Search found 9 matches

by TheBuzzSaw
Fri Sep 27, 2024 3:55 pm
Forum: News
Topic: Friday Facts #430 - Drowning in Fluids
Replies: 320
Views: 63741

Re: Friday Facts #430 - Drowning in Fluids



I don't know how I played with old system for 2000 hours when it "literally didn't work" then. And besides, yes, old system isn't great, but this is just not better. Old system had quirks, this one has arbitrary limits because reasons. One step forward, two steps back.


K. Enjoy playing 1.1 ...
by TheBuzzSaw
Fri Sep 27, 2024 3:02 pm
Forum: News
Topic: Friday Facts #430 - Drowning in Fluids
Replies: 320
Views: 63741

Re: Friday Facts #430 - Drowning in Fluids

I just wanna say LOL at all the people who are crying over this new system and now defending the old system. "It's a little quirky but can be managed."

The old system literally doesn't work. Random machines get starved. Pipes randomly stop flowing. And they're sensitive to placement order? No ...
by TheBuzzSaw
Fri Sep 13, 2024 9:30 pm
Forum: News
Topic: Friday Facts #408 - Statistics improvements, Linux adventures
Replies: 161
Views: 40057

Re: Friday Facts #408 - Statistics improvements, Linux adventures



Just an unimportant off topic question.
Is (or will be) the multi-pointer functionality (2 or more active mouse cursors) supported in Factorio 2.0? Could be fun playing the game with two mice simultaneously.


I am curious... are there any computer games that support this? I've never actually ...
by TheBuzzSaw
Sat Jun 22, 2024 2:16 am
Forum: News
Topic: Friday Facts #416 - Fluids 2.0
Replies: 464
Views: 116157

Re: Friday Facts #416 - Fluids 2.0

I welcome this change because pipes just don't work currently. I've lost count of how many times I've seen a pipe with 100 liquid sitting next to a pipe with 0 liquid, and it just won't flow. While the "realism" would be nice, I want my liquid systems to actually work. I'm sure the devs can revisit ...
by TheBuzzSaw
Sun Sep 10, 2023 10:54 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 255242

Re: Friday Facts #375 - Quality

I like one suggestion I heard for the names: just use a simple numbering system with roman numerals. Tier I, Tier II, Tier III, Tier IV, and Tier V.
by TheBuzzSaw
Sat Sep 09, 2023 8:37 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 255242

Re: Friday Facts #375 - Quality

All I ask is that they can be disabled at the map level. I don't wanna send out reminders to other players or rely on mods. Just lemme turn them off. Problem solved. Everyone wins.
by TheBuzzSaw
Sat Sep 09, 2023 12:25 am
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 255242

Re: Friday Facts #375 - Quality

This means, that I had to do many VERY complicated merges into the branch during 1.0 and 1.1 development, as many things were different in the branch, so almost anything that touched internal IDs, GUI, or tests, was almost guaranteed to have a merge conflict. I believe that fellow programmers will ...
by TheBuzzSaw
Fri Sep 08, 2023 4:51 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 255242

Re: Friday Facts #375 - Quality


People clearly didn't read the whole thing. This entire system is optional . There's no one with a gun to your head saying you have to use it. Just don't unlock the quality modules and you play the game as if they were never there. Problem solved.

The names need changing 100%, a few suggested ...
by TheBuzzSaw
Fri Sep 08, 2023 4:07 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 255242

Re: Friday Facts #375 - Quality

Not a fan. Sorry.

Factorio largely centers around consistency, particularly for blueprints. I'm already having nightmares of accidentally capturing a "legendary power pole" in my design only to later realize the design will not work with normal power poles. The entire point is that higher tier ...

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