Search found 37 matches

by Blaster
Sat Jul 27, 2024 3:20 am
Forum: News
Topic: Friday Facts #421 - Optimizations 2.0
Replies: 109
Views: 18862

Re: Friday Facts #421 - Optimizations 2.0

Okay, so the thing you all did with fluid pipes in the previous FFF - can you do that with heatpipes?

Me want glorious nuclear fission reactor with good cpu that doesn't have the janky old pipe-like black magic physics
by Blaster
Fri Jul 19, 2024 7:12 pm
Forum: News
Topic: Friday Facts #420 - Fusion Reactor
Replies: 108
Views: 21073

Re: Friday Facts #420 - Fusion Reactor

On steam and temps It would be interesting to see: Closed-Loop Steam Turbines Radiators The current problem it looks like with spaceships and nuclear reactors is that the way steam generation works, it's an open cycle system. The generators vent steam when they make power. If there was a way to have...
by Blaster
Sat Jun 22, 2024 7:02 am
Forum: News
Topic: Friday Facts #416 - Fluids 2.0
Replies: 459
Views: 60899

Re: Friday Facts #416 - Fluids 2.0

Okay, you know what? I like the idea of simplifying this... and why? UPS I know some of you don't care about UPS... but listen, not everyone that plays this game is running on a Ryzen X3D or an Intel i9-13k or whatever. One of the big dissappoints I've had over time is how servers always switch to S...
by Blaster
Fri Jun 21, 2024 5:04 pm
Forum: News
Topic: Friday Facts #416 - Fluids 2.0
Replies: 459
Views: 60899

Re: Friday Facts #416 - Fluids 2.0

FINALLY

I've been waiting for this ever since pipes were earmarked to be improved post-1.0

As for everyone here that somehow prefers the old system to the new one, I only have this to say:

Image
by Blaster
Sat Jun 15, 2024 5:29 am
Forum: News
Topic: Friday Facts #415 - Fix, Improve, Optimize
Replies: 91
Views: 17097

Re: Friday Facts #415 - Fix, Improve, Optimize

Excellent!

Now do pipes!
by Blaster
Sat Jun 08, 2024 3:47 am
Forum: News
Topic: Friday Facts #414 - Spoils of Agriculture
Replies: 391
Views: 48953

Re: Friday Facts #414 - Spoils of Agriculture

I'm so hyped with this update !! I already see myself angrily alt+f4 the game because I couldn't figure the correct ratios to avoid spoils then get back at the game 5 minutes after because i'm already addicted :mrgreen: Oh no. I can already see a mod that makes everything spoilable. Introducing Fac...
by Blaster
Sat Jun 08, 2024 3:42 am
Forum: News
Topic: Friday Facts #414 - Spoils of Agriculture
Replies: 391
Views: 48953

Re: Friday Facts #414 - Spoils of Agriculture

I was surprised that mashing fruits only yields solid products, rather than any liquid juice. I figure fluids don't play well with the new spoilage system, but everything about Gleba screams to be covered in a mass of labyrinthine pipes! The biochambers especially seem kin to the chemical plants. P...
by Blaster
Sat Aug 24, 2019 9:07 pm
Forum: News
Topic: Friday Facts #309 - Controversial opinions
Replies: 290
Views: 124160

Re: Friday Facts #309 - Controversial opinions

Let me put a few pennies into the ideas here... Inserters Instead of having inserters chase items, have the inserter arm "ambush" items. It sits between the two lanes, and "catches" the item as it comes along. This keeps inserters from chasing items, and allows even burners to gr...
by Blaster
Sat Aug 03, 2019 3:26 pm
Forum: News
Topic: Friday Facts #306 - Experimental Demo
Replies: 155
Views: 66172

Re: Friday Facts #306 - Experimental Demo

One quick nitpick: In the evacuation stage it asks me to pick things up. But I'd already picked up everything I wanted in the previous step. If there is nothing left to take, the quest should auto complete. Ill look into it. I did the same thing. Game: "Prepare to evacuate" Me: " Pac...
by Blaster
Fri Aug 02, 2019 11:14 pm
Forum: News
Topic: Friday Facts #306 - Experimental Demo
Replies: 155
Views: 66172

