Search found 19 matches

by jamaicancastle
Fri Sep 27, 2024 10:14 pm
Forum: News
Topic: Friday Facts #430 - Drowning in Fluids
Replies: 306
Views: 33327

Re: Friday Facts #430 - Drowning in Fluids

I understood that it would be rarely noticeable in real gameplay, where your production is either higher than the demand, and you won't notice the "magic" since your pipes will be always full, or lower, in which case the throughput won't be your problem, your consumers will starve anyway....
by jamaicancastle
Fri Sep 27, 2024 3:50 pm
Forum: News
Topic: Friday Facts #430 - Drowning in Fluids
Replies: 306
Views: 33327

Re: Friday Facts #430 - Drowning in Fluids

Instead of using a 250*250 bounding box as the limiting factor the number of pipe segments should be the relevant number. It is far more realistic (which I know is not that important in game design) but it being realistic also makes it more intuitive. Also instead of either 100% or 0%, the output s...
by jamaicancastle
Fri Sep 20, 2024 1:21 pm
Forum: News
Topic: Friday Facts #429 - Vulcanus Demolisher Enemies
Replies: 146
Views: 22831

Re: Friday Facts #429 - Vulcanus Demolisher Enemies

My comment on the creature... pretty much like for Dune movie, it doesn't make sense for a worm to move like a straight train on the surface. It cannot phisically work like that. Snakes to move crawl, so they are not straight line but with lateral undulation... the S like thing. Apparently it's on ...
by jamaicancastle
Fri Sep 20, 2024 12:14 pm
Forum: News
Topic: Friday Facts #429 - Vulcanus Demolisher Enemies
Replies: 146
Views: 22831

Re: Friday Facts #429 - Vulcanus Demolisher Enemies

Will the graphics in patch 2.0 be the same as in the Expansion? Yes, except for things that are expansion-only. The expansion is basically a mod that runs on top of a regular 2.0 game. Everything that isn't locked to the expansion is the exact same. Am I understanding thing correctly and there are ...
by jamaicancastle
Fri Sep 20, 2024 11:32 am
Forum: News
Topic: Friday Facts #429 - Vulcanus Demolisher Enemies
Replies: 146
Views: 22831

Re: Friday Facts #429 - Vulcanus Demolisher Enemies

Curious about one thing - in one of the early Vulcanus FFFs, the devs mentioned making little "forts" out of fully enclosed craters that you could plant laser turrets in. It seems like that wouldn't be a very effective strategy against demolishers, since they'd just roll over the crater wa...
by jamaicancastle
Fri Sep 13, 2024 6:56 pm
Forum: News
Topic: Friday Facts #428 - Reactor & Logistics circuit control
Replies: 118
Views: 14077

Re: Friday Facts #428 - Reactor & Logistics circuit control

Also, when placing a power pole, could you *PLEASE* automatically re-comb adjacent power poles to minimize the number of connections? It is irritating when you place one and nothing connects to it because the other poles in its range already have (multiple!) redundant connections. I think in this c...
by jamaicancastle
Fri Sep 06, 2024 1:22 pm
Forum: News
Topic: Friday Facts #427 - Combat Balancing & Space Age LAN
Replies: 253
Views: 27326

Re: Friday Facts #427 - Combat Balancing & Space Age LAN

One thing to keep in mind about personal laser defense is quality armor/spidertrons have bigger inventories, up to 14x14 for armor and 10x14 for spidertrons. Plus, the "new" fusion reactors are over 3x as strong as the existing one. Instead of one reactor supplying 3 fully upgraded PLDs, i...
by jamaicancastle
Sun Sep 01, 2024 5:24 pm
Forum: News
Topic: Friday Facts #426 - Resource search & Assembler GUI improvements
Replies: 90
Views: 13812

Re: Friday Facts #426 - Resource search & Assembler GUI improvements

It is true that it is very difficult to find your way on the map with current Factorio, especially at the end of the game. Would it be possible to provide a toggle to change the theme of the map between colored map or shade of gray. I think this is a case where Starcraft has the right idea. Click t...
by jamaicancastle
Sat Aug 24, 2024 12:28 pm
Forum: News
Topic: Friday Facts #425 - Behind the legs
Replies: 99
Views: 15572

Re: Friday Facts #425 - Behind the legs

Electric or electromagnetic pollution was thrown around on some other forums but I think if the planet is already a constant storm nothing would care about your activity in that area. I was thinking it would be attractive to enemies, like on Gleba. If there's something out there that survives by dr...
by jamaicancastle
Fri Aug 23, 2024 9:07 pm
Forum: News
Topic: Friday Facts #425 - Behind the legs
Replies: 99
Views: 15572

