Search found 2164 matches

by Qon
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.
by Qon
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 ...
by Qon
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 ...
by Qon
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 ...
by Qon
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 ...
by Qon
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 ...
by Qon
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 ...
by Qon
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 ...
by Qon
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 ...
by Qon
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 ...
by Qon
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 ...
by Qon
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 ...
by Qon
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 ...
by Qon
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

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 :(
No lies please. PE Stringy Train Stops Redux.
by Qon
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 ...
by Qon
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?

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....?
Read what I quoted and what I actually said again.
There is no 30% fee for activating steam keys.
by Qon
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 ...
by Qon
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 ...
by Qon
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 ...
by Qon
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 ...

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