Search found 153 matches

by BicycleEater
Fri Nov 24, 2023 6:08 pm
Forum: News
Topic: Friday Facts #386 - Vulcanus
Replies: 124
Views: 32937

Re: Friday Facts #386 - Vulcanus

Love it! Just thinking, if you're thinking the "trees" are less tree like, you could have the implication that the living bit is below the surface - maybe put some tendrils (or like suckers) low down, like roots, with more colour, but with the implication the originally the whole tree was ...
by BicycleEater
Tue Nov 14, 2023 7:03 pm
Forum: Ideas and Suggestions
Topic: Ascend "iondicators"
Replies: 2
Views: 464

Re: Ascend "iondicators"

Yeah, agreed. That looks really good.
by BicycleEater
Fri Nov 03, 2023 3:00 am
Forum: News
Topic: Friday Facts #376 - Research and Technology
Replies: 367
Views: 76906

Re: Friday Facts #376 - Research and Technology

I know, the thing I'm curious about is why the sum over the column is meaningful - as it sums over values which don't correlate. The sum represents the probability that the item will level up regardless of how many levels it raises, it is to know what percentage does not level up. Sorry about the s...
by BicycleEater
Wed Nov 01, 2023 5:26 pm
Forum: News
Topic: Friday Facts #376 - Research and Technology
Replies: 367
Views: 76906

Re: Friday Facts #376 - Research and Technology

What does the "Total" row represent? Total represents the sum of said row or column. I know, the thing I'm curious about is why the sum over the column is meaningful - as it sums over values which don't correlate. What does the "% Level Up in 1 level" represent? "%" re...
by BicycleEater
Tue Oct 31, 2023 10:28 pm
Forum: News
Topic: Friday Facts #376 - Research and Technology
Replies: 367
Views: 76906

Re: Friday Facts #376 - Research and Technology

Here: Cost.ods I don't really understand your spreadsheet. What does the "Total" row represent? - From the formula, it's the number of modules of a given level you'd get if you inputted one of each level of module? What does the "% Level Up in 1 level" represent? And what do the...
by BicycleEater
Tue Oct 31, 2023 6:54 pm
Forum: News
Topic: Friday Facts #376 - Research and Technology
Replies: 367
Views: 76906

Re: Friday Facts #376 - Research and Technology

I have a question, how have they carried out the calculations to obtain that the cost of creating a legendary item is 56 times more, 116 according to a correction they made or Hmm, ok, I've just made a spreadsheet to come up with the numbers, and it seems right, and it's now giving 40x as expensive...
by BicycleEater
Tue Oct 31, 2023 12:08 am
Forum: General discussion
Topic: Search wildcards
Replies: 1
Views: 502

Re: Search wildcards

To my knowledge there is no wildcarding in Factorio searches.
The reason I commented was to note there are lots of different systems of wildcards, of which Microsoft's is only one.
by BicycleEater
Tue Oct 24, 2023 8:36 pm
Forum: News
Topic: Friday Facts #381 - Space Platforms
Replies: 209
Views: 53997

Re: Friday Facts #381 - Space Platforms

Mooninaut wrote:
Tue Oct 24, 2023 7:57 pm
I love the cel-shaded look of the concept art hub, I'd pay $10 for an official cel-shaded skin for Factorio.
Yeah, actually that would be really fun
by BicycleEater
Wed Oct 18, 2023 2:05 am
Forum: Won't implement
Topic: Allow non-joining logistic networks
Replies: 11
Views: 1711

Re: Allow non-joining logistic networks

If you are going to ridicule me, at least don't make things up. That way you won't make a fool of yourself. The one making a fool out of themselves here is you, not me. You didn't mention what I made up, because there are no examples of it. Just to try and, like, help the communication, I think cur...
by BicycleEater
Tue Oct 17, 2023 3:33 pm
Forum: Gameplay Help
Topic: help & advice wanted: my late game pain points
Replies: 7
Views: 1233

Re: help & advice wanted: my late game pain points

I would go with regular artillery posts along the train line, using a resupply train and an artillery train (and some circuit network stuff). You don't need many to clear the whole line, and while it would get attacked, it could just be heavily defended.
That or some mod/settings changes.
by BicycleEater
Tue Oct 17, 2023 2:56 pm
Forum: Ideas and Suggestions
Topic: Inconsistent 'defaults' of Shift+Ctrl+C edit blueprint Train stop name vs. basic Ctrl+C
Replies: 1
Views: 451

