Search found 113 matches

by tuhe
Sun Jan 12, 2025 2:57 pm
Forum: Gameplay Help
Topic: Dynamic Rail Provider/Requester Setup
Replies: 15
Views: 5397

Re: Dynamic Rail Provider/Requester Setup


Not much help here, but I think you're describing the same issue i've also been looking to find a solution for, or even just confirmation that this it's supposed to work like this. We have f.e. Item Signal on Train Interrupts and they are replaced with the actual item from the cargo, but then when ...
by tuhe
Tue Jan 07, 2025 11:47 am
Forum: Ideas and Suggestions
Topic: Add setting to hide unresearched items/recipes in factoriopdia
Replies: 30
Views: 3540

Re: Add setting to hide unresearched items/recipes in factoriopdia

In case it is too controversial to gray/red-out recipes that are not available then a compromise could be that when the user mouseover an item/recipe the tooltip contains information about which science packs are required to unlock the item/recipe. Along with some sorting this would go a long way to ...
by tuhe
Mon Jan 06, 2025 3:33 pm
Forum: Ideas and Suggestions
Topic: Allow pressing E to confirm number input fields, by dropping support for scientific notation
Replies: 40
Views: 4250

Re: Allow pressing E to confirm number input fields, by dropping support for scientific notation

What if 'ee' closed the window? It is slightly inconsistent but it would provide a compromise.
by tuhe
Thu Jan 02, 2025 8:20 pm
Forum: Ideas and Suggestions
Topic: Add setting to hide unresearched items/recipes in factoriopdia
Replies: 30
Views: 3540

Re: Add setting to hide unresearched items/recipes in factoriopdia

Big +1 from me. I have really fallen in love with Factoriopedia, however, it is of a very limited use in the larger modpacks. I understand that it only affect a smaller percentage of the players, however, I think there is a way to implement the feature which makes it non-intrusive for those who play ...
by tuhe
Thu Jan 02, 2025 12:52 pm
Forum: Not a bug
Topic: [2.0.19] Signal selection screen, factoriopedia, and planner filters ignores "Show all items in selection lists" option
Replies: 6
Views: 971

Re: [2.0.19] Signal selection screen, factoriopedia, and planner filters ignores "Show all items in selection lists" opt

I just want to +1 on this feature since right now factoriopedia is of very limited use in the larger modpacks and it is a bit of a shame. I understand that it only affect a smaller percentage of the players, however, I think there is a way to implement the feature which makes it non-intrusive for ...
by tuhe
Fri Sep 29, 2023 11:28 am
Forum: News
Topic: Friday Facts #378 - Trains on another level
Replies: 342
Views: 134918

Re: Friday Facts #378 - Trains on another level

I feel the wildest thing is that these new mods (planets, quality, rail bridges) are mods and could be monetized much better by being sold as standalone expansions like with the sims.
by tuhe
Mon Sep 11, 2023 2:48 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 266276

Re: Friday Facts #375 - Quality


RNG quality? What a joke. Kinda not funny though.
Hope modders will fix this abomination, I can already feel UPS tanking due to this.... :?


Don't get your hopes up, most of the most popular mods introduce RNG in some of the recipes..

Re. UPS:
yes, your ups will potentially suffer if you mix ...
by tuhe
Sun Sep 10, 2023 9:50 am
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 266276

Re: Friday Facts #375 - Quality

I never used landmines in my 900h in this game and I know that i hate them! It drives me nuts landmines are the best strategy for a normal setting speedrun, thereby not making them "optional" at all!

Landmines also turn the game into world of tanks and introduce randomness because I cannot predict ...
by tuhe
Fri Sep 08, 2023 3:16 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 266276

Re: Friday Facts #375 - Quality


To the Devs reading this, I feel your pain. Even if people choose not to use this feature, they can (and will) still complain. You only have to go through this once a week, for a year, lol :P

I think this will achieve your goal of another form of progression, and it will be fun and interesting to ...
by tuhe
Fri Sep 08, 2023 2:52 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 266276

Re: Friday Facts #375 - Quality

Perhaps someone can clear this up:
My understanding of the feature is that it would serve no purpose for the science production (i.e., we don't quality module that, so it is regular products all the way).