Re: Friday Facts #425 - Behind the legs

I find a limit of one pollution type per surface as very limiting. It means that we cannot make mixed enemies planet, as some of the enemies would ignore local pollution completely (because it isn't their type). It's an unfortunate limitation, but I don't see a way around it that's performant. A ga...
by jamaicancastle
Fri Aug 16, 2024 12:51 pm
Forum: News
Topic: Friday Facts #424 - Gleba Pentapod Enemies
Replies: 205
Views: 29972

Re: Friday Facts #424 - Gleba Pentapod Enemies

Just one look and I immediately find myself thinking "hunh, are these things inspiration for Spidertron and the rocket turret in the expansion?" If communicating that the spidertron is moving to Gleba was an intended part of their design, it works. The pollution and aggression changes als...
by jamaicancastle
Sat Jun 22, 2024 1:51 am
Forum: News
Topic: Friday Facts #416 - Fluids 2.0
Replies: 461
Views: 66086

Re: Friday Facts #416 - Fluids 2.0

Also someone please tell me how spamming Pumps inbetween undergrounds is a frikkin puzzle, because that is what the old system forces you to do when you build big with beacons. Even oil pipelines dont really need THAT much in regards to pumps! Not to mention the inconsistent behaviour that changes ...
by jamaicancastle
Sun Jun 16, 2024 3:22 pm
Forum: News
Topic: Friday Facts #415 - Fix, Improve, Optimize
Replies: 91
Views: 17764

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

One of the problems with this I have noticed, is that construction robots seem to just outright ignore the fact that they can carry more than one object, regardless of how much you've researched their storage upgrades. They do, insofar as they'll only take one construction/deconstruction job at a t...
by jamaicancastle
Fri Jun 14, 2024 1:07 pm
Forum: News
Topic: Friday Facts #415 - Fix, Improve, Optimize
Replies: 91
Views: 17764

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

could you set robots in personal equipment grids (i.e., Players, Spiders) to be checked first? My understanding is that the control flow is "jobs look for bots" rather than "bots look for jobs", so it's not really possible to prioritize a particular set of bots. However, what's ...
by jamaicancastle
Fri Jun 14, 2024 11:35 am
Forum: News
Topic: Friday Facts #415 - Fix, Improve, Optimize
Replies: 91
Views: 17764

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

husnikadam wrote: ↑
Fri Jun 14, 2024 11:11 am
We can finally place huge blueprints and still be able to use personal roboports such that we don't wait for personal bots to realise that they can build stuff. What a dream come true!
Not sure if you saw FFF #374 from last September, but it seems to be for you!
by jamaicancastle
Sat May 25, 2024 1:53 pm
Forum: News
Topic: Friday Facts #412 - Undo/Redo improvements & Car Latency driving
Replies: 62
Views: 11986

Re: Friday Facts #412 - Undo/Redo improvements & Car Latency driving

Another undo-related annoyance that would be nice to fix: when you're rail planner-ing and you place a segment, the "root" of the planner where it starts drawing from jumps to the end of that segment. But if you undo your previous segment, the root stays where it is - which is now in the m...
by jamaicancastle
Fri May 24, 2024 1:19 pm
Forum: News
Topic: Friday Facts #412 - Undo/Redo improvements & Car Latency driving
Replies: 62
Views: 11986

Re: Friday Facts #412 - Undo/Redo improvements & Car Latency driving

Previously, you showed a remote manual drive option for trains - will that be available for other vehicles? I ask, knowing how often I leave cars in weird places when I'm laying long rails/pipes/belts/power lines and have to walk all the way back to my car in order to get it back. (Or worse, I'm usi...
by jamaicancastle
Sat Apr 27, 2024 12:10 am
Forum: News
Topic: Friday Facts #408 - Statistics improvements, Linux adventures
Replies: 156
Views: 24575

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

I feel like, if science is important enough to be its own (meta) item in the production graph, then there should just be a button to show it without having to type. I like the idea of more pride of place for "science progress made". In a sandboxy kind of game like Factorio it's easy to ge...
by jamaicancastle
Fri Apr 26, 2024 1:47 pm
Forum: News
Topic: Friday Facts #408 - Statistics improvements, Linux adventures
Replies: 156
Views: 24575

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

I have to Nth the idea to make the time scale and tabs in production statistics sticky. (And repeat that 5s is an almost uselessly noisy timescale for anything in the game, so it's an especially bad option to select all the time.) I also wish there was more smoothing on the production graphs for dea...

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