Search found 57 matches
- Mon Sep 17, 2018 3:21 pm
- Forum: News
- Topic: Friday Facts #260 - New fluid system
- Replies: 292
- Views: 138217
Re: Friday Facts #260 - New fluid system
I really hope that TheYeast ideas will make it into the game in some way - they seem to be really well-thought and from my (admittedly very simple) attempts to simulate it in various scenarios, I can say that nothing about it feels "unintuitive" with regards to how the liquid moves around pipes.
- Mon Dec 29, 2014 5:10 pm
- Forum: News
- Topic: Friday Facts #66 - Merry christmas
- Replies: 69
- Views: 50245
Re: Friday Facts #66 - Merry christmas
Another general thought about "endgame content":
There should be enough of stuff to do on the current gameplay level (making factories). One of the problem of automation is that it naturally scales extremely fast (simplistically speaking, 1 factory makes stuff to build another factory, then 2 ...
There should be enough of stuff to do on the current gameplay level (making factories). One of the problem of automation is that it naturally scales extremely fast (simplistically speaking, 1 factory makes stuff to build another factory, then 2 ...
- Mon Dec 29, 2014 3:46 pm
- Forum: News
- Topic: Friday Facts #66 - Merry christmas
- Replies: 69
- Views: 50245
Re: Friday Facts #66 - Merry christmas
Either use robots, or we invent a completely new way to do this, but inserters have those "physical limitations".
Please excuse me for derailing the discussion somewhat, but this is a very wrong statement. Inserters are presented in-game as a (relatively simple) automated mechanic arm manipulator ...
Please excuse me for derailing the discussion somewhat, but this is a very wrong statement. Inserters are presented in-game as a (relatively simple) automated mechanic arm manipulator ...
- Mon Dec 29, 2014 12:05 pm
- Forum: News
- Topic: Friday Facts #66 - Merry christmas
- Replies: 69
- Views: 50245
Re: Friday Facts #66 - Merry christmas
This (and many similar situations) could be resolved pretty well if we had variable-sized storages. At the moment, the biggest limiting factor with chest-based layouts is the fact that chests are 1x1, and a single chest can be worked by only 4 inserters, never more.
Well, we have train wagons used ...
Well, we have train wagons used ...
- Mon Dec 29, 2014 11:17 am
- Forum: General discussion
- Topic: On biter difficulty
- Replies: 9
- Views: 4924
Re: On biter difficulty
I'm pretty sure you're joking about tank being "mid game". You can get it out in the midgame, by crafting blue packs semi-manually, but that require you to specifically focus on it, and in general it's hardly any different from rushing laser towers without much automation (it IS possible, but in no ...
- Sun Dec 28, 2014 10:38 pm
- Forum: General discussion
- Topic: Automatic mining bases expansion (or eliminating the need)
- Replies: 31
- Views: 22804
Re: Automatic mining bases expansion (or eliminating the nee
We already have endless resources mod (which makes them non-depletable with quantities <1, so slow mining), and RSO (resource spawner overhaul), which makes exploring rather more interesting. You can use them together to create a rather different experience than your vanilla factorio game session).
- Sun Dec 28, 2014 9:09 pm
- Forum: News
- Topic: Friday Facts #66 - Merry christmas
- Replies: 69
- Views: 50245
Re: Friday Facts #66 - Merry christmas
I wasn't there in time to comment on FFF #64 and the ending, so I'll do it here: indeed, as noticed by many players, "win by monies" sounds quite weak and anti-climactic. However, the whole "build your spaceship" concept is cool indeed and should really be attempted.
In my opinion, the optimal way ...
In my opinion, the optimal way ...
- Sat Nov 01, 2014 6:54 pm
- Forum: Ideas and Suggestions
- Topic: Proper order of auto-updates
- Replies: 0
- Views: 1278
Proper order of auto-updates
There's one moment that's bugging me for quite a long time.
The game fully loads its assets (mods, graphics, etc) before checking for updates and letting you download the new version. Which is quite awkward especially when something severe about mods changes (like when it was back with 0.10): if you ...
The game fully loads its assets (mods, graphics, etc) before checking for updates and letting you download the new version. Which is quite awkward especially when something severe about mods changes (like when it was back with 0.10): if you ...
- Fri Sep 19, 2014 3:26 pm
- Forum: Mods
- Topic: [MOD 0.10.x] Floors v0.0.2
- Replies: 56
- Views: 55476
Re: [MOD 0.10.x] Floors v0.0.2
Capitalization matters in internal references too. The mod is named "Floors" (uppercase F), but all internal references are "floors" (lowercase f).
To make it work, first change the mod name in info.json from "Floors" to "floors", then rename the mod folder to "floors_0.0.2". Then it'll work.
To make it work, first change the mod name in info.json from "Floors" to "floors", then rename the mod folder to "floors_0.0.2". Then it'll work.
- Fri Jun 06, 2014 8:46 pm
- Forum: News
- Topic: Friday Facts #37
- Replies: 80
- Views: 53560
Re: Friday Facts #37
My update keeps crashing with "boost::filesystem:remove:" error (x64). What's this?
UPD: The process stuck in OS for some reason and refused to be removed. After I rebooted the PC, update went nicely.
UPD: The process stuck in OS for some reason and refused to be removed. After I rebooted the PC, update went nicely.
