Search found 31 matches

by DefGie
Sat Mar 29, 2025 9:46 pm
Forum: Ideas and Suggestions
Topic: Allow quality modules with fish breeding
Replies: 1
Views: 156

Allow quality modules with fish breeding

How is there not already a topic for this (besides someone erroneously reporting it as a bug)? Is it just because most people do Fulgora before Gleba?

What? Allow quality modules with fish breeding. Since it behaves as a catalyst recipe, I assume outputting all three fish with improved quality ...
by DefGie
Sat Jan 18, 2025 2:19 pm
Forum: Ideas and Suggestions
Topic: Inactivity System to prevent Stack Inserters from getting stuck
Replies: 16
Views: 1177

Re: Inactivity System to prevent Stack Inserters from getting stuck


The point is that I shouldn't have to.


Why not?

It's a game about building logistics solutions around constraints, yes? This is one of the constraints the game presents, and all you've conveyed is, "That constraint is annoying, I don't feel like dealing with it."

That's not to say that WUBE ...
by DefGie
Sat Jan 18, 2025 1:55 pm
Forum: Ideas and Suggestions
Topic: Complexes for UPS/bigger megabases
Replies: 5
Views: 455

Re: Complexes for UPS/bigger megabases

This definitely seems like an interesting idea. Can the engine be designed not to risk prematurely detecting a "steady state" when recipes with probabilities in output are used (e.g. uranium/fruit/asteroid processing, quality)? I suspect it would be necessary to create new logic to "trace" the ...
by DefGie
Sun Jan 12, 2025 5:17 pm
Forum: Ideas and Suggestions
Topic: Inactivity System to prevent Stack Inserters from getting stuck
Replies: 16
Views: 1177

Re: Inactivity System to prevent Stack Inserters from getting stuck


Use a circuit to change the filter on it after inactivity.


Just add a couple combinators per inserter to your layout, no big deal?

One can also look at either using multiple output inserters - a stack filtered to the highest-volume output and a different type filtered to rest, for instance ...
by DefGie
Sat Jan 11, 2025 11:28 pm
Forum: Ideas and Suggestions
Topic: The +300% productivity cap should be documented in-game or removed
Replies: 42
Views: 8600

Re: The +300% productivity cap should be documented in-game or removed


Is someone really going to silo themselves from all media complaining about this cap, work their way all the way to research level 30, not check any tooltips showing +300 (max) on certain things way sooner, and then be actually upset their infinite item loop failed. It seems contrived but I guess ...
by DefGie
Fri Jan 10, 2025 12:09 am
Forum: Ideas and Suggestions
Topic: Allow turrets to report targets in range to the circuit network
Replies: 3
Views: 421

Re: Allow turrets to report targets in range to the circuit network

Muche wrote: Thu Jan 09, 2025 10:49 pm But now that radars transmit signals between each other, enemies in radar's range won't happen, I would guess.
Another reason circuit network transceiver should have just been a new entity. Probably the strangest decision they've made.
by DefGie
Mon Jan 06, 2025 11:39 pm
Forum: Ideas and Suggestions
Topic: The +300% productivity cap should be documented in-game or removed
Replies: 42
Views: 8600

Re: The +300% productivity cap should be documented in-game or removed


Seriously though I'm not sure there's an actual problem to be actually solved with the prod cap. It's good the way it is.


The problem is something like half the "infinite" research technologies are dishonest, because they're not functionally infinite. As many people have said throughout the ...
by DefGie
Mon Dec 23, 2024 2:09 pm
Forum: Ideas and Suggestions
Topic: withhold productivity outputs until a crafting cycle completes
Replies: 5
Views: 502

Re: withhold productivity outputs until a crafting cycle completes

I confirmed the manual method does seem to work as described for me. Of course if it's manual-only you can't really scale it and I don't know if it's enough of an exploit to worry about. The thing that puts it on the line though is, you can circuit-toggle power shutoff at the breakpoint, then ...
by DefGie
Sun Dec 22, 2024 9:17 pm
Forum: Ideas and Suggestions
Topic: withhold productivity outputs until a crafting cycle completes
Replies: 5
Views: 502

Re: withhold productivity outputs until a crafting cycle completes

Actually, with the "set recipe" circuit signal option, can't this be pretty easily automated too? Especially the productivity > 100% case.
by DefGie
Sun Dec 22, 2024 9:07 pm
Forum: Ideas and Suggestions
Topic: Parameter "Output of" variable
Replies: 9
Views: 1475

Re: Parameter "Output of" variable

Big +1 to this. And of course with the majority of recipes where "recipe" and "output" aren't different signals (even for instance "rocket fuel" as opposed to "rocket fuel from jelly" or "ammonia rocket fuel"), the "output of" parameter would be set to the same signal as the reference parameter (the ...
by DefGie
Sun Dec 22, 2024 6:48 pm
Forum: Ideas and Suggestions
Topic: Grace period for spoilage
Replies: 8
Views: 640

Re: Grace period for spoilage


I see no value in this at all.

