Search found 14 matches
- 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 ...
- 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...
- 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.
- 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...
- 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.
- 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.
- 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 ...
- 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.
- 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.
- 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...
- 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.
- 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...
- 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,...
- 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.