grafik.png
I would like to see the "alert icon" blinking frequency lowered.
If i ghost something, im usally aware, that it has to be build. A 2 second reminder, visually blocking parts of the map view wont help anyone much :D
If it would blink like every 5-10 seconds, i would still notice it ...
Search found 40 matches
- Sun Nov 23, 2025 9:50 pm
- Forum: Ideas and Suggestions
- Topic: Do construction request really need to blink every 2 seconds ?
- Replies: 1
- Views: 160
- Tue Feb 25, 2025 12:11 pm
- Forum: Balancing
- Topic: Quality-Science is not a real thing, compared to productivity
- Replies: 12
- Views: 3855
Re: Quality-Science is not a real thing, compared to productivity
Edit: Oh, you were testing with speed 3's in your beacons. Don't do that. The extra benefit isn't worth 150% bigger quality penalty.
But we talk midgame to engame here.
Basic Speed 3 with Q3 beacons is an option by then.
- Sat Feb 22, 2025 4:29 pm
- Forum: Balancing
- Topic: Quality-Science is not a real thing, compared to productivity
- Replies: 12
- Views: 3855
Re: Quality-Science is not a real thing, compared to productivity
I just had a look at some scenarios, and stay with my point.
Even if you get the full +20% output based on quality, its not worth, to build >FIVE times the buildings.
The module costs alone of all theese quality modules take time to payoff
Even if you get the full +20% output based on quality, its not worth, to build >FIVE times the buildings.
The module costs alone of all theese quality modules take time to payoff
- Tue Feb 18, 2025 10:03 am
- Forum: Balancing
- Topic: Quality-Science is not a real thing, compared to productivity
- Replies: 12
- Views: 3855
Re: Quality-Science is not a real thing, compared to productivity
[/quote]
For green science you'd need 50 assembler 3's making inserters and ~11 foundries making belts (using only 4 quality modules in the foundries to keep ratios balanced). You could drop that to 23 and 4-5 by using legendary speed 1's in single legendary beacons, losing 5% of a potential 25 ...
For green science you'd need 50 assembler 3's making inserters and ~11 foundries making belts (using only 4 quality modules in the foundries to keep ratios balanced). You could drop that to 23 and 4-5 by using legendary speed 1's in single legendary beacons, losing 5% of a potential 25 ...
- Mon Feb 17, 2025 4:49 pm
- Forum: Balancing
- Topic: Quality-Science is not a real thing, compared to productivity
- Replies: 12
- Views: 3855
Re: Quality-Science is not a real thing, compared to productivity
Can you show me a build of them with ~100 science value produced per second? I can hardly immagine making this without gooing for speed modules. :/computeraddict wrote: Sun Feb 16, 2025 6:56 am Green, military, and purple science have direct uses for quality as their ingredients don't accept prod modules.
- Mon Feb 17, 2025 4:45 pm
- Forum: Balancing
- Topic: Quality-Science is not a real thing, compared to productivity
- Replies: 12
- Views: 3855
Re: Quality-Science is not a real thing, compared to productivity
Why should quality science be "a real thing" anyway. This is a case of "just because you can, doesn't mean you should". Just like quality ammo and quality belts.
To enable more, divers types of playstyle ?
This is a case of "just because you can, doesn't mean you should".
Who is saying that ...
To enable more, divers types of playstyle ?
This is a case of "just because you can, doesn't mean you should".
Who is saying that ...
- Sun Feb 16, 2025 1:10 am
- Forum: Balancing
- Topic: Increase Gleba seed production chance
- Replies: 75
- Views: 41703
Re: Increase Gleba seed production chance
Sry, but isnt that a basic calculation, every factorio player should be able to make ?
We noticed that in our first 5 min on gleba since an "ongoing planter" is basicly the first thing you have to figuere out.
We noticed that in our first 5 min on gleba since an "ongoing planter" is basicly the first thing you have to figuere out.
