...
- Fri Nov 17, 2023 10:58 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 329
- Views: 51474
Re: Friday Facts #384 - Combinators 2.0
You don't get feedback if the signals are different for output and input. We're talking about boxes. They have "request all incoming signals" or "output all contents as signals" for modes. There is no configuration that allows those to look at the same network without feedback.
- Fri Nov 17, 2023 5:52 pm
- Forum: News
- Topic: Friday Facts #385 - Asteroid Collector
- Replies: 57
- Views: 14571
- Fri Nov 17, 2023 4:25 pm
- Forum: News
- Topic: Friday Facts #385 - Asteroid Collector
- Replies: 57
- Views: 14571
Re: Friday Facts #385 - Asteroid Collector
until now, you used word "chunk" as reserved for a squared section of map containing fixed amount of tiles. In recent FFF you use word chunk repeatedly for asteroids. This inconsistency is confusing especially when translators of game help or wiki comes to play. I would recommend use word...
- Thu Nov 16, 2023 5:20 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 329
- Views: 51474
Re: Friday Facts #384 - Combinators 2.0
It doesn't really matter if the box sends output on both wire colors, just don't wire the same color to anything else's input port. You can even read the output from the same wire color if you just filter away your signals that you sent in, or use the other wire color. Use different signal types fo...
- Wed Nov 15, 2023 11:38 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 808
- Views: 144103
Re: Friday Facts #375 - Quality
I haven't gotten a chance to crack it open yet, but are you using Markov chains for the math or some kind of expected value substitution?
- Wed Nov 15, 2023 8:56 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 329
- Views: 51474
Re: Friday Facts #384 - Combinators 2.0
As we speak about Combinators and constants... Sometime we need to know current value of game constants to tune factory better. The best example seems to be the stack inserter item limit. It increase with proper research and so we cannot hardcore it. Please add some ability to use current value of ...
- Wed Nov 15, 2023 8:31 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 329
- Views: 51474
Re: Friday Facts #384 - Combinators 2.0
Improving the combinators is great and all, but I still think they are not a good game mechanic. When you attempt to do anything a bit more complex, especially with recursive blueprints, it feels like trying to program in assembly. Just too tedious to even bother. It's not programming in assembly, ...
- Mon Nov 13, 2023 8:34 pm
- Forum: Ideas and Suggestions
- Topic: Inserters should support the "Anything" signal for stack size
- Replies: 11
- Views: 1032
Re: Inserters should support the "Anything" signal for stack size
Tbqh I'm not a fan of 'anything' on the output of deciders either. It's kinda hacky and unintuitive, and the new selector combinator should replace it.
- Sat Nov 11, 2023 6:30 pm
- Forum: Ideas and Suggestions
- Topic: Inserters should support the "Anything" signal for stack size
- Replies: 11
- Views: 1032
Re: Inserters should support the "Anything" signal for stack size
I'm going to strongly disagree on this one. Using 'anything' for stack size is too ambiguous. The reason 'anything' works for enable/disable is that it's a boolean check: it checks each signal and does one big OR on the results. Stack size cares about the value of the signal and wouldn't work for 'a...
- Wed Nov 08, 2023 10:02 pm
- Forum: News
- Topic: Friday Facts #382 - Logistic groups
- Replies: 230
- Views: 39225
- Tue Nov 07, 2023 9:42 am
- Forum: News
- Topic: Friday Facts #383 - Super force building
- Replies: 173
- Views: 32492
Re: Friday Facts #383 - Super force building
Because you frequently paste things to interact with other buildings while wanting to get rid of trees, rocks, and cliffs that don't interact with those buildings?
- Mon Nov 06, 2023 8:50 am
- Forum: Ideas and Suggestions
- Topic: Create logistic group from blueprint
- Replies: 8
- Views: 1071
Re: Create logistic group from blueprint
This would accomplish that as buffers and requesters are getting access to the logistics groups feature.Illiander42 wrote: βMon Nov 06, 2023 8:43 amIf we're adding in blueprint interactions, could we also get blueprints able to use their item list to set combinators and requester/buffer chests?
- Mon Nov 06, 2023 8:47 am
- Forum: News
- Topic: Friday Facts #383 - Super force building
- Replies: 173
- Views: 32492
Re: Friday Facts #383 - Super force building
The FFF is showing the removal of landfill from water, not the creation of water.Unknow0059 wrote: βMon Nov 06, 2023 8:42 amI don't need to "super force" the ground into water so that I can place pipes anywhere I want.
Having to place pumps in lakes I don't control is one of the few believable things about Factorio's world.
- Mon Nov 06, 2023 8:46 am
- Forum: News
- Topic: Friday Facts #383 - Super force building
- Replies: 173
- Views: 32492
Re: Friday Facts #383 - Super force building
2) Mining landfill using roboport bots can potentially lead to a "Player Stuck" scenario in fringe cases (e.g. a biter attack destroys the box of newly mined landfill, and there's not automated landfill production). Given remote view and all that, it shouldn't be an issue in normal circum...
- Mon Nov 06, 2023 4:33 am
- Forum: News
- Topic: Friday Facts #382 - Logistic groups
- Replies: 230
- Views: 39225
Re: Friday Facts #382 - Logistic groups
Long I think you could do that very cleanly by having the interaction be with blueprints, no special selector required. Something like clicking on a logistics group with blueprint in hand adds its contents to the group, or an option to create a group from a blueprint. That would definitely work, al...