Search found 2164 matches
- Fri Nov 08, 2024 10:10 am
- Forum: Ideas and Suggestions
- Topic: Stack Inserters should be more intelligent
- Replies: 3
- Views: 413
Re: Stack Inserters should be more intelligent
Use as many stack inserters as outputs or use another type of inserter that fits the use case. Use inserters more intelligently instead of asking for detrimental game changes.
- Fri Nov 08, 2024 7:52 am
- Forum: General discussion
- Topic: Gleba has killed the game for me.
- Replies: 373
- Views: 71719
Re: Gleba has killed the game for me.
I just hate spoil mechanics. It does not fit Factorio style. Some years ago Factorio was pretending to be nominated to "watch and relax" category of Steam best games.
"Pretending to be nominated"? LOL, what is that even supposed to mean? And just because some Factorio elements fit under that ...
- Thu Nov 07, 2024 9:27 pm
- Forum: Gameplay Help
- Topic: What is the point of productivity modules?
- Replies: 22
- Views: 8876
Re: What is the point of productivity modules?
With infinite time and space to build, infinite computation speed and RAM and infinite resources, productivity modules don't really matter.
But all you have is infinite resources and at some point if you want to go bigger you want to reduce the footprint of your factory and the UPS hit it takes to ...
But all you have is infinite resources and at some point if you want to go bigger you want to reduce the footprint of your factory and the UPS hit it takes to ...
- Thu Nov 07, 2024 8:45 am
- Forum: Not a bug
- Topic: [2.0.14] Combinators: EACH not allowing condition to be evaluated
- Replies: 17
- Views: 1595
Re: [2.0.14] Combinators: EACH not allowing condition to be evaluated
Answer would be 2 A. Same as current System
The result being the same is just an accident. 2 * 2 = 2 ^ 2, but multiplication isn't exponentiation. A broken clock is right twice a day. Your proposed system makes no sense. To get the behavior you want just use [every] instead of [each] for this ...
- Wed Nov 06, 2024 3:21 pm
- Forum: Not a bug
- Topic: [2.0.14] Combinators: EACH not allowing condition to be evaluated
- Replies: 17
- Views: 1595
Re: [2.0.14] Combinators: EACH not allowing condition to be evaluated
The output should be two of every signal that was passed.
If you just have condition Everything > 0 output Each (1), then you get every signal passed in at value 1.
If you just have condition Each > 0 output Each (1), then you get every positive signal passed in at value 1.
If these were joined ...
- Tue Nov 05, 2024 11:37 pm
- Forum: Not a bug
- Topic: [2.0.14] Combinators: EACH not allowing condition to be evaluated
- Replies: 17
- Views: 1595
Re: [2.0.14] Combinators: EACH not allowing condition to be evaluated
It sound like an 'each' mode for the easiest way to solve this originally. However, in the second case I posted, the result seem absurd:
Input: [X]=6, [Yellow] = 1
[X] > 5 OR [Each] > 10 output [Green] = 1
This leads to [Green] = 2, despite EACH being false for all signals.
Pretty please ...
- Fri Nov 01, 2024 3:44 pm
- Forum: Gameplay Help
- Topic: I would appreciate some help on... Gleba
- Replies: 33
- Views: 16775
Re: I would appreciate some help on... Gleba
I tried to do it exactly like that. With a belt where the near-side is Nutrients and on the far side the spoilage. And several splitters that try to siphone off the spoilage because otherwise biochambers could get stuck if there is spoilage on both belt sides at the moment it wants to grab ...
- Thu Oct 24, 2024 8:04 pm
- Forum: Balancing
- Topic: Artillery needs to be moved back to Nauvis
- Replies: 63
- Views: 17160
Re: Artillery needs to be moved back to Nauvis
I would like to ask you to share your wisdom one more time if you don't mind, as you forgot to address my other point, and that is offense. You know, how to push into large biter nest full of Behemoth spitters, worms and stuff... oh, wait. No, no no, don't bother. I know the answer: Land mines ...
- Wed Oct 23, 2024 7:55 pm
- Forum: General discussion
- Topic: Mods for 1st expansion run
- Replies: 33
- Views: 7997
Re: Mods for 1st expansion run
What do you mean, "the same" ?
The whole point is to not have to use the much more cumbersome when used with a single entity cut & paste, especially for those "one tile off" entity placements... (except belts, never worked on those)
Cut and paste hotkeys fit neatly where I already have my hand ...
- Wed Oct 23, 2024 7:52 pm
- Forum: Balancing
- Topic: Artillery needs to be moved back to Nauvis
- Replies: 63
- Views: 17160
Re: Artillery needs to be moved back to Nauvis
"My playstyle in Space Age is to never leave nauvis and never use any of the new content that SA provides. Please make sure to balance this expansion around us players that refuse to engage with the new content but have the expansion activated anyways. Btw I'm very very good at Factorio so I ...
