TL;DR
Skip the fluid simulation, but only if the player takes the time to set it up right
What ?
Imagine that the existing pipe segments and tanks have a little bit of elasticity, so can store kinetic energy and a little bit more fluid than 100% of their normal capacity if you have a strong ...
Search found 20 matches
- Fri Oct 30, 2020 5:59 pm
- Forum: Ideas and Suggestions
- Topic: Overpressure pipelines
- Replies: 1
- Views: 969
- Fri Apr 17, 2020 5:52 pm
- Forum: News
- Topic: Friday Facts #343 - Environmental particle effects
- Replies: 51
- Views: 26100
Re: Friday Facts #343 - Environmental particle effects
For the pun of it, I almost want to see a "no base" mod, that penalizes leaving your main factory bits in one place for too long.
- Sat Mar 14, 2020 2:29 am
- Forum: News
- Topic: Friday Facts #338 - The (real) Character GUI
- Replies: 89
- Views: 61109
Re: Friday Facts #338 - The (real) Character GUI
So are you saying that one month after 1.0 there will be paid DLC packs for Spidertron, Spidertron Armor, Free-With-Preorder Gold Spidertron skin Factorio Collector's Edition with Spidertron Statue, Spidertron Season Pass, and Spidertron Loot Crates? Oh, and a limited-time-then-gone-forever event ...
- Fri Jan 17, 2020 8:46 pm
- Forum: News
- Topic: Friday Facts #330 - Main menu and File Share Shenanigans
- Replies: 94
- Views: 47996
Re: Friday Facts #330 - Main menu and File Share Shenanigans
"Continue <save name>", "Rejoin <server name>", and "Rehost <LAN server name? save name?>" seem like distinct verbs, and I can imagine some players might prefer having both Continue and Rejoin quick options present simultaneously. If/when continuing multiplayer is added, how much customization will ...
- Fri Sep 13, 2019 11:30 pm
- Forum: News
- Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
- Replies: 144
- Views: 78900
Re: Friday Facts #312 - Fluid mixing saga & Landfill terrain
Would it work to have a "fluid conflict" lock, that flood-fills out replacing other fluid locks that changed in the past few ticks (and/or locks on pipes without any current contents), doesn't allow fluids to enter the conflicting segment (visually disconnecting the pipe, as someone else brought up ...
- Tue May 07, 2019 12:42 pm
- Forum: Ideas and Suggestions
- Topic: Blueprint alignment pins
- Replies: 7
- Views: 4456
Blueprint alignment pins
TL;DR
A structure to cause blueprint snapping.
What ?
I've seen numerous mentions of grid snapping, but that relies on a meta-game characteristic: the coordinates of game tiles.
Instead, how about a 1x1 structure that does nothing meaningful in-world, but when you are holding a blueprint ...
A structure to cause blueprint snapping.
What ?
I've seen numerous mentions of grid snapping, but that relies on a meta-game characteristic: the coordinates of game tiles.
Instead, how about a 1x1 structure that does nothing meaningful in-world, but when you are holding a blueprint ...
- Fri Apr 12, 2019 8:37 pm
- Forum: News
- Topic: Friday Facts #290 - Rail building changes & High-res icons
- Replies: 75
- Views: 42725
Re: Friday Facts #290 - Rail building changes & High-res icons
So players may care about 5 bits of rail configuration
- Place ghosts
- Destroy trees
- Destroy rocks
- Destroy cliffs
- Use landfill
and this change reduces the available configurations, in order to simplify the input mode. Would it be reasonable to let the player customize the behaviour of shift ...
- Place ghosts
- Destroy trees
- Destroy rocks
- Destroy cliffs
- Use landfill
and this change reduces the available configurations, in order to simplify the input mode. Would it be reasonable to let the player customize the behaviour of shift ...
- Sat Jan 26, 2019 7:00 pm
- Forum: News
- Topic: Friday Facts #279 - Train GUI & Modern Spitter
- Replies: 208
- Views: 94487
Re: Friday Facts #279 - Train GUI & Modern Spitter
What about something like this, to show the and/or grouping?
- Fri Jan 04, 2019 4:23 pm
- Forum: News
- Topic: Friday Facts #276 - Belt item spacing & Script rendering
- Replies: 155
- Views: 76907
Re: Friday Facts #276 - Belt item spacing & Script rendering
Trying to detect full throughput with read mode is now completely impossible, since you will never notice stutter in a constant value - whereas before you could look at the fluctuations and decide upon those (not pretty but possible).
Would watching for "read mode's been stable for at least X ...
- Tue Oct 30, 2018 8:30 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 267558
Re: Friday Facts #266 - Cleanup of mechanics
Reading through this thread, I'm now wondering whether the assembly machine input limit actually simplifies the game, since it puts an upper bound on routing complexity until the player has done some research and hopefully automation.