Re: Friday Facts #306 - Experimental Demo

Oh, almost forgot to mention. The bounding boxes for the diagonal cliff edges are too big. If you look at my save, you'll see places where I had to move belts 1 tile over because I thought they would build across visually, but apparently I can't squeeze a belt in with a couple pixels between it and ...
by Blaster
Fri Aug 02, 2019 11:06 pm
Forum: News
Topic: Friday Facts #306 - Experimental Demo
Replies: 155
Views: 66172

Re: Friday Facts #306 - Experimental Demo

So, I played through the intro once again. Cleared the map of biters eventually. I see they spawn in on the left constantly as well. Nice easter eggs in the map. Oh, and why should I build walls when I can just make walls with buildings? Dragon's Teeth Furnaces works better, because I don't have to ...
by Blaster
Mon Aug 07, 2017 5:29 am
Forum: Multiplayer
Topic: Unofficial Factorio Troll/Griefer Database
Replies: 235
Views: 166524

Re: Unofficial Factorio Troll/Griefer Database (FTGD) - Last update: 5/21/2017

Harryh24, decon planner'ed the whole map
by Blaster
Sun Aug 06, 2017 4:22 am
Forum: Multiplayer
Topic: Unofficial Factorio Troll/Griefer Database
Replies: 235
Views: 166524

Re: Unofficial Factorio Troll/Griefer Database (FTGD) - Last update: 5/21/2017

Anaxes now. Seems someone is really insistent on griefing my server. Well, then.
by Blaster
Wed Aug 02, 2017 3:12 am
Forum: Multiplayer
Topic: Unofficial Factorio Troll/Griefer Database
Replies: 235
Views: 166524

Re: Unofficial Factorio Troll/Griefer Database (FTGD) - Last update: 5/21/2017

thymensewuster is next on the chopping block
by Blaster
Fri Jul 14, 2017 1:51 am
Forum: Multiplayer
Topic: Unofficial Factorio Troll/Griefer Database
Replies: 235
Views: 166524

Re: Unofficial Factorio Troll/Griefer Database (FTGD) - Last update: 5/21/2017

Another Nuke Happy party crasher by the name of Mr_Wardy
by Blaster
Thu Jun 29, 2017 7:05 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.25] Desync loop
Replies: 6
Views: 3722

Re: [0.15.25] Desync loop

Same here. Happens when I request items in the Logistics to me.
by Blaster
Sun Jun 18, 2017 9:07 pm
Forum: Multiplayer
Topic: Unofficial Factorio Troll/Griefer Database
Replies: 235
Views: 166524

Re: Unofficial Factorio Troll/Griefer Database (FTGD) - Last update: 5/21/2017

Possible griefer... Executor013016
Killed himself many times in the server log, base has multiple Nuke craters in all of its important infrastructure. Clearly not an accident.
by Blaster
Wed Jun 14, 2017 4:28 pm
Forum: Not a bug
Topic: [0.15.19] Multiplayer - Trains drive past station to stop at
Replies: 8
Views: 3468

Re: [0.15.19] Multiplayer - Trains drive past station to stop at

It should simply pull forward to the stop ahead when it does. It does not.
by Blaster
Wed Jun 14, 2017 4:04 am
Forum: Not a bug
Topic: [0.15.19] Multiplayer - Trains drive past station to stop at
Replies: 8
Views: 3468

Re: [0.15.19] Multiplayer - Trains drive past station to stop at

Here is the Problem Trains BPB. It has the complete test loop and the individual sections. 0eNrtnUtvHEmWpf+KwNU0ICbs/chFr2c2M4Wq2jUSAiVFKomiSDVJabrQ0H+fCDIi6Iy0Y3aOu0dmDaBNZSlT9sV1e5vdc6/998X7m6+bL/fXt4/v3t/d/ePi5/9++TcPFz//x+SPu/92/eHu9vlfP1x/ur262f27x39+2Vz8fHH9uPl88fbi9urz7k+P91fXt5cPj3dfLr6/vbi+...
by Blaster
Wed Jun 14, 2017 3:43 am
Forum: Not a bug
Topic: [0.15.19] Multiplayer - Trains drive past station to stop at
Replies: 8
Views: 3468

Re: [0.15.19] Multiplayer - Trains drive past station to stop at

I will do one better. Here is a sandbox save, distilled down to a miniature version of the train system, that has this happening at least once. Watch for a train leaving the Base stations with cargo.

Edit: updated save with red herrings removed

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