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 ...
Search found 31 matches
- Sat Mar 29, 2025 9:46 pm
- Forum: Ideas and Suggestions
- Topic: Allow quality modules with fish breeding
- Replies: 1
- Views: 156
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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
Another reason circuit network transceiver should have just been a new entity. Probably the strangest decision they've made.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.
- 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 ...
- 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 ...
- 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.
- 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 ...
- 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 ...
- 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?
- 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 ...
- 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.
- 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 ...
Heavy ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
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 ...