Search found 1195 matches

by Mooncat
Fri Jun 14, 2024 12:18 pm
Forum: News
Topic: Friday Facts #415 - Fix, Improve, Optimize
Replies: 91
Views: 19052

Re: Friday Facts #415 - Fix, Improve, Optimize

When I see O(Roboport-Count), I know it is nasty. It's good that you have finally reduced it to O(log N). Kind of reminds me of fff-317.
by Mooncat
Sat Jun 08, 2024 12:59 am
Forum: News
Topic: Friday Facts #414 - Spoils of Agriculture
Replies: 397
Views: 59738

Re: Friday Facts #414 - Spoils of Agriculture

Oh no. I can already see a mod that makes everything spoilable.
by Mooncat
Fri May 03, 2024 2:30 pm
Forum: News
Topic: Friday Facts #409 - Diminishing beacons
Replies: 180
Views: 36513

Re: Friday Facts #409 - Diminishing beacons

For those who missed some words in the FFF and wonder why their implementation doesn't fix the problem of maxing beacons, like me, In their conclusion, In 2.0, maximizing beacon count will still generally be a good practice to have things produce quickly and save on computer performance. However, t...
by Mooncat
Fri May 03, 2024 2:20 pm
Forum: News
Topic: Friday Facts #409 - Diminishing beacons
Replies: 180
Views: 36513

Re: Friday Facts #409 - Diminishing beacons

For those who missed some words in the FFF and wonder why their implementation doesn't fix the problem of maxing beacons, like me, In their conclusion, In 2.0, maximizing beacon count will still generally be a good practice to have things produce quickly and save on computer performance. However, th...
by Mooncat
Fri May 03, 2024 1:30 pm
Forum: News
Topic: Friday Facts #409 - Diminishing beacons
Replies: 180
Views: 36513

Re: Friday Facts #409 - Diminishing beacons

1 beacon = 100% effect 2 beacons = 50% effect from each beacon, i.e. the same as placing 1 beacon 3 beacons = 33.333% effect from each beacon, i.e. still the same as placing 1 beacon Beacon Overload, but without the problem of making the machines completely inactive. This does not make sense, what ...
by Mooncat
Fri May 03, 2024 1:01 pm
Forum: News
Topic: Friday Facts #409 - Diminishing beacons
Replies: 180
Views: 36513

Re: Friday Facts #409 - Diminishing beacons

I'm not an expert on calculations and probably I didn't understand the post or didn't get the point but this change basically changes nothing. What do I mean? I mean that even if getting less/more beacons affecting a machine is more/less effective than vanilla, in the end I'll always want a 12/8 (1...
by Mooncat
Fri Dec 22, 2023 2:33 pm
Forum: News
Topic: Friday Facts #390 - Noise expressions 2.0
Replies: 73
Views: 20938

Re: Friday Facts #390 - Noise expressions 2.0

This FFF is unreadable : ( I don't get it. What exactly you don't like? screenshot-tick-73528871.png The lengths and direction of all underground belts or pipes are OK. 0eNqlW9lyozgU/ReeTRfapfzKVNcUdpSEaYwpwF2dSvnfh8SJIW0J6UhPWe+5y7mLrsBvxb49235ouql4eCuaw6kbi4d/3oqxee7q9v1302tvi4eimeyx2BVdfXz/aTgdf...
by Mooncat
Fri Dec 22, 2023 1:41 pm
Forum: News
Topic: Friday Facts #390 - Noise expressions 2.0
Replies: 73
Views: 20938

Re: Friday Facts #390 - Noise expressions 2.0

This FFF is unreadable : (

Edit: my bad. That's the underground belt cover's shadow.
by Mooncat
Sun Oct 01, 2023 12:39 pm
Forum: News
Topic: Friday Facts #378 - Trains on another level
Replies: 342
Views: 106381

Re: Friday Facts #378 - Trains on another level

TRAIN BRIDGE!!!!
TRAIN BRIDGE!!!!
TRAIN BRIDGE!!!!
Image

One more thing...
ElectricLocomotive.png
ElectricLocomotive.png (2.7 MiB) Viewed 3537 times
by Mooncat
Fri Sep 22, 2023 11:14 pm
Forum: News
Topic: Friday Facts #377 - New new rails
Replies: 227
Views: 68688