- Sun Feb 16, 2025 12:59 am
- Forum: Balancing
- Topic: Quality-Science is not a real thing, compared to productivity
- Replies: 12
- Views: 3855
Quality-Science is not a real thing, compared to productivity
As we know, science of highter quality (QS) gives you an additive 100% muliplier on the research value.
10 science of quality 4 are the same like 40 science of quality 1.
The idea of making QS looked interesting at first, but in almost every case, productivity modules outclass the benefit of QS by ...
10 science of quality 4 are the same like 40 science of quality 1.
The idea of making QS looked interesting at first, but in almost every case, productivity modules outclass the benefit of QS by ...
- Sun Dec 15, 2024 12:57 am
- Forum: Gameplay Help
- Topic: Why do Robots leave thier roboport network, when there is no power ?
- Replies: 3
- Views: 787
Re: Why do Robots leave thier roboport network, when there is no power ?
There is no network if the robotport does not have power, so the robots "left" their network the moment power ran out.
See 62431 Robots leave roboport network if lost power , 124014 Robots leaving thier home network when there is no power ? .
Did you just linked my own post....okay thanks ...
- Thu Dec 12, 2024 12:44 pm
- Forum: Gameplay Help
- Topic: Why do Robots leave thier roboport network, when there is no power ?
- Replies: 3
- Views: 787
Why do Robots leave thier roboport network, when there is no power ?
When robots try to charge, but the port goes empty, they just leave thier network
I can't think of a single scenario, where this option is actually usefull.
The next random closest network is a complete different system.
You can loose every single bot from the Mainbase to a single roboport far ...
I can't think of a single scenario, where this option is actually usefull.
The next random closest network is a complete different system.
You can loose every single bot from the Mainbase to a single roboport far ...
- Thu Dec 12, 2024 12:32 pm
- Forum: Not a bug
- Topic: Robots leaving thier home network when there is no power ?
- Replies: 2
- Views: 753
Re: Robots leaving thier home network when there is no power ?
Why is this intendet ?-You can "loose" every bot of your whole main network to a single roboport far outside in this way
- Sun Dec 08, 2024 1:31 pm
- Forum: Not a bug
- Topic: Robots leaving thier home network when there is no power ?
- Replies: 2
- Views: 753
Robots leaving thier home network when there is no power ?
What did you do?
-place a roboport with 50 construction bots, powered by a few solar cells
-place a storage chest in the logistic network with ~3000 landmines
-ghost ~3000 in the building range of roboport
What happened?
-The bots start working
-bots go to charge
-power goes low
-afer a while ...
-place a roboport with 50 construction bots, powered by a few solar cells
-place a storage chest in the logistic network with ~3000 landmines
-ghost ~3000 in the building range of roboport
What happened?
-The bots start working
-bots go to charge
-power goes low
-afer a while ...
- Thu Nov 28, 2024 5:55 pm
- Forum: Ideas and Suggestions
- Topic: Allow Quality Downgrade
- Replies: 33
- Views: 12307
Re: Allow Quality Downgrade
+1
Items had better quality at this moment is annoying. I cannot make assembling machine because i have too good steel plate. It's ridiculous.
If you would allow that, everyone would put quality in every production at the main base.
You filter out t4 +t5 items with a single inserter at the ...
Items had better quality at this moment is annoying. I cannot make assembling machine because i have too good steel plate. It's ridiculous.
If you would allow that, everyone would put quality in every production at the main base.
You filter out t4 +t5 items with a single inserter at the ...
- Thu Nov 28, 2024 1:51 am
- Forum: Ideas and Suggestions
- Topic: Furnaces should not be able to give out spoilage
- Replies: 0
- Views: 355
Furnaces should not be able to give out spoilage
There is a very small chance for a fuel based furnace to actually give out spoilage: when the input fuel spoils while it is in the input-inserter.
The spoilage will stay on the output slot of the furnace now, like we see in the picture.
I think this should be changed for consitency because :
-A ...
