Search found 798 matches
- Tue Sep 17, 2024 1:45 pm
- Forum: Modding help
- Topic: Detecting that a side loading belt has stopped moving
- Replies: 1
- Views: 34
Re: Detecting that a side loading belt has stopped moving
[Edit: ugh, sorry, I overlooked you're looking for modding, not for constructing. Sorry. But may be you get an idea to indirectly find the information you seek. As far as I remember, the devs said it's not possible to build the detection you seek into the game itself, because the belt system simply ...
- Tue Sep 17, 2024 12:31 pm
- Forum: News
- Topic: Friday Facts #427 - Combat Balancing & Space Age LAN
- Replies: 196
- Views: 21678
Re: Friday Facts #427 - Combat Balancing & Space Age LAN
I'm doing exactly this to expand the territory: build a self made artillery outpost blueprint, wait until the artillery shot down everything in range, then move the outpost. It's some balance between automation, convenience and custom (not automated) task. Something it's even thrilling, if the train...
- Tue Sep 17, 2024 11:47 am
- Forum: Technical Help
- Topic: How big is the Steam performance hit?
- Replies: 1
- Views: 111
Re: How big is the Steam performance hit?
The CPU overhead of the ingame steam overlay, while it isn't showing? I would say zero. Nothing. Additionally, modern CPUs have more CPU cores Factorio is able to use, so if the overlay wakes up to check if it has nothing to do, this would take place on some core that hasn't anything to do anyway. T...
- Tue Sep 17, 2024 10:16 am
- Forum: Technical Help
- Topic: Mouse cursor shows when using controller and opening steam overlay on windows
- Replies: 9
- Views: 391
Re: Mouse cursor shows when using controller and opening steam overlay on windows
As far as I know, no software has the technical ability to hide the cursor in another software. For Windows, that's not the case. The mouse is a global resource and every app has always access to all of the mouse functions and full control of the mouse if it is interested in doing that. There are a...
- Sun Sep 15, 2024 9:46 pm
- Forum: News
- Topic: Friday Facts #427 - Combat Balancing & Space Age LAN
- Replies: 196
- Views: 21678
Re: Friday Facts #427 - Combat Balancing & Space Age LA
The other case requires some minimum degree of 'participation' in order to skillfully dodge enemy projectiles, and players can derive some enjoyment in pulling off a 'skill-shot without using an aimbot/bot' to use an FPS phrase/term. I simply don't see Factorio as action combat game that requires s...
- Sun Sep 15, 2024 5:58 pm
- Forum: News
- Topic: Friday Facts #427 - Combat Balancing & Space Age LAN
- Replies: 196
- Views: 21678
Re: Friday Facts #427 - Combat Balancing & Space Age LA
Spamming artillery, any version: train or turret, and using the base perimeter to clear out large swaths of areas for expansion can also be considered 'lazy' in the same manner as spamming PLDs, regardless of whether something is Q5. Factorio is about automation, and automation is the essence of la...
- Fri Sep 13, 2024 3:23 pm
- Forum: News
- Topic: Friday Facts #428 - Reactor & Logistics circuit control
- Replies: 94
- Views: 10561
Re: Friday Facts #428 - Reactor & Logistics circuit control
I don't seem to get how reading reactors would replace the smart setup with steam reading. [...] So how would reading the temperature or the amount of fuel cells let you make the same setup without steam reading? The ideal reactor has a constant temperature, so the right amount of heat exchangers a...
- Fri Sep 13, 2024 2:28 pm
- Forum: Technical Help
- Topic: [1.1.110] Mouse wheel "side clicks" are not registered in setting
- Replies: 1
- Views: 103
Re: [1.1.110] Mouse wheel "side clicks" are not registered in setting
As far as I know, this is called the mouse tilt wheel functionality. In Windows, I use the software that comes with my mouse (or the generic X-Mouse-Button-Control app) to map the two tilt wheel keys to some Factorio-specific hotkey, for example to Q for the pipette tool. As far as I remember, Facto...
- Wed Sep 11, 2024 11:12 am
- Forum: Gameplay Help
- Topic: Combinator Question
- Replies: 4
- Views: 260
Re: Combinator Question
Your understanding of the circuit network isn't complete yet. It's more direct than you think, more basic, and you misunderstand what an operation is. Let me explain: You want: "if this" OR "if that" then "something" You want a logical combination of two comparisons. A ...
- Tue Sep 10, 2024 12:19 pm
- Forum: News
- Topic: Friday Facts #427 - Combat Balancing & Space Age LAN
- Replies: 196
- Views: 21678
Re: Friday Facts #427 - Combat Balancing & Space Age LA
I use the flamethrower only until artillery is unlocked. Once artillery is unlocked, this is the only weapon I use to expand the base and I will never again walk near nests or enemies.KuuLightwing wrote: ↑Tue Sep 10, 2024 11:29 amRegarding some player using the flamethrower, that depends on what that player does with the flamethrower
- Tue Sep 10, 2024 8:48 am
- Forum: News
- Topic: Friday Facts #427 - Combat Balancing & Space Age LAN
- Replies: 196
- Views: 21678
Re: Friday Facts #427 - Combat Balancing & Space Age LAN
And saying one can use also flamethrower to me just shows that there are many ways to deal with the biters and as such little reasons to complain about the nerf of PLD Yes, flamethrowers are nice because they put fire on the ground even if you did miss an enemy, and by dodging around the fire you'r...
