Search found 18 matches
- Sat Aug 31, 2024 12:46 pm
- Forum: Modding interface requests
- Topic: Decorative power pole prototype
- Replies: 1
- Views: 250
Decorative power pole prototype
I am trying to solve the issue with decoratively placed power poles with their own networks taking huge performance hit. My current solution is to create large power network that connects all the disconnected networks (no producer, no consumer) together, but that has other issues like having to disc...
- Sat Aug 31, 2024 11:46 am
- Forum: Modding interface requests
- Topic: Method to prevent certain automatic power pole connections
- Replies: 1
- Views: 790
Re: Method to prevent certain automatic power pole connections
I am trying to optimize power networks (many disconnected power networks) by merging them all into single big network, because the stats are being (likely) collected regardless of whether the network has any producers or consumers. This solved UPS issues of many networks but now I need to prevent th...
- Fri May 31, 2024 5:30 pm
- Forum: News
- Topic: Friday Facts #413 - Gleba
- Replies: 122
- Views: 28014
Re: Friday Facts #413 - Gleba
Nice job! I can't wait for what the final sprites will look like.
I hope the final mix of the soundtrack will leave out the alternating music in left and right channel at the beginning. That thing is so pronounced, it is awful.
I hope the final mix of the soundtrack will leave out the alternating music in left and right channel at the beginning. That thing is so pronounced, it is awful.
- Mon Apr 15, 2024 5:00 pm
- Forum: News
- Topic: Friday Facts #406 - Space Age Music
- Replies: 157
- Views: 32117
Re: Friday Facts #406 - Space Age Music
What the undisclosed music at around 4:00 sounds like to me: Infernotown.png I have a suggestion, you could have two sets of playlists for each planet. The discovery playlist with one or two tracks that play when the player character lands on the planet to set the mood. But then have the regular fac...
- Sat Mar 02, 2024 12:10 pm
- Forum: Ideas and Suggestions
- Topic: Better hotkey system
- Replies: 0
- Views: 394
Better hotkey system
Factorio has a lot of hotkeys and not all hotkeys are useful in every situation. So I usually set up dual-use hotkeys. Especially when I know that the two actions will never happen simultaneously. For example connect rolling stock and jetpack. Another case is simple module inserter where you have to...
- Mon Feb 19, 2024 8:15 pm
- Forum: News
- Topic: Friday Facts #398 - Fulgora
- Replies: 114
- Views: 33712
Re: Friday Facts #398 - Fulgora
This gave me an idea. It should be Like Dune II, you can't build large structures over sand or soft terrain. https://www.myabandonware.com/media/screenshots/d/dune-ii-the-building-of-a-dynasty-1e7/dune-ii-the-building-of-a-dynasty_19.gif There are mods for this and it should stay as such, it's a ch...
- Sun Feb 18, 2024 10:48 pm
- Forum: Gameplay Help
- Topic: how do I set the traffic lights so that this train passes?
- Replies: 4
- Views: 862
Re: how do I set the traffic lights so that this train passes?
My general guideline is - Put chain signals everywhere for any single-track system. Then you can tinker with regular signals later to figure out how to use them.
- Fri Feb 09, 2024 2:00 pm
- Forum: News
- Topic: Friday Facts #397 - Factoriopedia
- Replies: 121
- Views: 26443
Re: Friday Facts #397 - Factoriopedia
So does Factoriopedia support uncommon cases like fuel byproducts? Is there support for scripted actions like performing a ritual that is not a part of recipe system, for example delivering specific items to selected chests to produce an item in a scenario? The Factoriopedia entry (or link) would ha...
- Sun Feb 04, 2024 6:41 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Self-balancing Kovarex setup
- Replies: 6
- Views: 2683
Re: Self-balancing Kovarex setup
A full centrifuge might output up to 6 U-238. 2 for the current cycle and 4 from the following two cycles depending on inserter stack size. I've nailed the deadlocking issue down to insufficient buffering of U-238 on the outer lane. The belt between the splitter and the merge might fill up and block...
- Sun Feb 04, 2024 10:45 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Self-balancing Kovarex setup
- Replies: 6
- Views: 2683
Re: Self-balancing Kovarex setup
The beautiful thing is that you can modify it whatever way you want. I didn't even attempt to optimize it yet. I just build it in my base, put in some U-235 and forget about it. I think each centrifuge will feed up to 4 centrifuges down the line, then the following ones will top up to 80. Haven't re...
- Sat Feb 03, 2024 10:13 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Self-balancing Kovarex setup
- Replies: 6
- Views: 2683
Self-balancing Kovarex setup
So I came up with Kovarex setup that uses belt and inserter mechanics to achieve self-balancing. Now deadlock-free! 0eNq9XE1zozgQ/SsU5zhFCwmJ3Pbjsted2dPuVApj2WaDwSsgM6mp/PcV9mTixCjpbso5JcbwWl+vu/Va5nu8rAe7d1XTxzff45XtSlft+6pt4pv498LdRRtnbRO5trzror6N+q31f/bX0adt1Ty8+LZsdzZqh/7pNldttv31P80/zWf/ad921Yg...
- Wed Jan 31, 2024 1:33 am
- Forum: Combinator Creations
- Topic: Fixed time round robin dispatcher (so you can mix belts without mixing items)
- Replies: 0
- Views: 709
Fixed time round robin dispatcher (so you can mix belts without mixing items)
I have created a round robin dispatcher that I plan to use in my SE playthrough to split items off the bus and load them on the cargo rocket. It uses a mix of combinators and belts + inserters to implement the logic. As setting up signals for filters in constant combinator GUI is making my blood boi...
- Sun Dec 03, 2023 9:42 am
- Forum: News
- Topic: Friday Facts #387 - Swimming in lava
- Replies: 172
- Views: 53788
Re: Friday Facts #387 - Swimming in lava
Will the map generation include special checks to ensure that anything minable that spawns near lava is accessible by the new mining drills? In current Factorio, if you get a small island with some ore on it that a drill won't fit on, you can just use some landfill to expand it enough to fit the dr...
- Fri Nov 24, 2023 3:31 pm
- Forum: News
- Topic: Friday Facts #386 - Vulcanus
- Replies: 124
- Views: 35495
Re: Friday Facts #386 - Vulcanus
The pretty new graphics raise a question: will the new planets look nicer than Nauvis? Just because you have more experience and more time to develop? In many games, areas and buildings and features added by expansions are more detailed and more fleshed out than in the original game. I wish you rev...
- Fri Nov 24, 2023 3:27 pm
- Forum: News
- Topic: Friday Facts #386 - Vulcanus
- Replies: 124
- Views: 35495
Re: Friday Facts #386 - Vulcanus
I see completely enclosed turret installation, complex terrain - flying enemies confirmed?
- Fri Oct 27, 2023 2:07 pm
- Forum: News
- Topic: Friday Facts #382 - Logistic groups
- Replies: 230
- Views: 49748
Re: Friday Facts #382 - Logistic groups
Logistic groups are nice. I was just looking for a mod which does exactly that.
- Mon Sep 11, 2023 7:06 am
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 838
- Views: 193139
Re: Friday Facts #375 - Quality
Quality is tiny feature in the scope of the expansion.
- Sun Sep 10, 2023 5:52 am
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 838
- Views: 193139
Re: Friday Facts #375 - Quality
I wonder how many players quit after learning that nuclear processing is yielding shiny rocks at random that are absolutely necessary for optional nuclear power. On a more serious note. I cannot wait to see new designs utilizing new quality machines. I can even see that higher quality low tier machi...