Re: Friday Facts #377 - New new rails

Imagine you are working on a planetary rail network 20230922235222_1.jpg with each junction looks like this 20230922235236_1.jpg waiting to be plugged in a new save for 2.0, and then you read this FFF, realising all your work has to be redone. 0_ZjYSm_q36J4KChdn.jpg I can finally get rid of those ug...
by Mooncat
Fri Sep 08, 2023 11:58 am
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 197437

Re: Friday Facts #375 - Quality

Overall, I love this! But I also hate the names! I expect you will make them moddable though, right? I'd name them something like Crude/Low (and you only realize the quality wasn't even good before you unlock quality modules and see it), Normal/Nominal, High/Great, Exceptional/Superior and Pristine...
by Mooncat
Fri Sep 01, 2023 10:46 am
Forum: News
Topic: Friday Facts #373 - Factorio: Space Age
Replies: 269
Views: 99590

Re: Friday Facts #373 - Factorio: Space Age

so the DLC announced >1.5 years ago is now announced to be entering another year+ of development? haha. trying to remain relevant or something? people certainly forgot by now. maybe this is a good way to remind them. good luck! New to the Factorio release schedule? :lol: At least they have revived ...
by Mooncat
Sun Feb 06, 2022 3:12 pm
Forum: News
Topic: Friday Facts #367 - Expansion news
Replies: 220
Views: 142189

Re: Friday Facts #367 - Expansion news

I wish we will be able to build a second or even higher layer of transport belts and pipes so we can have more interesting layouts like Satisfactory and Dyson Sphere Program. I'm trying to make a grid, botless megabase (partially because of Robot Attrition ) but building belts in limited space is du...
by Mooncat
Fri Jan 15, 2021 9:20 pm
Forum: Releases
Topic: Version 1.1.9
Replies: 20
Views: 16815

Re: Version 1.1.9

Tooltip for empty ammo, gun and module slots that show all possible items that can be inserted into it.
Finally!!! :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D Thank you!!!
by Mooncat
Thu Dec 10, 2020 3:10 am
Forum: Releases
Topic: Version 1.1.5
Replies: 8
Views: 17952

Re: Version 1.1.5

um... any news on the furnace ingredient slot tooltip vs fuel slot tooltip consistency? And possible ammo tooltip? :(
by Mooncat
Thu Nov 26, 2020 12:09 pm
Forum: Releases
Topic: Version 1.1.1
Replies: 74
Views: 53944

Re: Version 1.1.1

We actually try to move to names list rather than just icon lists in these kind of tooltips if possible. The reason is, that when I see the name, I can actually search for name, but if you have a mod with 50 similar icons for something, and it just shows you the icons, how are you supposed to find ...
by Mooncat
Wed Nov 25, 2020 5:14 pm
Forum: Releases
Topic: Version 1.1.1
Replies: 74
Views: 53944

Re: Version 1.1.1

Gui Added tooltip with list of possible ingredients to the empty furnace input slot. Hmmm ... A "regular" modded furnace, about a third of the possible recipes showing: furnace1.jpg I was afraid that it could happen, I will change it to table, which will solve the problem until there woul...
by Mooncat
Wed Nov 25, 2020 4:22 pm
Forum: Releases
Topic: Version 1.1.1
Replies: 74
Views: 53944

Re: Version 1.1.1

Gui Added tooltip with list of possible ingredients to the empty furnace input slot. Hmmm ... A "regular" modded furnace, about a third of the possible recipes showing: furnace1.jpg I was afraid that it could happen, I will change it to table, which will solve the problem until there woul...
by Mooncat
Wed Nov 25, 2020 4:10 pm
Forum: Ideas and Suggestions
Topic: Show acceptable ammo on ammo slot just like fuel slot
Replies: 7
Views: 3423

Re: Show acceptable ammo on ammo slot just like fuel slot

This is a good idea. Armor & equipment grids already show which items are compatible; it would be nice if ammo did the same. A tooltip for acceptable furnace ingredients got added in 1.1. But either what you are describing was removed or never existed (or I'm just stupid and can't find it :) ) ...
by Mooncat
Tue Nov 24, 2020 2:24 am
Forum: Ideas and Suggestions
Topic: Show acceptable ammo on ammo slot just like fuel slot
Replies: 7
Views: 3423

Re: Show acceptable ammo on ammo slot just like fuel slot

1.1 is out, but still not implemented and no reply.
Have to bump it and see if it can get attention.

(I really think ammo slot tooltip is a must-have, given that we already have fuel slot tooltip for so long)
(Also tried to post on Discord, also no reply)

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