Search found 278 matches
- Thu May 12, 2022 4:04 pm
- Forum: Ideas and Suggestions
- Topic: Suggestion for Gates to Auto Drag over Rail when placing Wall
- Replies: 6
- Views: 322
- Thu May 05, 2022 8:54 am
- Forum: Ideas and Suggestions
- Topic: CloudSync blueprint ON by default
- Replies: 20
- Views: 380
Re: CloudSync blueprint ON by default
[This needs to be fixed only] because no players will think when they lost their blueprint “shit, I’m such an idiot, why wouldn’t I install a backup?” But more like “Factorio, it’s your fault that I lost now my blueprint!!” I think the latter is the first thought whether or not you have a backup to...
- Wed May 04, 2022 3:52 pm
- Forum: Ideas and Suggestions
- Topic: CloudSync blueprint ON by default
- Replies: 20
- Views: 380
Re: CloudSync blueprint ON by default
And this show also the weak point in argumentation: those players which have problems with that don’t have a proper backup. Sure, software that misbehaves and causes data loss shouldn't be a major problem because you should have backups to recover from it. I don't think that in any way weakens the ...
- Tue May 03, 2022 12:18 pm
- Forum: Ideas and Suggestions
- Topic: Highlight Last Train Ghost
- Replies: 12
- Views: 428
Re: QOL: Use a different color for the last train car ghost
Strictly speaking, highlighting the “last” car is useless and doesn’t help any, whereas highlighting the 6th car only helps those that build 6 car trains. Anyone who builds trains longer get no benefit, and any that build shorter still have to count in some manor or another. The number of cars show...
- Tue May 03, 2022 10:07 am
- Forum: Ideas and Suggestions
- Topic: CloudSync blueprint ON by default
- Replies: 20
- Views: 380
Re: CloudSync blueprint ON by default
The possible explanation why this isn’t working as expected: Factorio was for a long time not invented to play it under Steam, the main focus was to sell it directly under their website. No cloud feature was planned. Yes; it seems to me the basic problem stems from the combination of the Steam clou...
- Sun Apr 24, 2022 6:03 pm
- Forum: Modding help
- Topic: Equation to convert value
- Replies: 10
- Views: 312
Re: Equation to convert value
You are seeing the result of the intermediate calculation (60^3 is 216000). Pressing "=" will show 168, or you need a better calculator.yaim904 wrote: ↑Sun Apr 24, 2022 5:36 pmI think you should check your calculationCode: Select all
36288000 / ( 60 ^ 3 ) = 216000
- Tue Mar 29, 2022 1:54 pm
- Forum: Not a bug
- Topic: [1.1.56] Windowed mode, clicking close will not prompt to save
- Replies: 7
- Views: 541
Re: [1.1.56] Windowed mode, clicking close will not prompt to save
[Immediate exit on clicking close is intended for] The same reason we don't highjack alt + F4: it's a signal from the user that they want the program closed *right now*. Thanks for the reply. I think it is valuable to have an explanation for "Not a bug" because in a users' eyes, unexpecte...
- Tue Mar 29, 2022 12:11 pm
- Forum: Gameplay Help
- Topic: low energy -> activate steam engine
- Replies: 12
- Views: 847
Re: low energy -> activate steam engine
will have the same charge after a point in time Exactly. I knew that, but there was no reason to be that pedantic. Your statement was absolute. The first clause I wrote added missing qualification and was the main point. The rest of what I wrote explains that qualification, which necessarily concer...
- Tue Mar 29, 2022 6:52 am
- Forum: Gameplay Help
- Topic: low energy -> activate steam engine
- Replies: 12
- Views: 847
Re: low energy -> activate steam engine
All accumulators on the same net have the same charge. In practice that is usually the case, but it is not necessarily true (eg a newly placed accumulator has no charge). Each will consume or supply the same power until fully charged or discharged (respectively), so all accumulators will have the s...