Re: Inconsistent 'defaults' of Shift+Ctrl+C edit blueprint Train stop name vs. basic Ctrl+C

Yeah, I'd second this - generally I really want train stop names remembered, and if I don't its for specific reasons.
I'd love this to be the case for all blueprints...
by BicycleEater
Tue Oct 17, 2023 2:49 pm
Forum: Won't implement
Topic: Allow non-joining logistic networks
Replies: 11
Views: 1711

Re: Allow non-joining logistic networks

The game currently does not support the concept of overlapping logistic networks. Entities that register in logistic networks can only be in 1 network at a time so overlapping networks simply are not supported at the engine level. There's a *ton* of logic that goes into making overlapping construct...
by BicycleEater
Mon Oct 16, 2023 9:33 pm
Forum: Won't implement
Topic: Allow non-joining logistic networks
Replies: 11
Views: 1711

Re: Allow non-joining logistic networks

Stringweasel wrote:
Mon Oct 16, 2023 6:06 pm
For now you could try https://mods.factorio.com/mod/LogiNetChannels
Ok, that's not bad, I'll see if I can use the same approach for my use-case...
by BicycleEater
Mon Oct 16, 2023 5:37 pm
Forum: Won't implement
Topic: Allow non-joining logistic networks
Replies: 11
Views: 1711

Re: Allow non-joining logistic networks

Suppose there are two overlapping networks. Which one should process logistic requests? Yeah, that's a big question. The same can be said about processing construction requests. If the game engine doesn't support a good answer to that, then I'll take that, no problem - I can find workarounds. If th...
by BicycleEater
Mon Oct 16, 2023 5:27 pm
Forum: Ideas and Suggestions
Topic: Distinguish mods enabled by dependency as opposed to manually
Replies: 6
Views: 1298

Re: Distinguish mods enabled by dependency as opposed to manually

That's fair. I tend to go between a few mod configurations, so I sync on the save-games I have, but it does mean I don't use many QOL mods.
by BicycleEater
Mon Oct 16, 2023 5:26 pm
Forum: Ideas and Suggestions
Topic: Make underground belts upgrade for length while dragging
Replies: 2
Views: 520

Re: Make underground belts upgrade for length while dragging

I was thinking if you were building by hand, do it from inventory, if by ghost, then what is in the network. If by ghost and not in the network? Probably by what is researched. I'm not too bothered if it uses belts the player doesn't have, as nothing it was gonna do before would get it to work - at ...
by BicycleEater
Mon Oct 16, 2023 4:46 pm
Forum: Won't implement
Topic: Allow non-joining logistic networks
Replies: 11
Views: 1711

Allow non-joining logistic networks

TL;DR Add some mechanism to mod in a logistic network which can be distinct from the regular logistics network even while overlapping. What? I have several ways of implementing this: Allow logistics_connection_distance < logistics_radius (in particular logistics_connection_distance=0 and not connec...
by BicycleEater
Mon Oct 16, 2023 4:22 pm
Forum: Ideas and Suggestions
Topic: Downgrade construction when missing material
Replies: 1
Views: 465

Downgrade construction when missing material

TL;DR When a blueprint is placed with a belt, machine or inserter which isn't available, an available alternative should be used, then flagged for upgrade. What ? When a machine is ghost built, but the machine isn't available in the network at the time, a lower level machine should be built, then f...
by BicycleEater
Mon Oct 16, 2023 3:59 pm
Forum: Ideas and Suggestions
Topic: Distinguish mods enabled by dependency as opposed to manually
Replies: 6
Views: 1298

Re: Distinguish mods enabled by dependency as opposed to manually

I hate to do this, but I'm gonna bump this post, as it's still really annoying to not have this. My current approach is to disable all mods, then enable the ones I want, but then there are some I always want, and always have to enable - honestly this alone reduces the number of mods I use by a huge ...
by BicycleEater
Mon Oct 16, 2023 3:41 pm
Forum: Ideas and Suggestions
Topic: Make underground belts upgrade for length while dragging
Replies: 2
Views: 520

Make underground belts upgrade for length while dragging

TL;DR When drag-placing belts and crossing obstacles which the belts don't make it across, the game should use higher level belts if available. What ? When dragging to place belts (or ghost belts), and an obstacle is reached which the current undergrounds cannot make it under, a higher level of bel...

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