Search found 999 matches
- Fri Mar 08, 2024 6:21 pm
- Forum: News
- Topic: Friday Facts #401 - New terrain, new planet
- Replies: 102
- Views: 20047
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.
- Fri Feb 23, 2024 1:41 pm
- Forum: News
- Topic: Friday Facts #399 - Trash to Treasure
- Replies: 289
- Views: 35377
Re: Friday Facts #399 - Trash to Treasure
One screenshot here lists scrap recycling under "quality". So it doesn't look like it can be turned off :/Justderpingalong wrote: ↑Fri Feb 23, 2024 12:50 pmQuality is something that feasibly can be turned off.
- Fri Jan 12, 2024 8:53 pm
- Forum: News
- Topic: Friday Facts #393 - Putting things on top of other things
- Replies: 227
- Views: 45962
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.
- Sat Jan 06, 2024 1:29 pm
- Forum: News
- Topic: Friday Facts #392 - Parametrised blueprints
- Replies: 133
- Views: 24521
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...
- Sat Jan 06, 2024 11:59 am
- Forum: News
- Topic: Friday Facts #392 - Parametrised blueprints
- Replies: 133
- Views: 24521
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 ...
- Sun Dec 03, 2023 8:41 pm
- Forum: News
- Topic: Friday Facts #387 - Swimming in lava
- Replies: 170
- Views: 39566
Re: Friday Facts #387 - Swimming in lava
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.I'm very curious what the modders will do with the new mechanics and buildings
- Fri Nov 24, 2023 5:32 pm
- Forum: News
- Topic: Friday Facts #386 - Vulcanus
- Replies: 123
- Views: 24897
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.
I also like new metals with more advanced smelting. That's something I always wanted for the base game later on.
- Sun Oct 22, 2023 1:18 pm
- Forum: News
- Topic: Friday Facts #381 - Space Platforms
- Replies: 209
- Views: 42475
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 ...
- Fri Oct 13, 2023 9:25 pm
- Forum: News
- Topic: Friday Facts #380 - Remote view
- Replies: 181
- Views: 30151
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 ...
- Fri Oct 06, 2023 11:29 am
- Forum: News
- Topic: Friday Facts #379 - Abstract rewiring
- Replies: 153
- Views: 26168
Re: Friday Facts #379 - Abstract rewiring
YayYou might also notice that the shortcut bar can now be up to 12 slots wide!
Remote constant combinator pleaseremote interactions will be a focus of the next FFF
- Fri Sep 29, 2023 2:47 pm
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 337
- Views: 78109
Re: Friday Facts #378 - Trains on another level
O...M...G...
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
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
- 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: 804
- Fri Sep 22, 2023 12:21 pm
- Forum: News
- Topic: Friday Facts #377 - New new rails
- Replies: 217
- Views: 49852
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
- Sat Sep 16, 2023 1:12 am
- Forum: General discussion
- Topic: Preserving Factorio 1.0
- Replies: 7
- Views: 1589
Re: Preserving Factorio 1.0
The expansion will basically be a mod. Just like there is a "Base mod" now for the base game
- Sat Sep 09, 2023 1:27 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 805
- Views: 128483
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 ...
- Fri Sep 08, 2023 4:10 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 805
- Views: 128483
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 ...
- Sun Jul 16, 2023 11:01 am
- Forum: Gameplay Help
- Topic: How do you deal with deconstruction leftovers?
- Replies: 7
- Views: 1365
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.
- Sun May 14, 2023 11:45 am
- Forum: Gameplay Help
- Topic: Impossible to extract anything but coal
- Replies: 4
- Views: 1067
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
- Thu Apr 20, 2023 6:06 pm
- Forum: Ideas and Suggestions
- Topic: Alien Goo
- Replies: 3
- Views: 1167
- Sun Feb 26, 2023 10:49 pm
- Forum: Gameplay Help
- Topic: Why are the precent of my oil fields become less?
- Replies: 4
- Views: 1004
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.