However, in the end-game we also have a "quality"-subfactory that supplies a mall for ...
by tuhe
Fri Sep 08, 2023 12:10 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 266276

Re: Friday Facts #375 - Quality

I am really warming up to the idea... I have long hoped to see more "recycling loops" in factorio, ala science cards in SE!

If the factory spends a good fraction of the resources assembling/disassembling, this would also have some implications in terms of bus-based designs since resources would ...
by tuhe
Fri Sep 08, 2023 11:48 am
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 266276

Re: Friday Facts #375 - Quality

I am very excited we finally got a recycler! I wonder if it jams up or destroys ore and trees?

I kind of had mixed feelings about the quality when I was reading it, but I am warming up to the idea. I wonder what a mall for high quality items would look like -- I guess it would first be a belt-based ...
by tuhe
Tue Aug 29, 2023 1:20 pm
Forum: News
Topic: Friday Facts #373 - Factorio: Space Age
Replies: 269
Views: 126034

Re: Friday Facts #373 - Factorio: Space Age

I feel something we are missing in the conversation about the progression is TREES!: What about introducing a new item called the "wood-axe", which is the only way to cut down a tree, and gate it so the player can either get it after exploring the second planet, or find it by mining a special rock ...
by tuhe
Mon Aug 28, 2023 7:15 am
Forum: News
Topic: Friday Facts #373 - Factorio: Space Age
Replies: 269
Views: 126034

Re: Friday Facts #373 - Factorio: Space Age


I’ll do some sort of poll once more Space Age information is released and I’ll try to make a decision based on the data. I don’t know what the acceptable threshold would be, it depends on the concerns mentioned earlier but let’s say something like 90%.


No matter what, there is going to be a ...
by tuhe
Sun Aug 27, 2023 1:59 pm
Forum: News
Topic: Friday Facts #373 - Factorio: Space Age
Replies: 269
Views: 126034

Re: Friday Facts #373 - Factorio: Space Age


You know, there are various mods if you want a slower-paced game :) I highly recommend IR3

lol I really liked IR2 for that reason :-). I plan to check out IR3 after I complete Nullius (another mod with an IMO great take on early progression).




The way I see water, cliff explosives and ...
by tuhe
Sun Aug 27, 2023 12:26 pm
Forum: News
Topic: Friday Facts #373 - Factorio: Space Age
Replies: 269
Views: 126034

Re: Friday Facts #373 - Factorio: Space Age

Why are we discussing this instead of the most important question of the expansion: Will there be more music?

My 2c on the cliffs:

The way I see water, cliff explosives and biters is primarily as a constraint on how you build: Cliffs and water promotes spaghetti and thinking about the world, while ...
by tuhe
Sun Nov 13, 2022 4:12 pm
Forum: PyMods
Topic: How to defend the base with no lead around?
Replies: 6
Views: 2994

Re: How to defend the base with no lead around?

You can check out the streamer 'boldviking' who does a py run with biters. The first video discuss the settings a lot (after which biters completely wreck him) and then the second video discuss even more conservative settings. tl;dr. if you turn them down enough and choose a green biome it looks ...
by tuhe
Mon Oct 31, 2022 6:39 pm
Forum: General discussion
Topic: Expansion hype thread - Any updates on when/if there will be an expansion?
Replies: 151
Views: 53083

Re: Why are you guys so pressed?

I don't understand why the developers are apprehensive.
All I want for the expansion is a few tweaks to the biters, a few additional music tracks, perhaps a new biome or two, and also that it is as accessible as Vanilla, more complex than Py, has a bigger scope than SE (I am obviously talking about ...
by tuhe
Sat May 21, 2022 3:10 pm
Forum: This Forum
Topic: Technical/UPS optimization subforum please
Replies: 7
Views: 4162

Re: Technical/UPS optimization subforum please

This is a great idea. I'd love to better understand what I should do to help UPS (trains or belts? how bad are boxes? does killing biters outside of the pollution cloud help anything?).
by tuhe
Mon May 02, 2022 1:29 pm
Forum: Implemented in 2.0
Topic: Automatically landfill when placing blueprints/ghosts
Replies: 89
Views: 55136

Re: Automatically landfill when placing blueprints/ghosts

+1.
The blueprint creation window (ctrl+c, shift+drag) should simply include a button that says 'Add landfill under all elements'. When pressed, it does exactly what this site does:

https://autotorio.com/blueprint

when the 'Landfill under entities' button is pressed.

I'd argue this is the ...

Go to advanced search