The spoilage will stay on the output slot of the furnace now, like we see in the picture.
I think this should be changed for consitency because :
-A ...
- Wed Nov 27, 2024 1:45 am
- Forum: Not a bug
- Topic: Furnaces give out spoilage sometimes which causes stuck belts
- Replies: 9
- Views: 1948
Re: Furnaces give out spoilage sometimes which causes stuck belts
Nice! I was racking my head trying to think how spoilage could get into that trash slot, but that would do it. Not much that can be done about that though, other than filtering the output belt with a splitter set to spoilage at some point.
I see 2 options for that :
If wube wants to "fix that ...
I see 2 options for that :
If wube wants to "fix that ...
- Mon Nov 25, 2024 6:37 pm
- Forum: Not a bug
- Topic: Furnaces give out spoilage sometimes which causes stuck belts
- Replies: 9
- Views: 1948
Re: Furnaces give out spoilage sometimes which causes stuck belts
Anything spoilable can spoil inside of machines before itβs used.
Yes, but the "new spoilage" ends up staying in the FUEL slot and beeing consumed. Test it yourself.
Otherwise builds like this would be stuck every min multiple times and not once every 10 mins.
Also a boiler for example would ...
- Mon Nov 25, 2024 5:23 pm
- Forum: Not a bug
- Topic: Furnaces give out spoilage sometimes which causes stuck belts
- Replies: 9
- Views: 1948
Furnaces give out spoilage sometimes which causes stuck belts
What did you do?
-Place the blueprint and power it (its 8 simple furnace lines with infinity chests )
-let it run for a while 10 to 30 min
-Check if any of the RED LIGHTS go on.
What happened?
There is spoilage on the OUTPUT belt of the furnaces now
What did you expect to happen instead ...
-Place the blueprint and power it (its 8 simple furnace lines with infinity chests )
-let it run for a while 10 to 30 min
-Check if any of the RED LIGHTS go on.
What happened?
There is spoilage on the OUTPUT belt of the furnaces now
What did you expect to happen instead ...
- Sat Nov 23, 2024 2:13 pm
- Forum: Gameplay Help
- Topic: Stackinserter is not able to give out spoilage at non full stacks anymore.
- Replies: 4
- Views: 1064
Re: Stackinserter is not able to give out spoilage at non full stacks anymore.
That both don't work if the stack inserter picks something up and it spoils in it's hands before it got a full stack.
You realize, that the second option didnt even involved a stackinserter ?
- Fri Nov 22, 2024 4:12 pm
- Forum: Duplicates
- Topic: [2.0.21] Parametrising blueprint of bulk inserters will set stack sizes to 1
- Replies: 2
- Views: 561
[2.0.21] Parametrising blueprint of bulk inserters will set stack sizes to 1
What did you do?
-place 2 bulk inserters
-change the stacksize to 6 and the other one to 8
-make a blueprint
-click parametrise
-paremetrise the 6
It will allrdy change both values in this menue, but you can save the blueprint and place it and check both stacksizes
What happened?
Both ...
-place 2 bulk inserters
-change the stacksize to 6 and the other one to 8
-make a blueprint
-click parametrise
-paremetrise the 6
It will allrdy change both values in this menue, but you can save the blueprint and place it and check both stacksizes
What happened?
Both ...
- Fri Nov 22, 2024 2:54 pm
- Forum: Gameplay Help
- Topic: Stackinserter is not able to give out spoilage at non full stacks anymore.
- Replies: 4
- Views: 1064
Re: Stackinserter is not able to give out spoilage at non full stacks anymore.
I haven't tried this yet, but maybe a combinator solution can work, if you detect spoilage in the hand, force the size of the stack to 1.
Sure, the are many sollutions. But there was allrdy a good one in the game and now its gone :(
Before i place a combinator for every inserter, i would rather ...
Sure, the are many sollutions. But there was allrdy a good one in the game and now its gone :(
Before i place a combinator for every inserter, i would rather ...