- Mon Sep 09, 2024 8:28 am
- Forum: News
- Topic: Friday Facts #427 - Combat Balancing & Space Age LAN
- Replies: 196
- Views: 21678
Re: Friday Facts #427 - Combat Balancing & Space Age LAN
Everyone comparing PLD pre-nerf to PLD's post-nerf, aren't getting the point, The entire point of a nerf is to push your play style *away* from using PLDs as your primary offensive weapon. That's correct, that's usually the idea behind nerfs in balancing: make the alternatives more viable. However,...
- Fri Sep 06, 2024 5:43 pm
- Forum: News
- Topic: Friday Facts #427 - Combat Balancing & Space Age LAN
- Replies: 196
- Views: 21678
Re: Friday Facts #427 - Combat Balancing & Space Age LAN
- PLDs require zero resources to fire. I've seen posts on here and Reddit complaining "resource-agnostic combat is dead" and I'm thinking... yeah it should be? Combat should require a working production line just like every other aspect of the game, but in 1.1 it's entirely possible, dare...
- Fri Sep 06, 2024 12:06 pm
- Forum: News
- Topic: Friday Facts #427 - Combat Balancing & Space Age LAN
- Replies: 196
- Views: 21678
Re: Friday Facts #427 - Combat Balancing & Space Age LAN
I remember how surprised I was when I first found a station with a train never leaving after 20 hours, and it was because of a single stone in its inventory. Where did the stone get into it? Was it a bug? I dismissed the first one as some kind of glitch. However, after the second one appeared, I inv...
- Fri Sep 06, 2024 11:25 am
- Forum: News
- Topic: Friday Facts #427 - Combat Balancing & Space Age LAN
- Replies: 196
- Views: 21678
Re: Friday Facts #427 - Combat Balancing & Space Age LAN
I hope we get water turrets and see our enemies petrify, then explode as in Trollhunter.Jerrybubbles wrote: ↑Fri Sep 06, 2024 11:11 amI can see vulcanus enemies being fireproof, so it shouldn't work everywhere at least
- Tue Sep 03, 2024 11:35 pm
- Forum: General discussion
- Topic: Expansion hype thread - Any updates on when/if there will be an expansion?
- Replies: 151
- Views: 41603
Re: Expansion hype thread - Any updates on when/if there will be an expansion?
It is already known you can load your existing saves in the expansion. However, working with it will be slightly difficult because of the changed rail curve radius. You can use existing tracks, but if you add new tracks, they will have the new radius. How you approach the expansion is totally up to ...
- Tue Sep 03, 2024 2:48 pm
- Forum: General discussion
- Topic: Towns - Was this done before ?
- Replies: 13
- Views: 1029
Re: Towns - Was this done before ?
I organized my megabase this way, however it's all a huge large area and everything is connected with belts. Trains are just for bringing in the ore, everything else is used on the spot or moved by belts on short distance. It's like a huge city where you drive from one district to the next without t...
- Sat Aug 31, 2024 2:17 pm
- Forum: Ideas and Suggestions
- Topic: Locomotives to provide driving power in both directions
- Replies: 6
- Views: 441
Re: Locomotives to provide driving power in both directions
While it's a valid request for Factorio, it's not always been the case that locomotives in the real world are bidirectional. If you ask chatgpt for details about that, you learn that steam locomotives are unidirectional with a few exceptions for special demand such as shunting locomotives or for rai...
- Sat Aug 31, 2024 11:50 am
- Forum: Gameplay Help
- Topic: Why doesn't this "simple" dynamic train limit combinator setup work?
- Replies: 4
- Views: 355
Re: Why doesn't this "simple" dynamic train limit combinator setup work?
Look at this: 08-31-2024, 13-28-49.png 0eNrdXdty67YV/ZWOnqWUuAOe5A+at75lPB4dmbY5kSWVok7jZvzvJSXZogVuCGvzTKZlH9JYkTbAfb8QC3/Ovq0P5a6uNs3s7s9Ztdpu9rO73/6c7avnzXLdfda87crZ3axqytfZfLZZvnZ/1ctqPXufz6rNY/nH7E68z2/+pPxjV5f7/WK/W1dNU9a9n8v3+/ms3DRVU5Wn5Y9/vD1sDq/f2m/eiYhKUy83+922bhbfynXTrrLb7tufbzfd+t2OlBI/...
- Sat Aug 31, 2024 10:11 am
- Forum: Gameplay Help
- Topic: Why doesn't this "simple" dynamic train limit combinator setup work?
- Replies: 4
- Views: 355
Re: Why doesn't this "simple" dynamic train limit combinator setup work?
In the last combinator, you're multiplying with signal "1", which has value 0 since it's never been set, not with value 1. By the way, it's not best practice to disable train stations if you already arranged for train limits. Trains already on the tracks to some station will stop dead in t...