- Wed Oct 23, 2024 6:41 pm
- Forum: General discussion
- Topic: Mods for 1st expansion run
- Replies: 33
- Views: 7997
Re: Mods for 1st expansion run
I am sorely missing my usual
Picker Dollies
https://github.com/Nexela/PickerAtheneum/raw/master/.web/picker-combinator-dolly.gif
Picker Dollies ascended! Kind of. You can do the same with cut and paste now, and it's much better really because you can move multiple entities at once. It breaks ...
- Wed Oct 23, 2024 6:09 pm
- Forum: Balancing
- Topic: Artillery needs to be moved back to Nauvis
- Replies: 63
- Views: 17160
Re: Artillery needs to be moved back to Nauvis
"My playstyle in Space Age is to never leave nauvis and never use any of the new content that SA provides. Please make sure to balance this expansion around us players that refuse to engage with the new content but have the expansion activated anyways. Btw I'm very very good at Factorio so I play at ...
- Wed Oct 23, 2024 3:30 pm
- Forum: Gameplay Help
- Topic: Dynamically setting train station names
- Replies: 6
- Views: 3739
Re: Dynamically setting train station names
No lies please. PE Stringy Train Stops Redux.
This is not compatible with the current version of the game as far as i can see https://mods.factorio.com/mod/PE-StringyTrainStopRedux
I am positively surprised to find i was wrong due to not being aware of the existence of such mod but its newly ...
- Wed Oct 23, 2024 10:22 am
- Forum: Gameplay Help
- Topic: Dynamically setting train station names
- Replies: 6
- Views: 3739
Re: Dynamically setting train station names
No lies please. PE Stringy Train Stops Redux.mmmPI wrote: Wed Oct 23, 2024 9:58 am Changing train station names based on input signal is not possible. One will need too wait for a mod maybe or find another concept![]()
- Mon Oct 07, 2024 10:45 am
- Forum: Modding help
- Topic: Newbie modding question
- Replies: 5
- Views: 751
Re: Newbie modding question
so it isn't possible to create new entity based on splitter but with circuit network capabilities?
and with custom definitions?
circuit_wire_connection_points,
circuit_wire_max_distance,
circuit_connector_sprites
Like Bilka said, No.
But you could do a workaround with a special splitter ...
- Wed Sep 25, 2024 10:11 pm
- Forum: General discussion
- Topic: How much more the devs get if I buy through the website?
- Replies: 28
- Views: 5127
Re: How much more the devs get if I buy through the website?
Read what I quoted and what I actually said again.NineNine wrote: Wed Sep 25, 2024 8:58 pm I cannot make any sense out of what you're saying here. How does Wube benefit from paying Valve 30% of their sales? Valve gets more users, and money. Wube gets....?
There is no 30% fee for activating steam keys.
- Wed Sep 25, 2024 4:36 pm
- Forum: General discussion
- Topic: How much more the devs get if I buy through the website?
- Replies: 28
- Views: 5127
Re: How much more the devs get if I buy through the website?
They surely have more then the initial 5000.
A lot more and maybe also a special deal for automatic activation of new ones.
As I said: They definitly do. Nothing else would make sense.
All I am saying:
If this loop hole would be actively promoted and the numbers for "Real steam sale" Vs ...
- Wed Sep 25, 2024 8:54 am
- Forum: General discussion
- Topic: How much more the devs get if I buy through the website?
- Replies: 28
- Views: 5127
Re: How much more the devs get if I buy through the website?
Afaik Steam only takes the 30% if you actually buy it through the Steam store. If you buy directly on their homepage all the money goes to the devs. The provided Steam key will not cause them any additional costs.
This trick has limits. As far as I understood:
if to many use it Wube will run ...
- Wed Aug 21, 2024 11:03 pm
- Forum: Ideas and Suggestions
- Topic: Please remove the Spidertron screen wobble
- Replies: 49
- Views: 7489
Re: Removing the Spidertron "screen jitter" on moving around.
I see this is a place were people overthink and overengineer, but it's really not necessary. :D
Written by someone who doesn't think.
Your suggestions are incomplete. You are continuing the well established pattern in this thread of underthinking and underengineering and just repeating ...
- Sat Aug 10, 2024 7:15 pm
- Forum: Ideas and Suggestions
- Topic: Please remove the Spidertron screen wobble
- Replies: 49
- Views: 7489
Re: Removing the Spidertron "screen jitter" on moving around.
I see this is a place were people overthink and overengineer, but it's really not necessary. :D
Written by someone who doesn't think.
Your suggestions are incomplete. You are continuing the well established pattern in this thread of underthinking and underengineering and just repeating things ...