... com/buy
https://factorio.com/space-age/buy
I'm getting kinda old and it's been a few years since I built web pages with an optimized a user funnel, but maybe as a start the Content pages for both Factorio and Factorio: Space Age should link to their respective Buy pages, you know, so people ...
Search found 144 matches: Funnel
Searched query: +Funnel
- Mon Dec 23, 2024 12:14 am
- Forum: Spread the Word
- Topic: How to actually buy factorio on the website
- Replies: 5
- Views: 586
- Thu Dec 05, 2024 4:12 am
- Forum: Ideas and Suggestions
- Topic: Negative quality bonus on craft
- Replies: 5
- Views: 816
Re: Negative quality bonus on craft
... essentially, track the crafts to track the machine's current prod status, and then use that to prioritize high/low quality crafts and effectively funnel prod bonus outputs from low-quality crafts toward high-quality crafts. It was an automatable exploit that significantly reduced the cost of quality ...
- Sun Nov 24, 2024 7:55 pm
- Forum: Gameplay Help
- Topic: Side-Fed Belt Loop Locks
- Replies: 1
- Views: 333
Re: Side-Fed Belt Loop Locks
... contains an item, but it seems to provide enough space for this.
The one belt that stalls even with a splitter is because items are tried to funnel from 2 inputs to 1 output, and if the splitter tried to take the item from the outer input it isn't able to output, because this would add one more ...
The one belt that stalls even with a splitter is because items are tried to funnel from 2 inputs to 1 output, and if the splitter tried to take the item from the outer input it isn't able to output, because this would add one more ...
- Sun Nov 17, 2024 9:25 am
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.19] setting .active = false on a working thruster keeps some flame animations going
- Replies: 1
- Views: 1079
[Genhis][2.0.19] setting .active = false on a working thruster keeps some flame animations going
when you set a thruster's .active to false its animation and engine funnel glow thing stop, but the flame and exhaust animations keep playing. (see center one)
disabeling a thruster that's already disabled will not cause the sprites to re-appear when the ship starts engaging again.
the expected ...
disabeling a thruster that's already disabled will not cause the sprites to re-appear when the ship starts engaging again.
the expected ...
- Tue Nov 12, 2024 1:00 pm
- Forum: General discussion
- Topic: The Restart Loop
- Replies: 11
- Views: 1445
Re: The Restart Loop
Having to 'restart' tends to happen when you land on another planet.
(Joking above, but more seriously : maybe funnel this frustration of yours into this ?)
(Joking above, but more seriously : maybe funnel this frustration of yours into this ?)
- Fri Jun 21, 2024 11:40 pm
- Forum: Energy Production
- Topic: Nuclear Power Plant from the future
- Replies: 105
- Views: 13706
Re: Nuclear Power Plant from the future (FFF 416 RANT)
... I fail to see what would be bad about it. It does not even look much different than what most Nuclear Plants look like.
Only because you can funnel it all through 1 pipe? xD
That does not bother me. And if it bothers others, it is not like anything forces them to do that. They can have 10 ...
Only because you can funnel it all through 1 pipe? xD
That does not bother me. And if it bothers others, it is not like anything forces them to do that. They can have 10 ...
- Fri Jun 21, 2024 10:59 pm
- Forum: Energy Production
- Topic: Nuclear Power Plant from the future
- Replies: 105
- Views: 13706
Re: Nuclear Power Plant from the future (FFF 416 RANT)
... I fail to see what would be bad about it. It does not even look much different than what most Nuclear Plants look like.
Only because you can funnel it all through 1 pipe? xD
That does not bother me. And if it bothers others, it is not like anything forces them to do that. They can have 10 ...
Only because you can funnel it all through 1 pipe? xD
That does not bother me. And if it bothers others, it is not like anything forces them to do that. They can have 10 ...
- Fri Jun 07, 2024 2:08 pm
- Forum: News
- Topic: Friday Facts #414 - Spoils of Agriculture
- Replies: 397
- Views: 78418
Re: Friday Facts #414 - Spoils of Agriculture
... a check of people who stockpile and afk, and more of an actual challenge as to get the most out of an already infinite product. You can legit just funnel spoilage to nutrients if that's that bad.
But really if you allow tons of resources to spoil, that is because YOU set up tons of collectors and ...
But really if you allow tons of resources to spoil, that is because YOU set up tons of collectors and ...
- Fri Jan 26, 2024 6:10 pm
- Forum: News
- Topic: Friday Facts #395 - Generic interrupts and Train stop priority
- Replies: 140
- Views: 36225
Re: Friday Facts #395 - Generic interrupts and Train stop priority
... are robbed of a cool mechanic and told to just use the new tools instead which will be much clunkier.
It's hard not to see this as something to funnel everyone into the same play style.
To me, skipping disabled stations always looked like a mistake that was fixed by queue limits, but kept ...
It's hard not to see this as something to funnel everyone into the same play style.
To me, skipping disabled stations always looked like a mistake that was fixed by queue limits, but kept ...
- Thu Nov 23, 2023 12:03 pm
- Forum: General discussion
- Topic: vanilla death world too hard
- Replies: 34
- Views: 16439
Re: vanilla death world too hard
... for the first 3 hours until gun turrets are researched?
Thanks for the tips. I've also seen players place primitive buildings as walls to funnel biters into single file arrangements. I consider this a hack, but seems desert starts are meant to be an amalgam of all the known hacks combined ...
Thanks for the tips. I've also seen players place primitive buildings as walls to funnel biters into single file arrangements. I consider this a hack, but seems desert starts are meant to be an amalgam of all the known hacks combined ...
