Search found 233 matches

by MrGrim
Fri Jun 21, 2024 7:07 pm
Forum: News
Topic: Friday Facts #416 - Fluids 2.0
Replies: 464
Views: 71801

Re: Friday Facts #416 - Fluids 2.0

I see your "Fun over Realism", and I raise you a "Simplicity over Fun". I've noticed a trend as the weeks go by. More and more of my blueprints books are becoming worthless, replaced with paint by numbers mechanics. The fluid system wasn't interesting because of its realism. It w...
by MrGrim
Fri May 03, 2024 8:32 pm
Forum: News
Topic: Friday Facts #409 - Diminishing beacons
Replies: 180
Views: 35096

Re: Friday Facts #409 - Diminishing beacons

This is good. To the naysayers, you're never going to force "meta" players to stop optimizing the fun out of games. Any attempt to do so will eventually converge into a new meta with all the same complaints. This instead gives more options to players that want to target goals for their bui...
by MrGrim
Fri Feb 02, 2024 9:57 pm
Forum: News
Topic: Friday Facts #396 - Sound improvements in 2.0
Replies: 98
Views: 19167

Re: Friday Facts #396 - Sound improvements in 2.0

kpreid wrote:
Fri Feb 02, 2024 9:40 pm
A filtered splitter puts everything that doesn't match the filter on the other output. Or if you didn't know splitters could have filters: splitters can have filters.
I'm patiently awaiting the FFF that talks about circuit control being added to these. ;)
by MrGrim
Fri Feb 02, 2024 9:56 pm
Forum: News
Topic: Friday Facts #396 - Sound improvements in 2.0
Replies: 98
Views: 19167

Re: Friday Facts #396 - Sound improvements in 2.0

Brilliant! Sound is so often overlooked in critical analysis, but it's so important. These are some great new capabilities, and they're used exceptionally well!

ngl still miss old belt sounds tho. ;)
by MrGrim
Fri Jan 26, 2024 8:43 pm
Forum: News
Topic: Friday Facts #395 - Generic interrupts and Train stop priority
Replies: 138
Views: 27959

Re: Friday Facts #395 - Generic interrupts and Train stop priority

For example, if you disable a stop while a train is en-route, the train may very well be in a position where it can't path anywhere else (e.g. just turning the corner to arrive). This would cause the train to 'no path' while sticking out onto the mainline, causing chaos for the rest of the trains. ...
by MrGrim
Fri Jan 12, 2024 1:39 pm
Forum: News
Topic: Friday Facts #393 - Putting things on top of other things
Replies: 235
Views: 64823

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

I'm just looking on my phone, so I can't tell if that is a 60fps animation, but that reservation aside the new belts look like garbage. Really not a fan of the way they look, and I'm not sure what could be done about it. The changes to coloring seem to just add a shimmering that make it look like y...
by MrGrim
Fri Jan 12, 2024 12:56 pm
Forum: News
Topic: Friday Facts #393 - Putting things on top of other things
Replies: 235
Views: 64823

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

I dunno, gonna be honest this is the first one that's had me kinda worried. Now a 2 wagon train can outperform 8 wagon trains. This feels like a very big move towards scale up rather than scale out, and scaling out has always been where Factorio's emergent complexity, the part that makes the game so...
by MrGrim
Tue Nov 14, 2023 6:50 pm
Forum: Releases
Topic: Version 1.1.97
Replies: 5
Views: 8883

Re: Version 1.1.97

Magisitas wrote:
Tue Nov 14, 2023 12:02 pm
Maybe after 1.1.99 it's 2.0 for like Christmas that would be cool
I would be, but sadly, 1.1.100 comes after 1.1.99. :)
by MrGrim
Fri Sep 08, 2023 10:22 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 190973

Re: Friday Facts #375 - Quality

The mechanic is optional, you can just disable it, don't whine! Not really. Of course it's possible to disable it, but the game has to be balanced around it. Disabling it would be like building a megabase without using modules - technically possible, but significantly harder. The game isn't balance...
by MrGrim
Fri Sep 08, 2023 10:17 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 190973

Re: Friday Facts #375 - Quality

How will these qualities handle stacking? Especially wrt inserter hands. Will an inserter be slower, on average, if the quality levels are mixed? In a similar vein, will this interfere with all the optimizations around saturated belts? It sounds like 10% (or more) of end-game outputs could be highe...
by MrGrim
Fri Sep 08, 2023 9:20 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 190973

Re: Friday Facts #375 - Quality

Since the idea is to make this entirely optional, could it perhaps be used to finally give a good uranium sink by making some part of the chain dependent on it (perhaps for the T3 modules or something?). Or perhaps there's something else already in the pipe for that. Never having a need for a large ...
by MrGrim
Fri Sep 08, 2023 9:15 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 190973

Re: Friday Facts #375 - Quality

This looks fascinating. I look forward to giving it a try.

