Search found 14 matches

by Niyu.Cuatro
Tue Jun 11, 2024 8:17 am
Forum: News
Topic: Friday Facts #414 - Spoils of Agriculture
Replies: 342
Views: 26352

Re: Friday Facts #414 - Spoils of Agriculture

For the last bit, I think the way it will work is, every time an item is processed further, the spoilage will slow down. THey said a few minutes to a few hours. Probably the start of your line will rot extremely fast. After being processed into a secondary product, they'll maybe take 15 minutes to ...
by Niyu.Cuatro
Mon Jun 10, 2024 8:38 am
Forum: News
Topic: Friday Facts #414 - Spoils of Agriculture
Replies: 342
Views: 26352

Re: Friday Facts #414 - Spoils of Agriculture

Another important thing on this whole spoilage "debate" and how it relates to optimizing. What Spoilage do is not remove optimizing, what it does is change the optimization target. In vanilla, you usually optimize for troughput. With spoilage you optimize for travel time, wich means you mi...
by Niyu.Cuatro
Fri Jun 07, 2024 2:12 pm
Forum: News
Topic: Friday Facts #414 - Spoils of Agriculture
Replies: 342
Views: 26352

Re: Friday Facts #414 - Spoils of Agriculture

One thing i haven't seen mentioned. Given how diferent items will have different spoiling times. I'm pretty sure the spoiling time for the science packs is long enough for them to survive space travel and be used in another planet.
by Niyu.Cuatro
Fri Jun 07, 2024 12:46 pm
Forum: News
Topic: Friday Facts #414 - Spoils of Agriculture
Replies: 342
Views: 26352

Re: Friday Facts #414 - Spoils of Agriculture

More thoughts about this. I've seen seeds don't spoil. So that what you would want to stockpile for starting setups after desiging and building them. And another UI thought. When placing down the Agricultural Tower, it would be nice to have some ui element showing the area of effect. No need to show...
by Niyu.Cuatro
Fri Jun 07, 2024 12:35 pm
Forum: News
Topic: Friday Facts #414 - Spoils of Agriculture
Replies: 342
Views: 26352

Re: Friday Facts #414 - Spoils of Agriculture

I'm not really sold on the visuals of the white bar. But i really like the idea of spoiling materials. Anything that puts constraints in the usual style of building is welcome.
by Niyu.Cuatro
Fri Apr 19, 2024 11:48 am
Forum: News
Topic: Friday Facts #407 - Automating a soundtrack
Replies: 53
Views: 8777

Re: Friday Facts #407 - Automating a soundtrack

I guess somewhat dynamic music would have been cool. But i'm not sure going full portal 2 would have been a good idea for the kind of game factorio is.
by Niyu.Cuatro
Fri Feb 23, 2024 2:03 pm
Forum: News
Topic: Friday Facts #399 - Trash to Treasure
Replies: 289
Views: 42527

Re: Friday Facts #399 - Trash to Treasure

I'm still not that sould out on the whole quality system. But i really like the idea of this planet. Limited building space, focus on trains, reversed crafting tree, regional dangers to buildings and last for not least, the theme of, after reletlessly harnessing the natural resources of a plant, go ...
by Niyu.Cuatro
Fri Jan 05, 2024 10:43 pm
Forum: News
Topic: Friday Facts #392 - Parametrised blueprints
Replies: 134
Views: 27188

Re: Friday Facts #392 - Parametrised blueprints

This is going into the top list of features i never new how much i wanted. I'll have to get my hands on it and try it to form a more solid opinion, but it looks really useful for now.
by Niyu.Cuatro
Fri Nov 03, 2023 12:49 pm
Forum: News
Topic: Friday Facts #383 - Super force building
Replies: 173
Views: 32447

Re: Friday Facts #383 - Super force building

Can't wait to have this in the game. Landfilling to put blueprints over water is such a pain now.
by Niyu.Cuatro
Fri Nov 03, 2023 10:15 am
Forum: News
Topic: Friday Facts #382 - Logistic groups
Replies: 230
Views: 39111

Re: Friday Facts #382 - Logistic groups

I see many people complaining about the maximum of one landing pad per planet. While I do not care about that myself because I don't build megabases (I only play to win the game), I do see their point AND also the developer's point, and I propose this solution: Only allow planets to have multiple l...
by Niyu.Cuatro
Thu Oct 26, 2023 7:50 pm
Forum: News
Topic: Friday Facts #380 - Remote view
Replies: 181
Views: 33024

Re: Friday Facts #380 - Remote view

I have to say. Those clover leaf intersections taking advantage of the new bridges look really nice.
by Niyu.Cuatro
Sun Oct 15, 2023 4:57 pm
Forum: News
Topic: Friday Facts #380 - Remote view
Replies: 181
Views: 33024

Re: Friday Facts #380 - Remote view

So far 5 reworks of stuff and 1 content addition (quality). I'll just point out the obvious Oxygen not included "expansion" failure did the same thing. The expansion should be CONTENT, not a different way to get what we already have in the base game. Quality looks AMAZING, it will add cou...
by Niyu.Cuatro
Sat Jan 15, 2022 4:50 pm
Forum: Mods
Topic: Industrial Revolution 2 discussion
Replies: 124
Views: 50233

Re: Industrial Revolution 2 discussion

... I worked on the mod and supported it on and off for 3.5 years as well as contributing a bunch of other stuff. There weren't any very important bug reports between July and December 2021 except stuff I found myself which was mostly cosmetic. My support for the mod came to a close just last week,...
by Niyu.Cuatro
Fri Jun 12, 2020 11:43 am
Forum: News
Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Replies: 199
Views: 75899

Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing

I like the flushing idea, But i think it should create pollution when flushing oils or acid. So players still have some motivation to be careful with their pipe placement.

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