Search found 27 matches

by fryyyy
Sat Apr 05, 2025 12:53 pm
Forum: Ideas and Suggestions
Topic: Allow pulling items from cargo bays
Replies: 2
Views: 179

Re: Allow pulling items from cargo bays

Being unable to do this was unexpected when I first encountered it, but I don't mind having to manage the input/output space around hubs and landing pads.
by fryyyy
Wed Apr 02, 2025 3:07 pm
Forum: Ideas and Suggestions
Topic: [Suggestion] Let Underground Belts Check Ghost Terrain when Pairing.
Replies: 0
Views: 67

[Suggestion] Let Underground Belts Check Ghost Terrain when Pairing.

Suggestion
Let underground belts in your cursor check ghost terrain when checking for entrance/exit pairing.

The Problem
While planning a space platform, after placing an underground belt entrance, the underground belt in your cursor will remain an entrance. You will have to reverse the ...
by fryyyy
Fri Mar 21, 2025 10:21 pm
Forum: Gameplay Help
Topic: Bulk Inserters only grabbing one item (no override)
Replies: 2
Views: 210

Bulk Inserters only grabbing one item (no override)

I'm trouble shooting a friend's setup. Stack size is not being overridden. There are no circuit settings on the inserters. The inserters do not wait for a second item after grabbing the first. Even when the belt is saturated with one type of item, they still only grab one at a time. Why aren't these ...
by fryyyy
Mon Dec 16, 2024 5:52 pm
Forum: Gameplay Help
Topic: Does "Quality" Make Fusion Reactors Worse?
Replies: 52
Views: 8008

Re: Does "Quality" Make Fusion Reactors Worse?

[Moderated by Koub : response to a since then moderated post]
by fryyyy
Mon Dec 16, 2024 4:56 pm
Forum: Gameplay Help
Topic: Does "Quality" Make Fusion Reactors Worse?
Replies: 52
Views: 8008

Re: Does "Quality" Make Fusion Reactors Worse?

[Moderated by Koub : response to a since then moderated post]

2) increase power drain to match the new generation

This is fascinating, too. How do you arbitrarily set the power consumption to exactly 100% of your fusion reactors' output. Your factory always has a constant draw? Are you putting ...
by fryyyy
Mon Dec 16, 2024 3:46 pm
Forum: Gameplay Help
Topic: Does "Quality" Make Fusion Reactors Worse?
Replies: 52
Views: 8008

Re: Does "Quality" Make Fusion Reactors Worse?

[Moderated by Koub : Off topic]
by fryyyy
Mon Dec 16, 2024 3:26 pm
Forum: Gameplay Help
Topic: Does "Quality" Make Fusion Reactors Worse?
Replies: 52
Views: 8008

Re: Does "Quality" Make Fusion Reactors Worse?



"Yeah but the quality reactor will produce more power." Yes, with a larger footprint.


I see we are progressing here, now you are claiming quality need higher footprint to produce more power ?


Yes please show me your ultimate quality fusion power setup that produces x MW that is as fuel ...
by fryyyy
Mon Dec 16, 2024 3:00 pm
Forum: Gameplay Help
Topic: Does "Quality" Make Fusion Reactors Worse?
Replies: 52
Views: 8008

Re: Does "Quality" Make Fusion Reactors Worse?




No , they have the same efficiency when they have the same neighbour bonus and same 100% output (and they produce more power for the same footprint ! )



Nope, to produce that more power you need more footprint. You need more generators to capture the extra power and if you're making a design ...
by fryyyy
Mon Dec 16, 2024 1:19 pm
Forum: Gameplay Help
Topic: Does "Quality" Make Fusion Reactors Worse?
Replies: 52
Views: 8008

Re: Does "Quality" Make Fusion Reactors Worse?

[Moderated by Koub : response to a since then moderated post]
by fryyyy
Mon Dec 16, 2024 12:25 pm
Forum: Gameplay Help
Topic: Does "Quality" Make Fusion Reactors Worse?
Replies: 52
Views: 8008

Re: Does "Quality" Make Fusion Reactors Worse?


In case you missed it, my comparaison is just aiming at showing that if you replace "quality reactor" by "more reactor" you arrive at the same conclusion. This means the problem is not about quality, it's about how the reactor are designed.



