Search found 111 matches
- Sun Apr 21, 2024 6:52 pm
- Forum: Off topic
- Topic: Techtonica makes me depressed. Factorio could be real 3D
- Replies: 14
- Views: 886
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: 738
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: 738
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: 738
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: 423
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: 276
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: 276
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: 20711
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: 568
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: 611
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: 611
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: 1840
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: 1392
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: 366
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: 687
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...
- Mon Feb 19, 2024 6:24 pm
- Forum: General discussion
- Topic: Looking for input on a Coal Power Plant mod design and Steam Engines/Boilers
- Replies: 18
- Views: 1392
Re: Looking for input on a Coal Power Plant and Steam Engines/Boilers
One thing that you see some speed runners do in some categories is start running boilers and steam engines on solid fuel from oil instead of coal. Or if you want to continue using coal for power, running it through coal liquefaction and converting the result to solid fuel also increases efficiency o...
- Mon Feb 12, 2024 7:22 am
- Forum: Mods
- Topic: SE: Flying so fast it hurts?
- Replies: 5
- Views: 522
Re: SE: Flying so fast it hurts?
Maybe there's another weapon that can cause damage, even if the Engineer is flying around at a high speed (I only use personal lasers)? Rockets, especially explosive rockets. The way the jetpack works removes the slow-down drawback of handheld weapons, and once you do that a rocket launcher with ex...
- Sun Feb 11, 2024 2:29 pm
- Forum: Mods
- Topic: SE: Flying so fast it hurts?
- Replies: 5
- Views: 522
Re: SE: Flying so fast it hurts?
It's a setting in the jetpack mod that damages shields while moving, proportional to speed. Before that and the "taking damage from biters makes the jetpack turn off" functionality you could become a hovering god that biters couldn't touch, massively trivializing all combat on foot. Person...
- Sun Feb 11, 2024 3:06 am
- Forum: Ideas and Suggestions
- Topic: Rollback Netcode?
- Replies: 7
- Views: 594
Re: Rollback Netcode?
But vehicles interact with inserters, so they have issues using it. I'm not sure if it would be better to apply it to vehicles when they're more than a few chunks from inserters, because the jerk when you enter non-hiding range would be pretty severe. You can actually notice that jerk on foot when ...
- Thu Feb 01, 2024 9:15 am
- Forum: Gameplay Help
- Topic: Steam turbines issue
- Replies: 2
- Views: 304
Re: Steam turbines issue
This is probably going to be impossible to diagnose without pictures.