[snip]

The point of spoilage is to figure out how to deal with it. If you dilute it, then you may as well get rid of it entirely.


You might be going a bit far. I don't really see a lot of point in it either, but actually to answer my own question above, the OP's ...
by DefGie
Sun Dec 22, 2024 2:02 pm
Forum: Ideas and Suggestions
Topic: Grace period for spoilage
Replies: 8
Views: 640

Re: Grace period for spoilage

I'm pretty ambivalent on the need for anything like this, but why have a discrete-cutoff "grace period" rather than just let output products be a few percentage points fresher than their ingredients?
by DefGie
Fri Dec 20, 2024 4:05 pm
Forum: Ideas and Suggestions
Topic: Require Action Triggered Research Only on the First Playthrough
Replies: 1
Views: 215

Re: Require Action Triggered Research Only on the First Playthrough

So the one thing that feels a bit sketchy about this to me is going to sound very specific, but, in Space Age you'd be able to use heating towers before actually going to Gleba. I think this is the only trigger technology that isn't gated for actual use by its native planet, but the general design ...
by DefGie
Thu Dec 19, 2024 12:53 pm
Forum: Off topic
Topic: You know you play Factorio too much when...
Replies: 168
Views: 345326

Re: You know you play Factorio too much when...

You find yourself half-awake in bed trying to plan the software changes for when your employer adopts quality modules.
by DefGie
Sun Dec 15, 2024 3:15 pm
Forum: Ideas and Suggestions
Topic: Issue with Chemical Plants, "Read ingredients" circuit
Replies: 4
Views: 638

Re: Issue with Chemical Plants, "Read ingredients" circuit

I'm very surprised by your order of preference on these two possible solutions. I completely see your point why this, though a bit niche, breaks the promise of next-level automation with "set recipe" by circuit signal. But option one has multiple problems. In no particular order really:


Heavy ...
by DefGie
Wed Dec 11, 2024 11:28 am
Forum: Ideas and Suggestions
Topic: Ability to craft lower quality with higher quality
Replies: 172
Views: 31539

Re: Ability to craft lower quality with higher quality



I don't think it would be possible to play Fulgora without the recycler, so you shouldn't lock it behind Gleba's research (for epic quality). If you could dump excess materials into the deep-oil ocean, then the recycler could probably wait. But IMO, the machine that looks like an ...
by DefGie
Tue Dec 10, 2024 11:54 pm
Forum: Ideas and Suggestions
Topic: Ability to craft lower quality with higher quality
Replies: 172
Views: 31539

Re: Ability to craft lower quality with higher quality

Well the distinction between labs and assemblers is that the behavior of labs already does allow them to consume science packs from a mixed-quality supply. This is because they don't have a recipe (i.e. configured with a specific quality level) and they only consume one science pack of each type at ...
by DefGie
Sun Dec 08, 2024 7:23 pm
Forum: Ideas and Suggestions
Topic: Quality Suggestion
Replies: 6
Views: 578

Re: Quality Suggestion


Why do people fail to see the point?

The DLC is a PAID

I don't see how paying for the DLC has anything to do with it. It's finite, so is the cost, so not every feature you want is necessarily in it. Was there misleading advertising that suggested you would be able to choose quality ratios ...
by DefGie
Sun Dec 08, 2024 1:39 pm
Forum: Ideas and Suggestions
Topic: Ability to craft lower quality with higher quality
Replies: 172
Views: 31539

Re: Ability to craft lower quality with higher quality



For me, the author of the down-binning mod, it's not about the degree of challenge, it's that the nature of the challenge immediately prompts me to ask, "wait, why can't I just...?", and the game not having a good enough answer, which is one of the many ways that a video game can feel "gamey" in ...
by DefGie
Sat Dec 07, 2024 8:38 pm
Forum: Ideas and Suggestions
Topic: Ability to craft lower quality with higher quality
Replies: 172
Views: 31539

Re: Ability to craft lower quality with higher quality

In some ways the down-binning concept makes a lot of sense, but even as someone who thoroughly botched early quality production I'm not a fan.

The "problem" these ideas are trying to solve seems to be the intentional challenge the game presents. Perhaps the challenge is a little bit too hard and ...

Go to advanced search