- Tue May 13, 2014 10:53 am
- Forum: Implemented Suggestions
- Topic: Using stone for land reclamation
- Replies: 11
- Views: 15825
Re: Using stone for land reclamation
Just to clarify this. It is absolutly possible to create a mod that allow something like that. It just nobody did it yet ;)
Current lua interfaces do not allow terrain modification in any form. So no, it's not possible to do that the way topicstarter described.
It may be possible currently to make ...
Current lua interfaces do not allow terrain modification in any form. So no, it's not possible to do that the way topicstarter described.
It may be possible currently to make ...
- Mon May 12, 2014 7:01 pm
- Forum: Implemented Suggestions
- Topic: Custom UI notifications from logistic network conditions
- Replies: 2
- Views: 2485
Re: Custom UI notifications from logistic network conditions
I think sslik already made some suggestions in that area, but yeah -- generally, it would be cool to implement some "purely visual" indicators that can work with logistic networks.
The most simple idea is -- make a "smart lamp" (probably also a colored one), that can be wired to logistic networks ...
The most simple idea is -- make a "smart lamp" (probably also a colored one), that can be wired to logistic networks ...
- Mon May 12, 2014 6:55 pm
- Forum: Gameplay Help
- Topic: Dropping over 25 FPS and also constant stopping of the game
- Replies: 10
- Views: 4176
Re: Dropping over 25 FPS and also constant stopping of the g
Likely you were running another application -- it either being heavy on CPU cycles, or memory usage, or HDD usage -- everything would lead to slowdowns in Factorio if your computer is not powerful/fast enough to offset that.
- Mon May 12, 2014 6:47 pm
- Forum: Balancing
- Topic: Intermediate fluids as items
- Replies: 22
- Views: 22448
Re: Intermediate fluids as items
But it's not enough!ssilk wrote:Use the underground pipes.
Underground pipes are barely enough to get all the required routing, and when you finish laying down all those 4- or 5- pipes T-sections and cross-sections, there's barely enough (or "just not enough") place to walk.
- Mon May 12, 2014 6:40 pm
- Forum: Implemented Suggestions
- Topic: Using stone for land reclamation
- Replies: 11
- Views: 15825
Re: Using stone for land reclamation
Now that's quite a useful idea!
We may be getting ships and planes and other fancy stuff in some future update, but for now it would be a great (and very simple) idea to implement!
I'd surely like to request it as a mod, but alas, this kind of terraforming is not possible through lua interfaces at ...
We may be getting ships and planes and other fancy stuff in some future update, but for now it would be a great (and very simple) idea to implement!
I'd surely like to request it as a mod, but alas, this kind of terraforming is not possible through lua interfaces at ...
- Mon May 12, 2014 6:36 pm
- Forum: Ideas and Suggestions
- Topic: My (controls) suggestions after player 37 hours freeplay
- Replies: 11
- Views: 7868
Re: My (controls) suggestions after player 37 hours freeplay
You can redefine all the controls.
- Mon May 12, 2014 3:29 pm
- Forum: Ideas and Suggestions
- Topic: My (controls) suggestions after player 37 hours freeplay
- Replies: 11
- Views: 7868
Re: My (controls) suggestions after player 37 hours freeplay
Regarding quickbar, he is correct on all accounts.
1. You can't have a quickbar that won't be touched without your permission, UNLESS you "lock" all available slots by pressing MMB. You can't leave empty slots because then they'll be filled next time you pick something new up.
And if you "lock" your ...
1. You can't have a quickbar that won't be touched without your permission, UNLESS you "lock" all available slots by pressing MMB. You can't leave empty slots because then they'll be filled next time you pick something new up.
And if you "lock" your ...
- Mon May 12, 2014 10:32 am
- Forum: Ideas and Suggestions
- Topic: Multiple turret types/general turret rebalance
- Replies: 8
- Views: 7449
Re: Multiple turret types/general turret rebalance
As a person who helped sparking this topic to life, I feel compelled to write my thoughts here. There will be two parts in it -- one about "current biters vs. current towers", the other one more about Drury's suggestion in full.
1. A Blast of Steel For An Unhappy Biter.
Regarding to our current ...
1. A Blast of Steel For An Unhappy Biter.
Regarding to our current ...
- Mon May 12, 2014 9:37 am
- Forum: Archive
- Topic: [outdated] Some (maybe) useful tools for factory design
- Replies: 17
- Views: 36779
Re: Some (maybe) useful tools for factory design
I'd imagine getting 150 alien artifacts per second would eventually become the biggest problem. Even several largest chests of AAs will get dry very fast (probably even before you can "debug" your layout).
Although ~150K of iron plates per second seems scary, I'm pretty sure it can be parallelized ...
Although ~150K of iron plates per second seems scary, I'm pretty sure it can be parallelized ...
- Mon May 12, 2014 9:31 am
- Forum: Show your Creations
- Topic: Solar panel factory
- Replies: 14
- Views: 23999
Re: Solar panel factory
Very intressting usage of the cargo wagons :idea:
Huh, you didn't know that?
With the "inserter stack size bonus" tech, chests are becoming much more important for moving items in bulks, as opposed to belts. But the chest is only 1x1, and the amount of inserters you can place for it is always very ...
Huh, you didn't know that?
With the "inserter stack size bonus" tech, chests are becoming much more important for moving items in bulks, as opposed to belts. But the chest is only 1x1, and the amount of inserters you can place for it is always very ...