The problem isn't with quality, it's with how the ...
by fryyyy
Sun Dec 15, 2024 4:50 pm
Forum: Gameplay Help
Topic: Radar Perma-Reveal
Replies: 5
Views: 468

Re: Radar Perma-Reveal

Cargo landing pads also have radar coverage.
by fryyyy
Sat Dec 14, 2024 4:07 pm
Forum: Gameplay Help
Topic: Pros and cons of mining/recycling scrap with quality
Replies: 5
Views: 2996

Re: Pros and cons of mining/recycling scrap with quality

You can change the recipe on holmium solution production to use quality holmium ore. Yes, the fluid doesn't have any quality, but it is a use for the quality ore.

Also I think you're on to something with "who cares if I trash some stuff." ;)
by fryyyy
Thu Dec 12, 2024 11:51 am
Forum: Gameplay Help
Topic: Quality modules in mining drills
Replies: 2
Views: 2421

Re: Quality modules in mining drills

ore CAN have quality. Bug report instead

This isn't a bug. It's intended.

Quality ore doesn't do anything by itself, but its used to make quality products. Quality products can be crafted directly with quality ingredients.

E.G. Quality Ore -> Quality Plate -> Quality Ammo ( does extra damage )
by fryyyy
Wed Dec 11, 2024 8:05 am
Forum: Ideas and Suggestions
Topic: [2.0.23] Night vision goggles have no quality bonus
Replies: 2
Views: 454

Re: [2.0.23] Night vision goggles have no quality bonus

I feel your pain. I feel like the only Factorio player that cares that fusion reactors get worse with quality and I don't think the devs are too concerned with quality balancing, either.

Anyway, I support your petition for quality NVG.
by fryyyy
Sat Nov 30, 2024 7:32 am
Forum: Gameplay Help
Topic: multi-purpose crusher. Not crushing anything
Replies: 3
Views: 1064

Re: multi-purpose crusher. Not crushing anything

Yes, this is very possible.

The issue you're running into is the recipe changes before the grinder begins to grind. Once it is grinding, a change in recipe wont take effect until the grind is complete. A "dirty" solution is to, when determining which recipe to set, also read the contents of the ...
by fryyyy
Sat Nov 30, 2024 3:50 am
Forum: Outdated/Not implemented
Topic: Doodads and plants over concrete floors :(
Replies: 32
Views: 7455

Re: Remove plants from floor tiles

A "workaround" for this is repeatedly placing and removing the floor tiles. Each time you place floor (or buildings) there's a small chance to remove the plant so eventually you will clear the area.
by fryyyy
Sat Nov 30, 2024 2:09 am
Forum: Gameplay Help
Topic: How to use packed rgb?
Replies: 2
Views: 892

Re: How to use packed rgb?

Here you go, two examples: Packing three different colors and using the encoded value directly

0eNrFWt2P2jgQ/1es3MP1IyDixPlYqQ+t1FZ9q6pW11N3hQwx4LvEziXO7qKK//3GDiHbNhSGW13Fy2DPh2fm55kx4qu3KFpR1VIZ7+qrJ5daNd7Vl69eI9eKF3ZN8VJ4Vx6vpdmUwsjlZKnLhVTc6Nrb+Z5Uubj3roKdPyKVy6Yq+HZScSWKB9x0d+N7QhlppOgMui ...
by fryyyy
Thu Nov 28, 2024 12:16 am
Forum: Gameplay Help
Topic: Problem with train interrupts
Replies: 2
Views: 509

Re: Problem with train interrupts

Empty schedules will switch to manual after completing interrupts. I don't know if this is intended behavior or not but I was having exactly the same problem.

Try having your desired default behavior be the entire schedule and use interrupts to modify your train's behavior from there. So for your ...
by fryyyy
Tue Nov 26, 2024 4:33 pm
Forum: Gameplay Help
Topic: Way to see picture-in-picture of an area?
Replies: 1
Views: 247

Re: Way to see picture-in-picture of an area?

You can pin space platform hubs and other players. They will get a button under the minimap. You get a picture-in-picture for players, but not platforms, if you just hover your cursor over the pin. If you hit the "edit" button on a platform's pin, it will give you a picture-in-picture. It's almost ...

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