Search found 999 matches

by Serenity
Fri Mar 08, 2024 6:21 pm
Forum: News
Topic: Friday Facts #401 - New terrain, new planet
Replies: 98
Views: 16919

Re: Friday Facts #401 - New terrain, new planet

The islands type map could be nice as an optional preset. There are people looking for that kind of stuff. For example to use with the Cargo Ships mod. And the existing island map is just one larger island.
by Serenity
Fri Feb 23, 2024 1:41 pm
Forum: News
Topic: Friday Facts #399 - Trash to Treasure
Replies: 289
Views: 30066

Re: Friday Facts #399 - Trash to Treasure

Justderpingalong wrote:
Fri Feb 23, 2024 12:50 pm
Quality is something that feasibly can be turned off.
One screenshot here lists scrap recycling under "quality". So it doesn't look like it can be turned off :/
by Serenity
Fri Jan 12, 2024 8:53 pm
Forum: News
Topic: Friday Facts #393 - Putting things on top of other things
Replies: 226
Views: 42555

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

Wasn't is always said that Quality is optional? But now the game is balanced around it and assumes you will have a lot of production that needs much higher belt throughput. I know there are other things like the new miners, but it seems like it's just assumed that you use Quality items when available.
by Serenity
Sat Jan 06, 2024 1:29 pm
Forum: News
Topic: Friday Facts #392 - Parametrised blueprints
Replies: 131
Views: 22512

Re: Friday Facts #392 - Parametrised blueprints

Some balancer with blue underground belt can't be made red or yellow though Yeah, you have to be a bit careful, but they generally work upwards, if not downwards. Blueprints that are universal could be completely generic, and others can use a specific color for a belt piece when needed Another simp...
by Serenity
Sat Jan 06, 2024 11:59 am
Forum: News
Topic: Friday Facts #392 - Parametrised blueprints
Replies: 131
Views: 22512

Re: Friday Facts #392 - Parametrised blueprints

Something that would also be really useful is a generic belt / underground / splitter that gets assigned its color when you put it down. It would clean up balancer books for example. And it's a way to introduce this feature earlier, or for people who aren't so heavily into complex train setups. But ...
by Serenity
Sun Dec 03, 2023 8:41 pm
Forum: News
Topic: Friday Facts #387 - Swimming in lava
Replies: 162
Views: 36663

Re: Friday Facts #387 - Swimming in lava

I'm very curious what the modders will do with the new mechanics and buildings
I'd like more mods that add a little bit of complexity here and there. Instead of a completely overhaul or total conversion, just add a step or two at some points. And make it the same style as vanilla.
by Serenity
Fri Nov 24, 2023 5:32 pm
Forum: News
Topic: Friday Facts #386 - Vulcanus
Replies: 121
Views: 22831

Re: Friday Facts #386 - Vulcanus

This is amazing. Kind of makes Nauvis looking boring. Different biomes with unique resources would be great on the starting planet too.

I also like new metals with more advanced smelting. That's something I always wanted for the base game later on.
by Serenity
Sun Oct 22, 2023 1:18 pm
Forum: News
Topic: Friday Facts #381 - Space Platforms
Replies: 205
Views: 39684

Re: Friday Facts #381 - Space Platforms

If there is no atmosphere for burner entities then there is no way an engine plume will look like that. Yeah that threw me off too. It's really unnecessary for the scene composition. Just the blue flame looks amazing. And together with the moving engine it adds enough visual "clutter" to ...
by Serenity
Fri Oct 13, 2023 9:25 pm
Forum: News
Topic: Friday Facts #380 - Remote view
Replies: 181
Views: 28384

Re: Friday Facts #380 - Remote view

One last thought- The ability to fully manipulate modules in bulk would be extremely useful in vanilla, especially getting into larger bases with large repetitive setups, and/or jumping between different quality levels. You're currently limited to only replacing modules in machines if they already ...
by Serenity
Fri Oct 06, 2023 11:29 am
Forum: News
Topic: Friday Facts #379 - Abstract rewiring
Replies: 153
Views: 24482

