Search found 34 matches

by Neutronium
Fri Jul 26, 2024 12:49 am
Forum: News
Topic: Friday Facts #415 - Fix, Improve, Optimize
Replies: 91
Views: 15086

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

For the new server option "auto-pause when a player is joining," is this only for dedicated servers, or will this functionality (hopefully) exist in in-game hosting as well? Hopefully its the latter.
by Neutronium
Tue Jul 23, 2024 6:49 pm
Forum: General discussion
Topic: Mods for 1st expansion run
Replies: 6
Views: 307

Re: Mods for 1st expansion run

FYI, Raiguard has mentioned before that all of his mods will be supported with 2.0 on day 1, which coincidentally works perfect for me. So at a minimum you have those. 8-)
by Neutronium
Tue Jul 23, 2024 3:08 am
Forum: General discussion
Topic: Mods for 1st expansion run
Replies: 6
Views: 307

Re: Mods for 1st expansion run

I'm doing the same thing myself, starting a long term game running 24/7 on a server. Aside from Rate Calculator like you mentioned, I'll be using these two from Raiguard as well: Ultimate Research Queue : Supports queues of 40 or so which is a nice improvement from vanilla. Can also auto-continue in...
by Neutronium
Tue Jul 23, 2024 2:57 am
Forum: News
Topic: Friday Facts #420 - Fusion Reactor
Replies: 104
Views: 16721

Re: Friday Facts #420 - Fusion Reactor

adam_bise wrote: ↑
Mon Jul 22, 2024 9:38 pm
...
hey, just what you see pal
by Neutronium
Fri Jul 12, 2024 12:03 pm
Forum: News
Topic: Friday Facts #419 - Display Panel & Inserter pickup fixes
Replies: 113
Views: 14802

Re: Friday Facts #419 - Display Panel & Inserter pickup fixes

Can we display a circuit network value in the message? Say something like a pattern, "Iron plates: {}" where the hole "{}" is replaced with the actual number in the circuit network. Would be very handy, especially when space is limited. Displaying a number on the screen itself a...
by Neutronium
Sat Jul 06, 2024 5:05 am
Forum: General discussion
Topic: Factorio price
Replies: 8
Views: 741

Re: Factorio price

Agreed 100%, with the game since 2016 myself. The level of entitlement from some people these days is pretty funny. You're spending $35 for something that cost millions of dollars and years to develop.
by Neutronium
Fri Jul 05, 2024 3:16 pm
Forum: News
Topic: Friday Facts #418 - Space Age release date
Replies: 163
Views: 29855

Re: Friday Facts #418 - Space Age release date

Really looking forward to this, Factorio is the only gave I've played in the last few years and I'm sure SA will be even more impressive. I don't use Steam and play the game standalone, I'd be lying if I said I wasn't at least a little bit worried about the website crashing/severely slowing down at ...
by Neutronium
Fri Jun 21, 2024 2:44 pm
Forum: News
Topic: Friday Facts #416 - Fluids 2.0
Replies: 452
Views: 50571

Re: Friday Facts #416 - Fluids 2.0

Not sure if I'm the biggest fan of the implementation, but what I am happy about is it helps with UPS, and since my main goal on SA is to go big, this will help in achieving that goal to its fullest.
by Neutronium
Tue May 28, 2024 11:52 pm
Forum: Ideas and Suggestions
Topic: Items per second info on machines.
Replies: 32
Views: 10146

Re: Items per second info on machines.

This would be a really nice thing to have added to the base game, to show the maximum input/out items per time interval. Items/min is more useful for slower crafts, and items/sec is more useful for wanting to saturate an output belt, or to deplete a supply belt. Ideally you'd have a setting to chang...
by Neutronium
Fri Apr 26, 2024 10:46 pm
Forum: News
Topic: Friday Facts #408 - Statistics improvements, Linux adventures
Replies: 154
Views: 20609

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

I would really like if there was some way to quickly switch through the various surfaces when in the production menu, the name of the surface/platform on the top left can be replaced by a dropdown in the same location. There can be a target sort of symbol next to it that immediately switches it back...
by Neutronium
Wed Jan 24, 2024 2:36 am
Forum: Ideas and Requests For Mods
Topic: Breadboards for circuit network combinators
Replies: 3
Views: 477

Re: Breadboards for circuit network combinators

Its implemented differently in a bunch of ways, but it functionally does the same thing, using a smaller combinator-only surface to compact circuit network logic builds. I think their approach makes it a bit more convoluted than it needs to be.
by Neutronium
Wed Jan 24, 2024 1:08 am
Forum: Ideas and Requests For Mods
Topic: Breadboards for circuit network combinators
Replies: 3
Views: 477

Breadboards for circuit network combinators

I love playing with combinators, but one of my biggest gripes is the large amount of space they consume. The game has you building nuclear reactors, portable fusion reactors and flying construction robots, so why should a device which functions as a basic logic gate take up 1x2 space? :lol: But imag...
by Neutronium
Sun Jan 14, 2024 4:39 am
Forum: News
Topic: Friday Facts #393 - Putting things on top of other things
Replies: 231
Views: 55393

Re: Friday Facts #393 - Putting things on top of other things

akulla wrote: ↑
Sat Jan 13, 2024 12:22 am
Another observation:

> happily ever after
> crying bot

something's going on here. 8-)
I suspect they're setting the stage for some ultra-powerful bot types/capabilities for endgame (beyond what quality offers).
by Neutronium
Fri Jan 12, 2024 8:28 pm
Forum: News
Topic: Friday Facts #393 - Putting things on top of other things
Replies: 231
Views: 55393

Re: Friday Facts #393 - Putting things on top of other things

Regarding the comments on epilepsy, the game shouldn't be restricted/limited for a minority of players. The new fast belts are a nice addition. Don't use the new belts if you feel like they'll trigger something, or use mods to make whatever changes you want.
by Neutronium
Fri Jan 12, 2024 3:15 pm
Forum: News
Topic: Friday Facts #393 - Putting things on top of other things
Replies: 231
Views: 55393

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duplicate message please remove
by Neutronium
Fri Jan 12, 2024 3:15 pm
Forum: News
Topic: Friday Facts #393 - Putting things on top of other things
Replies: 231
Views: 55393

Re: Friday Facts #393 - Putting things on top of other things

Consider the color orange for the new bulk inserters. Its a sportier color, indicative of its performance.
by Neutronium
Fri Jan 05, 2024 2:59 pm
Forum: News
Topic: Friday Facts #392 - Parametrised blueprints
Replies: 134
Views: 29478

Re: Friday Facts #392 - Parametrised blueprints

It seems like conditional logic baked into it would help out a lot. We were discussing the implication of this feature with the quality mechanic, and how different qualities would be treated as the same parameter or not. For instance, you can have a checkbox on the BP parameter screen when placing i...
by Neutronium
Tue Dec 26, 2023 3:09 pm
Forum: Releases
Topic: Version 1.1.101
Replies: 3
Views: 16227

Re: Version 1.1.101

I saw the Twitter post and was wondering what happened lol

https://twitter.com/factoriogame/status ... 6849115179
by Neutronium
Tue Nov 28, 2023 4:45 am
Forum: Ideas and Suggestions
Topic: Display vehicle kills across all vehicles, including turret kills
Replies: 0
Views: 249

Display vehicle kills across all vehicles, including turret kills

This is already displayed with trains, so it would be nice to have this with all vehicles. It also puts it in line with kill stats from turrets as well. Aside from kills from striking biters/enemies, for vehicles with turrets it should also include kills from that as well. If total damage can be inc...

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