- Mon Mar 28, 2022 9:02 pm
- Forum: Not a bug
- Topic: [1.1.56] Windowed mode, clicking close will not prompt to save
- Replies: 7
- Views: 541
- Mon Mar 28, 2022 2:12 pm
- Forum: Gameplay Help
- Topic: low energy -> activate steam engine
- Replies: 12
- Views: 847
Re: low energy -> activate steam engine
In addition to Tertius's comments (beat me to it), note that each accumulator charges/discharges at up to 300kW, so you need quite a few to avoid a "brownout" (low power) before you the switch turns on to connect steam engine power (three per steam engine allows as much to be supplied from...
- Fri Mar 25, 2022 5:32 pm
- Forum: Ideas and Suggestions
- Topic: Achievement suggestion for a game without trees
- Replies: 4
- Views: 326
Re: Achievement suggestion for a game without trees
"How little wood can a woodchuck chuck?"
- Tue Mar 22, 2022 8:56 pm
- Forum: Combinator Creations
- Topic: UPS optimization - benchmarking w/ or w/o mods
- Replies: 6
- Views: 586
Re: UPS optimization - benchmarking w/ or w/o mods
All ups measures are relative. Absolutely, but for comparison purposes you want to: Minimise the overhead of things you are not testing (so the relative UPS of different but functionally equivalent designs is closest to their relative UPS effect). Maximise ease for others to repeat tests. Minimise ...
- Sun Mar 20, 2022 2:26 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1516
- Views: 294723
Re: Simple Questions and Short Answers
You can't, unless you mod the game. If you are creating a mod, the property you want to set is fast_replaceable_group . Huh? All normal chests in vanilla (wooden, iron, steel, active provider, passive provider, storage, buffer, requester) have fast_replaceable_group "container" and fast r...
- Fri Mar 18, 2022 5:43 pm
- Forum: Gameplay Help
- Topic: Train question
- Replies: 5
- Views: 512
Re: Train question
After rereading FFF 361, you're right. Looks like I've missed that detail. There is an edge case we had to solve while working on the feature, what happens if the limit is lowered while a train is already on the way? Our first idea was to force all the trains that are on the way, to repath and find...
- Mon Feb 21, 2022 8:59 am
- Forum: Gameplay Help
- Topic: Best oil for flame towers?
- Replies: 16
- Views: 1111
Re: Best oil for flame towers?
Productivity 3 is overkill for oil cracking. The capital cost is way more than the value of the crude oil you save. On what basis (genuine question)? Level 3 modules are costly, but you don't need many for oil cracking, so both capital cost (resources) and "payback time" (when you start s...
- Sun Feb 20, 2022 9:11 pm
- Forum: Gameplay Help
- Topic: Best oil for flame towers?
- Replies: 16
- Views: 1111
Re: Best oil for flame towers?
Isn´t heav oil more effective then light oil even if the damge would be same? Because you nee less crude oil for it? Crude oil + water makes more units of light oil from a unit of crude. i.e. assume water is endless cheap resource, then usage of light oil is not only more deadly, but also more effi...
- Sat Feb 19, 2022 9:55 pm
- Forum: Gameplay Help
- Topic: Best oil for flame towers?
- Replies: 16
- Views: 1111
Re: Best oil for flame towers?
https://wiki.factorio.com/Flamethrower_turret: Light oil gives 110% damage
- Sat Feb 19, 2022 5:15 am
- Forum: Gameplay Help
- Topic: [1.1.53] Mark for deconstruction not working
- Replies: 8
- Views: 791
Re: [1.1.53] Mark for deconstruction not working
Perhaps there is an internal tick count, and reset_time_played() doesn't actually reset it, just sets the base (initially zero) for computing ticks played. I can imagine various things breaking if it actually reset the tick count (for example, existing deconstruction orders would expire "too la...
- Fri Feb 18, 2022 5:49 pm
- Forum: Ideas and Suggestions
- Topic: Option in blueprints to disallow flipping / Smarter algorithm to (dis-)allow flipping
- Replies: 15
- Views: 692
Re: Option in blueprints to disallow flipping
What edge-cases do exist? Under which circumstances (besides from already existing and forbidden by game) can a flipped bp work differently? The only one I can think of is a consequence of inserters placing on the right lane of a belt facing away from/towards the inserter. A second inserter perpend...