Search found 46 matches

by Dmytrozern
Sat Mar 23, 2024 6:48 am
Forum: News
Topic: Friday Facts #403 - Train stops 2.0
Replies: 129
Views: 16592

Re: Friday Facts #403 - Train stops 2.0

drone hub cart for trains. ... “filtering” traffic lights. +1. It feels like a spidertron, so the possibility is still there, but there is a lot a manual outpost building before you can reach to spidertron I don't know how i lived without that "train station change color and limit automaticall...
by Dmytrozern
Fri Mar 15, 2024 4:51 pm
Forum: News
Topic: Friday Facts #402 - Lightspeed circuits
Replies: 168
Views: 22692

Re: Friday Facts #402 - Lightspeed circuits

Beautiful QOL features. Both are gonna save me sooo much time.

Will we have a laser beamer or interplanetary radar to move circuit signals between planets?
by Dmytrozern
Fri Feb 23, 2024 7:16 pm
Forum: News
Topic: Friday Facts #399 - Trash to Treasure
Replies: 289
Views: 35314

Re: Friday Facts #399 - Trash to Treasure

The last time I checked, you can not recycle solid fuel (liquid) or stone (already in its rawest form and can not be processed further). ... None of the visible belts in this footage have a stone outlet through inserters or splitters for the main loop. The secondary row of the recycler on the right...
by Dmytrozern
Fri Feb 23, 2024 6:24 pm
Forum: News
Topic: Friday Facts #399 - Trash to Treasure
Replies: 289
Views: 35314

Re: Friday Facts #399 - Trash to Treasure

If there is a possibility of time of day triggers like weather effects only at night....just imagine what is possible on those new planets. Or what modders could do with dynamic weather. Think about the world from "Pitch Black" movie where aliens would attack only at night! 5h of daytime, ...
by Dmytrozern
Fri Feb 23, 2024 6:22 pm
Forum: News
Topic: Friday Facts #399 - Trash to Treasure
Replies: 289
Views: 35314

Re: Friday Facts #399 - Trash to Treasure

Wow! And I mean it. This FFF is actually in the top 3, if not the biggest excitement I got from v2.0 teases. Environment hazards? — Awesome. Cool new mood enhancer that gives character to the surroundings. Tar rivers and small islands? — Hell yeah! Let there be train spaghetti! I was skeptical about...
by Dmytrozern
Sun Feb 18, 2024 3:09 pm
Forum: News
Topic: Friday Facts #398 - Fulgora
Replies: 114
Views: 24356

Re: Friday Facts #398 - Fulgora

...to reduce the overall polution of the factory? Would be pretty interessting if this was actually necessary on the last Planet, because you cannot beat the Aliens there outright, so you need to stay low profile. I second that. This would be a nice change of pace: splitting the factory, so waves a...
by Dmytrozern
Sat Jan 27, 2024 4:20 pm
Forum: News
Topic: Friday Facts #395 - Generic interrupts and Train stop priority
Replies: 138
Views: 17146

Re: Friday Facts #395 - Generic interrupts and Train stop priority

Another train fact. Lovely!

Great improvements!
by Dmytrozern
Fri Jan 12, 2024 9:15 pm
Forum: News
Topic: Friday Facts #393 - Putting things on top of other things
Replies: 227
Views: 45787

Re: Friday Facts #393 - Putting things on top of other things

Almost 2k hours here, and don't remember using blue belts because of their price. Space is unlimited after all, so I'm not sure I'm gonna use new belts apart from underground. I like the color - not too vibrant and even tho it's similar to yellow, you still can easily say what belt it is by looking ...
by Dmytrozern
Sun Nov 26, 2023 9:23 pm
Forum: News
Topic: Friday Facts #386 - Vulcanus
Replies: 123
Views: 24732