I was hoping to find a way to spin this into a need for circuit controlled splitters, but alas... ;) Still would be cool tho!
by MrGrim
Thu Sep 07, 2023 7:56 pm
Forum: News
Topic: Friday Facts #374 - Smarter robots
Replies: 217
Views: 56895

Re: Friday Facts #374 - Smarter robots

The difference is that if you can guarantee the path won't ever need to change then all of the complexity can be hoisted out of the tick function and only performed during task assignment. The lack of collision and dynamic obstacles allows this. There's no need to check every tick if something got ...
by MrGrim
Sat Sep 02, 2023 5:34 am
Forum: News
Topic: Friday Facts #374 - Smarter robots
Replies: 217
Views: 56895

Re: Friday Facts #374 - Smarter robots

Who cares? Not you, clearly. It's still pathfinding, which is explicitly off the table. It's already been explicitly said: "This is because for performance reasons, we don't do any pathfinding at all." Period. Adding such performance for such a minor improvement isn't even a possibility. ...
by MrGrim
Fri Sep 01, 2023 6:49 pm
Forum: News
Topic: Friday Facts #374 - Smarter robots
Replies: 217
Views: 56895

Re: Friday Facts #374 - Smarter robots

Well, when people speak of pathfinding, they usually refer to dynamic obstacles and collision detection. Since bots are flying, none of them is applicable. There's just a number of static waypoints. Unlike the true pathfinding, this operation is quite cheap. Waypoints is pathfinding. It was popular...
by MrGrim
Fri Sep 01, 2023 6:28 pm
Forum: News
Topic: Friday Facts #374 - Smarter robots
Replies: 217
Views: 56895

Re: Friday Facts #374 - Smarter robots

This is fantastic! I love QoL features. I'd be happy if the expansion was nothing but them ;) I have a couple of question if you have the time and inclination to answer. First, is there any chance some of these can be backported to the current release over time? If there's no time, then so be it, bu...
by MrGrim
Sun Nov 06, 2022 7:55 pm
Forum: Gameplay Help
Topic: Trains get stuck if the destination is disabled and other are full
Replies: 20
Views: 9491

Re: Trains get stuck if the destination is disabled and other are full

While it doesn't need to remain in its current form, the ability to skip scheduled stops shouldn't be sacrificed over this. There is an opportunity here, however. A way to solve the weird interaction, the confusion, and keep the functionality we want. I was discussing on the Discord server the conce...
by MrGrim
Mon Mar 29, 2021 7:46 am
Forum: Implemented in 2.0
Topic: Save spidertrons in blueprint.
Replies: 11
Views: 6799

Re: Save spidertrons in blueprint.

This suggestion seems to be for the player character. For in-world vehicles, especially one as complex as the spidertron with an eq grid, logistics requests, and potential for quasi autonomous operation via remote, blueprints would be more appropriate. Take e.g. trains. I have over 30 blueprints for...
by MrGrim
Mon Mar 29, 2021 2:19 am
Forum: Implemented in 2.0
Topic: Save spidertrons in blueprint.
Replies: 11
Views: 6799

Re: Save spidertrons in blueprint.

Yes please. I just made this beauty. The only thing left to automate my spidertron army is to blueprint the spidertron itself. :) Imagine being able to load a spidertron component train full of armor modules, ammo, and spidertrons to the front lines and having your bots construct an army. Automation...
by MrGrim
Fri Jan 10, 2020 5:22 pm
Forum: News
Topic: Friday Facts #329 - Campaign reassessment
Replies: 78
Views: 37272

Re: Friday Facts #329 - Campaign reassessment

That video was great! "Thank you, Klonan." :D

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