- Sat Sep 30, 2023 6:58 am
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 342
- Views: 118953
Re: Friday Facts #378 - Trains on another level
... forward, no idea how you will top these past few weeks posts' but I have no doubt you will!
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As mentioned, the Hopper/Funnel unloader and corresponding Silo loader would be exciting to see included as new entities if possible (And requisite elevated station.) All that is ...
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As mentioned, the Hopper/Funnel unloader and corresponding Silo loader would be exciting to see included as new entities if possible (And requisite elevated station.) All that is ...
- Fri Sep 29, 2023 11:52 am
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 342
- Views: 118953
Re: Friday Facts #378 - Trains on another level
... how much awesome stuff is left, surely you can't keep this up until release.
That would be one hell of a ride.
Also, can I make a wish?
Hopper/Funnel unloader:
To dump stuff directly from elevated wagon to what ever is below.
(A corresponding "Silo loader" for the ground level would be cool too ...
That would be one hell of a ride.
Also, can I make a wish?
Hopper/Funnel unloader:
To dump stuff directly from elevated wagon to what ever is below.
(A corresponding "Silo loader" for the ground level would be cool too ...
- Tue Sep 26, 2023 1:34 am
- Forum: Assigned
- Topic: [StrangePan] [1.1.92] Biters fail to pathfind around obstacles on chunk boundaries
- Replies: 0
- Views: 923
[StrangePan] [1.1.92] Biters fail to pathfind around obstacles on chunk boundaries
... I've come across some inconsistencies in the biter pathfinding. I'm attempting to exploit the pathfinding in order to guide the biters into funnels where turrets can more efficiently attack them, but their pathfinding is strangely inconsistent across chunk borders, making my designs somewhat ...
- Sat Sep 09, 2023 9:14 pm
- Forum: Gameplay Help
- Topic: Balancer 13 to 5
- Replies: 12
- Views: 2989
Re: Balancer 13 to 5
... re multiplying belts with 2 or dividing by 2. And there is the belt speed of 1, 2 or 3. (15, 30, 45 per second).
You output red belts (30/s) and funnel them into blue belts (45/s). One blue belt is 2/3 of a red belt, and a red belt is 1/2 of a yellow belt. You can merge 3 yellow belts into 1 blue ...
You output red belts (30/s) and funnel them into blue belts (45/s). One blue belt is 2/3 of a red belt, and a red belt is 1/2 of a yellow belt. You can merge 3 yellow belts into 1 blue ...
- Sat Sep 09, 2023 8:13 pm
- Forum: Gameplay Help
- Topic: Balancer 13 to 5
- Replies: 12
- Views: 2989
Re: Balancer 13 to 5
... re multiplying belts with 2 or dividing by 2. And there is the belt speed of 1, 2 or 3. (15, 30, 45 per second).
You output red belts (30/s) and funnel them into blue belts (45/s). One blue belt is 2/3 of a red belt, and a red belt is 1/2 of a yellow belt. You can merge 3 yellow belts into 1 blue ...
You output red belts (30/s) and funnel them into blue belts (45/s). One blue belt is 2/3 of a red belt, and a red belt is 1/2 of a yellow belt. You can merge 3 yellow belts into 1 blue ...
- Sat Jun 03, 2023 10:12 pm
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 439
- Views: 241629
Re: Parrallel processing in games & applications
... system can support 8-channel DDR3-1866 LR3DS ram. But I would like to see SMT technology integrated into this game at some point. Right now I just funnel all my bandwidth through my 4 sticks of DRAM whereas my server uses 2 sticks. My problem is I like to put yotta-scale values and 4 billion stacks ...
- Sun Apr 23, 2023 12:26 am
- Forum: Gameplay Help
- Topic: Aliens
- Replies: 5
- Views: 1926
Re: Aliens
... However, enemies will always attack in a similar fashion, so you can place turrets to block frequently used ways. Lakes and cliffs are great for funneling enemies to a small path where a few turrets are sufficient to kill them all - no need to put turrets all around the base. If you found a ...
- Fri Mar 24, 2023 10:34 am
- Forum: Gameplay Help
- Topic: Fluid system: only 1st Storage Tank is filled to 25k and only with a pump
- Replies: 47
- Views: 10597
Re: Fluid system: only 1st Storage Tank is filled to 25k and only with a pump
... heat exchanger lines, one limiting factor is water supply. One offshore pump gets up to 1200/s, which supports 11.65 heat exchangers. Trying to funnel the output of more than 1 offshore pump into one line is difficult. The given length of 10 exchangers is also limited by the length of the ...
- Thu Jan 26, 2023 7:15 pm
- Forum: General discussion
- Topic: vanilla death world too hard
- Replies: 34
- Views: 16439
Re: vanilla death world too hard
... are very near the ore patches, it can be quite problematic.
Thanks for the tips. I've also seen players place primitive buildings as walls to funnel biters into single file arrangements. I consider this a hack, but seems desert starts are meant to be an amalgam of all the known hacks combined ...
Thanks for the tips. I've also seen players place primitive buildings as walls to funnel biters into single file arrangements. I consider this a hack, but seems desert starts are meant to be an amalgam of all the known hacks combined ...
- Thu Jan 26, 2023 7:05 pm
- Forum: General discussion
- Topic: vanilla death world too hard
- Replies: 34
- Views: 16439
Re: vanilla death world too hard
... are very near the ore patches, it can be quite problematic.
Thanks for the tips. I've also seen players place primitive buildings as walls to funnel biters into single file arrangements. I consider this a hack, but seems desert starts are meant to be an amalgam of all the known hacks combined.
Thanks for the tips. I've also seen players place primitive buildings as walls to funnel biters into single file arrangements. I consider this a hack, but seems desert starts are meant to be an amalgam of all the known hacks combined.