Re: Friday Facts #386 - Vulcanus

- eruptions: regional reduced visibility I second this so much. Different cosmetic effects sound so immersive. Even if that is just a simple fade in/out effect depending on the current biome. Flying ashes, lower saturation at certain biomes, reddish hue shift in lava biome or the planet in general....
by Dmytrozern
Sat Nov 25, 2023 4:14 pm
Forum: News
Topic: Friday Facts #386 - Vulcanus
Replies: 123
Views: 24732

Re: Friday Facts #386 - Vulcanus

*Mostly vanilla player. Never played SE. It's awesome to see more atmospheric effects! Yellow haze, acid geysers, random plumes - yummy! Biome specific recourses? Wow! Can we have more atmospheric effects on Nauvis too? Like bringing haze up if you are in highly polluted chunks? I’m so hyped about d...
by Dmytrozern
Sat Feb 18, 2023 7:40 pm
Forum: Technical Help
Topic: Last hope: blueprint library recovery from save file. (v1.1.9+)
Replies: 21
Views: 15749

Re: Last hope: blueprint library recovery from save file. (v1.1.9+)

Still relevant. Downgraded my game to continue playing a save with active recording and lost my saves. Renaming the backup did not help, but this thread did. Thank you.
by Dmytrozern
Mon Oct 10, 2022 12:39 pm
Forum: Gameplay Help
Topic: Difference in Recipe/Technology Difficulty?
Replies: 21
Views: 25881

Re: Difference in Recipe/Technology Difficulty?

What about a way to put a value less than 1 in the Technology price multiplier? I'd like a more casual game with faster technology instead of sitting for 10 min waiting on basic techs to get researched. Have you tried it? I have not, but it's possible that: /c game.difficulty_settings.technology_pr...
by Dmytrozern
Mon Oct 10, 2022 12:04 pm
Forum: Gameplay Help
Topic: Different technology_price_multiplier per force
Replies: 2
Views: 825

Re: Different technology_price_multiplier per force

Silari wrote:
Sun Oct 09, 2022 4:15 pm
You could approximate such a thing by setting one of the forces productivity bonus so their research becomes cheaper comparatively.
Never thought about it. Clever workaround. Thank you!
by Dmytrozern
Sun Oct 09, 2022 2:30 pm
Forum: Gameplay Help
Topic: Different technology_price_multiplier per force
Replies: 2
Views: 825

Different technology_price_multiplier per force

I remember having two different tech prices for my friend and me but cannot find the command and it seems game.forces doesn't have technology_price_multiplier command. Can someone help out, or is my brain playing games, and it's not possible? It could be super useful for creating matches where sever...
by Dmytrozern
Sun Oct 09, 2022 2:14 pm
Forum: Ideas and Suggestions
Topic: Improve the clarity of location pings
Replies: 2
Views: 855

Re: Improve the clarity of location pings

I have no problems with functionality, but the graphics of the marker itself could be updated to something nicer. Even just removing the circle is better.
by Dmytrozern
Sun Oct 09, 2022 1:59 pm
Forum: Ideas and Suggestions
Topic: Fast Pipe Bending
Replies: 5
Views: 1316

Re: Fast Pipe Bending

+1
by Dmytrozern
Sun Oct 09, 2022 1:37 pm
Forum: Ideas and Suggestions
Topic: Different Texture for Low Density Structure
Replies: 7
Views: 2948

Re: Different Texture for Low Density Structure

I'm down for changing it just because of this one guy. It brings nothing bad to others. Factorio is about a good experience for all of us.
Visibility point is just a bonus.
by Dmytrozern
Sun Oct 09, 2022 1:27 pm
Forum: Ideas and Suggestions
Topic: Don't connect to deconstructed power / No auto connect wires when deconstruccting
Replies: 10
Views: 1798

Re: no auto connect wires when deconstructing

This sounds like a mod. Or, alternatively - disconnect all poles from the one you want to pick up before you do, and it should do the trick. I'm against having this feature forced. Imagine removing a pole with a bot at a distant outpost and not seeing that you just cut out half of that outpost, incl...

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