Limiting how many construction orders are processed per tick keeps the game from freezing when you assign 9000 simultaneous construction orders. It's a good thing.
Search found 116 matches
- Tue Jun 11, 2024 9:32 pm
- Forum: Pending
- Topic: Spidertron does not want to rotate belts
- Replies: 6
- Views: 366
- Mon Jun 10, 2024 9:28 am
- Forum: Ideas and Suggestions
- Topic: Trains: Chain signals should factor in the length of the train
- Replies: 55
- Views: 11470
Re: Trains: Chain signals should factor in the length of the train
Yes, there can be many different paths through a block, all with different lengths, but the only one that matters is the one the train is actually taking. My point was that even just finding that value is not trivial. Add to the complications now that you could wind up with a train insisting on pat...
- Sun Jun 09, 2024 12:03 am
- Forum: Technical Help
- Topic: Optimal Monitor for Factorio (avoid blur when moving)
- Replies: 16
- Views: 901
- Sat Jun 08, 2024 11:55 pm
- Forum: Ideas and Suggestions
- Topic: Trains: Chain signals should factor in the length of the train
- Replies: 55
- Views: 11470
Re: Trains: Chain signals should factor in the length of the train
[*]The biggest unanswered question of the proposal is how the chain signal should indicate when it is blocked because of a lack of room on the other side [*]This suggestion isn't about 'eliminating gameplay' or 'enabling bad track design'. It's about taking something tedious and manual - checking e...
- Sun May 05, 2024 10:39 am
- Forum: Ideas and Suggestions
- Topic: Replace One-Time crafts with Abstract Items
- Replies: 3
- Views: 335
Re: Replace One-Time crafts with Abstract Items
The case against this is kind of made by quality and recycling. Heck, even bringing back the pickaxe (but please without durability) could be an option!
I'll concede to you on belt immunity and night vision, though. Other than reduced power draw I don't know what those would get with quality.
I'll concede to you on belt immunity and night vision, though. Other than reduced power draw I don't know what those would get with quality.
- Sun Apr 21, 2024 6:52 pm
- Forum: Off topic
- Topic: Techtonica makes me depressed. Factorio could be real 3D
- Replies: 23
- Views: 3160
Re: Techtonica makes me depressed. Factorio could be real 3D
I got turned off of 3d factory building with Satisfactory, which wasn't. Positioning things was an enormous chore. I'm with Loewchen in that the only thing I'd even want to be 3d'd in Factorio is graphics, but even the 2d graphics have the *significant* advantage of making the modding process easier...
- Sat Apr 13, 2024 12:30 am
- Forum: Ideas and Suggestions
- Topic: Let construction robots place items that were just deconstructed nearby
- Replies: 15
- Views: 1087
Re: Let construction robots place items that were just deconstructed nearby
I use the CUT shortcut as a quick way to get a decon planner onto my cursor, so whatever the solution is shouldn't break under that use (it seems such an obvious shortcut). ...how is ctrl x faster than alt d? 1) I didn't know about ALT+D. 2) ALT requires moving my thumb from the centre of the space...
- Thu Apr 11, 2024 11:45 pm
- Forum: Ideas and Suggestions
- Topic: Let construction robots place items that were just deconstructed nearby
- Replies: 15
- Views: 1087
Re: Let construction robots place items that were just deconstructed nearby
...how is ctrl x faster than alt d?Illiander42 wrote: βThu Apr 11, 2024 9:15 pmI use the CUT shortcut as a quick way to get a decon planner onto my cursor, so whatever the solution is shouldn't break under that use (it seems such an obvious shortcut).
- Tue Apr 09, 2024 9:36 pm
- Forum: Ideas and Suggestions
- Topic: Let construction robots place items that were just deconstructed nearby
- Replies: 15
- Views: 1087
Re: Let construction robots place items that were just deconstructed nearby
It seems like this logic would only have an effect if you did the deconstruction order before the construction order was assigned to a robot, otherwise the items would already be en route. Or did a super force build that issued the orders simultaneously.
- Tue Apr 02, 2024 11:52 pm
- Forum: Balancing
- Topic: Infinite Recycling Loop
- Replies: 3
- Views: 740
Re: Infinite Recycling Loop
I don't think we've ever seen productivity modules in recyclers for this exact reason.