Re: Friday Facts #379 - Abstract rewiring

You might also notice that the shortcut bar can now be up to 12 slots wide!
Yay :D
remote interactions will be a focus of the next FFF
Remote constant combinator please
by Serenity
Fri Sep 29, 2023 2:47 pm
Forum: News
Topic: Friday Facts #378 - Trains on another level
Replies: 337
Views: 73721

Re: Friday Facts #378 - Trains on another level

O...M...G... :o

Did not see that coming. The part about being a game changer in train stations when using bi-directional trains is true. Now you run into massive issues if the exit rail crosses the entry one.

I also love finally having bridges over water :)
by Serenity
Mon Sep 25, 2023 3:26 pm
Forum: Ideas and Suggestions
Topic: Underground belts and pipes should be placed tile by tile instead of being one max length
Replies: 7
Views: 716

Re: Underground belts and pipes should be placed tile by tile instead of being one max length

96_snake wrote:
Sun Sep 24, 2023 11:33 pm
If you need to jump a large distance you just need to leave two spots for the underground every so often.
And those two spots are then unavailable for other things. Like inserters. It's an issue in beaconed builds mostly.
by Serenity
Fri Sep 22, 2023 12:21 pm
Forum: News
Topic: Friday Facts #377 - New new rails
Replies: 217
Views: 47347

Re: Friday Facts #377 - New new rails

The new T-junction looks great. Nice curves to get on the other rail instead of the old straight bit
by Serenity
Sat Sep 16, 2023 1:12 am
Forum: General discussion
Topic: Preserving Factorio 1.0
Replies: 7
Views: 1464

Re: Preserving Factorio 1.0

The expansion will basically be a mod. Just like there is a "Base mod" now for the base game
by Serenity
Sat Sep 09, 2023 1:27 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 797
Views: 119103

Re: Friday Facts #375 - Quality

my suggestion for the developer is this, why not seamlessly combine the quality feature with what space travel and extraterrestrial colonisation would bring? New materials from outerspace and other planets could lead to new ingredients that once further processed with existing product will improve ...
by Serenity
Fri Sep 08, 2023 4:10 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 797
Views: 119103

Re: Friday Facts #375 - Quality

I don't know. This seems like hell for making optimized designs. You can spend a lot of time designing sub factories that consume exactly the right amount (like X number of belts), with exactly the right amount of machines, and the right amount of inserters to move things. Throwing in some machines ...
by Serenity
Sun Jul 16, 2023 11:01 am
Forum: Gameplay Help
Topic: How do you deal with deconstruction leftovers?
Replies: 7
Views: 1212

Re: How do you deal with deconstruction leftovers?

I try to empty sub-factories as far as possible. Like cutting off the inputs, but keep consuming the output. But with often uneven input amounts it's not perfect with the more complex items.
by Serenity
Sun May 14, 2023 11:45 am
Forum: Gameplay Help
Topic: Impossible to extract anything but coal
Replies: 4
Views: 999

Re: Impossible to extract anything but coal

You can also feed the furnace directly with the drill and manually insert some fuel now and then
by Serenity
Thu Apr 20, 2023 6:06 pm
Forum: Ideas and Suggestions
Topic: Alien Goo
Replies: 3
Views: 1116

Re: Alien Goo

There are mods for this. For example:

https://mods.factorio.com/mod/CreepCleaner
by Serenity
Sun Feb 26, 2023 10:49 pm
Forum: Gameplay Help
Topic: Why are the precent of my oil fields become less?
Replies: 4
Views: 946

Re: Why are the precent of my oil fields become less?

You can put speed modules in your depleted oil jacks. And speed beacons where they can reach several jacks. That keeps even depleted oil fields reasonably productive. Otherwise go out further. Just like with ore, oil fields increase in yield the farther they are from the starting location.

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