For all of us who find conveyor routing trivially intuitive ...
For all of us who find conveyor routing trivially intuitive ...
- Fri Jul 06, 2018 8:07 pm
- Forum: News
- Topic: Friday Facts #250 - Dead end conclusion
- Replies: 142
- Views: 68737
Re: Friday Facts #250 - Dead end conclusion
I really like the idea of being able to organize things spatially, including leaving blank areas for clarity. To expand on that, though, I think it would be convenient to have named pages in the library as an extra organization option (for example, separating blueprints by mod set). Also, a ...
- Mon Jun 11, 2018 11:16 pm
- Forum: Off topic
- Topic: Satisfactory - 3D Factorio?
- Replies: 69
- Views: 71905
Re: Satisfactory - 3D Factorio?
From a very brief glance, it seems likely it will have the all-too-common problem of clearly communicating game state to the player (fancy reflective 3D models make for nice screenshots, but when appearances are so dominated by dynamic lighting, they seem less able to communicate purpose through ...
- Wed May 30, 2018 2:00 am
- Forum: Ideas and Suggestions
- Topic: (changelog) GUI text box missing some familiar interactions
- Replies: 5
- Views: 2080
(changelog) GUI text box missing some familiar interactions
Reading a recent changelog, one of the referenced forum thread sounded interesting, so I went to copy the link.
First, I automatically tried to double-click-and-drag, intuitively expecting it to select the whole word ('http') on the double click, and then expand it to the end of the word I let go ...
First, I automatically tried to double-click-and-drag, intuitively expecting it to select the whole word ('http') on the double click, and then expand it to the end of the word I let go ...
- Sat Mar 24, 2018 12:48 am
- Forum: News
- Topic: Friday Facts #235 - 0.16 stable
- Replies: 122
- Views: 62452
Re: Friday Facts #235 - 0.16 stable
If you are using the Microsoft debuggers, one of the standard extensions is useful here:
https://docs.microsoft.com/en-us/windows-hardware/drivers/debugger/-chkimg
Any time I see a crash in which the disassembly is suspect, I use !chkimg to find out if anything differs from the executable. This ...
https://docs.microsoft.com/en-us/windows-hardware/drivers/debugger/-chkimg
Any time I see a crash in which the disassembly is suspect, I use !chkimg to find out if anything differs from the executable. This ...
- Sat Sep 23, 2017 2:32 am
- Forum: News
- Topic: Friday Facts #209 - Optimisation is a way of life
- Replies: 95
- Views: 63630
Re: Friday Facts #209 - Optimisation is a way of life
What if the bot optimization was an upgrade that had to be researched? Explained as something like a design optimized to fly above the reach of enemies, its position in the tech tree could balance between gameplay and the extremely-late-game when the UPS impact is most critical.
Alternatively, how ...
Alternatively, how ...
- Fri Apr 07, 2017 9:10 pm
- Forum: News
- Topic: Friday Facts #185 - Progress report
- Replies: 93
- Views: 56230
Re: Friday Facts #185 - Progress report
I wonder if the night vision would look better or worse if it interacted with object shadows in some manner. Not doing anything does keep the art style more consistent, though.
- Fri Feb 10, 2017 9:23 pm
- Forum: News
- Topic: Friday Facts #177 - Difficulty settings
- Replies: 120
- Views: 60937
Re: Friday Facts #177 - Difficulty settings
For bulk configuration, how about a "default" row, and a "use default" column of checkboxes?
- Sat Jan 30, 2016 9:33 am
- Forum: News
- Topic: Friday Facts #123 - Better circuit network (Part 2)
- Replies: 102
- Views: 83126
Re: Friday Facts #123 - Better circuit network (Part 2)
Sounds like an interesting change with valid motivations; too bad it's attracting the all-too-common response of "it sounds less convenient than what I'm used to, therefore it will suck".
- Sat Dec 12, 2015 7:39 am
- Forum: News
- Topic: Friday Facts #116 - Strategy Guide
- Replies: 58
- Views: 48425
Re: Friday Facts #116 - Strategy Guide
marketing a third party "ebook" that took infomation from the community and wiki for free and put it into a product for money. not so much friday facts and more like fridays advertising.
I think you are misunderstanding how the guide was made and what it contains. Probably 95% of the information ...
I think you are misunderstanding how the guide was made and what it contains. Probably 95% of the information ...
- Sat Nov 01, 2014 3:44 pm
- Forum: Releases
- Topic: Version 0.11.1
- Replies: 118
- Views: 105035
Re: Version 0.11.1
Windows XP is end of life.
You should not make any efforts on supporting that OS anymore.
Does the lack of XP support from Microsoft change anything that would matter to game developers? I doubt Microsoft has added any actual functionality in the past few years, so the current lack of security ...