- Sat Mar 30, 2024 4:23 pm
- Forum: Not a bug
- Topic: [1.1.104] Direct stone mining into an assembling machine stopped unexpectedly
- Replies: 4
- Views: 447
Re: [1.1.104] Direct stone mining into an assembling machine stopped unexpectedly
From what boskid said, it looks like it had coal under it when you placed it and the nearby miner mined it all before you noticed the problem.skalermo wrote: βSat Mar 30, 2024 3:11 pmIt doesn't, it has only stone as an expected resource.computeraddict wrote: βSat Mar 30, 2024 3:05 pmDoes the bottom miner have coal as an expected resource?
- Sat Mar 30, 2024 3:05 pm
- Forum: Not a bug
- Topic: [1.1.104] Direct stone mining into an assembling machine stopped unexpectedly
- Replies: 4
- Views: 447
Re: [1.1.104] Direct stone mining into an assembling machine stopped unexpectedly
Does the bottom miner have coal as an expected resource?
- Thu Mar 07, 2024 8:34 pm
- Forum: Outdated/Not implemented
- Topic: Above 60 fps (120 or 144).
- Replies: 46
- Views: 22152
Re: Above 60 fps (120 or 144).
!remindme November 7th, 2026Rseding91 wrote: βThu Mar 07, 2024 9:18 amI can add another "No" to re-up for the next 2.5 years.coppercoil wrote: βThu Mar 07, 2024 9:14 amStatements "It is not going to happen" may not last forever. Sometimes things do change. 2.5 years has already passed.
Maybe we can get it in the Factorio 2 engine
- Tue Mar 05, 2024 7:31 am
- Forum: Ideas and Suggestions
- Topic: FFF Request: Please don't spoil any new enemies
- Replies: 8
- Views: 713
Re: FFF Request: Please don't spoil any new enemies
I want new enemy info before release, but like, just before release. All I'd want before then is just a confirmation of "yep there will be new enemies too."
- Wed Feb 28, 2024 10:59 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: A different way to side load
- Replies: 5
- Views: 934
Re: A different way to side load
Note traditional side loading messes up even upstream of a lane balancer. Upstream.gif It messes up upstream of a lane balancer that isn't input balanced. That balancer is only output balanced. It won't draw evenly from its input. If you use one like this it won't matter what happens to the output:...
- Wed Feb 28, 2024 3:00 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: A different way to side load
- Replies: 5
- Views: 934
Re: A different way to side load
Neat sushi loading. Have you done any testing on how it behaves in different consumption and filling regimes? I.e. does it self correct if input is resumed or can it deadlock if it's starved of one input for too long? It looks like it would probably be fine if the input is restricted to a half yello...
- Wed Feb 21, 2024 7:36 am
- Forum: General discussion
- Topic: Factorio price in Poland
- Replies: 22
- Views: 2368
Re: Factorio price in Poland
To install Factorio on Steam, you need to install Steam first, for starts. For pure stand-alone Factorio it's just "unzip and go". If your preferred way of using software is "unzip and go", you have very special interpretation of convenience :D I do and I'm tired of pretending t...
- Wed Feb 21, 2024 6:47 am
- Forum: General discussion
- Topic: Looking for input on a Coal Power Plant mod design and Steam Engines/Boilers
- Replies: 18
- Views: 1814
Re: Looking for input on a Coal Power Plant mod design and Steam Engines/Boilers
Could model the parts of one of these: https://en.wikipedia.org/wiki/Combined_ ... ower_plant
- Tue Feb 20, 2024 9:42 am
- Forum: Gameplay Help
- Topic: Trains run chain signals if train stop is in guarded section
- Replies: 2
- Views: 477
Re: Trains run chain signals if train stop is in guarded section
Scenario: - rail network - a track section with a train stop in it - several tracks merge into that track section and are separated from it by rail chain signals (the entrances) - the track section with the train stop splits into several tracks, which are separated from it by a rail signal (the exi...
- Mon Feb 19, 2024 6:35 pm
- Forum: Outdated/Not implemented
- Topic: Cliffs as natural rail elevators
- Replies: 10
- Views: 911
Re: Cliffs as natural rail elevators
How would a quick succession of two (or more) cliffs be handled in this context, knowing there are only two rail levels ? Might have to be implemented as a cliff ramp item. Elevated rails themselves need to ignore cliffs as shown in the preview. So you'd have to do something janky like it only offe...