Search found 164 matches
- Fri Sep 27, 2024 2:50 pm
- Forum: News
- Topic: Friday Facts #430 - Drowning in Fluids
- Replies: 300
- Views: 30817
Re: Friday Facts #430 - Drowning in Fluids
I suppose my apparent dislike isn't that it's so simplistic, it just doesn't give the players options. As compared to the electric network--which is just one big honking thing--you at least get decide how you want to power it, what resources you want to consume to do so, and so on. With the fluid ne...
- Fri Sep 27, 2024 12:23 pm
- Forum: News
- Topic: Friday Facts #430 - Drowning in Fluids
- Replies: 300
- Views: 30817
Re: Friday Facts #430 - Drowning in Fluids
- What do you mean 250x250?
- Is this a bounding box?
- Where is it centered?
- How do we know where the boundaries are so we can plan instead of "whoopsie! I need a pump now"?
- Can I have a pipeline that is 62_500 pipe segments without flow falloff?
- Fri Aug 16, 2024 1:57 pm
- Forum: News
- Topic: Friday Facts #424 - Gleba Pentapod Enemies
- Replies: 205
- Views: 29742
- Fri Aug 16, 2024 11:25 am
- Forum: News
- Topic: Friday Facts #424 - Gleba Pentapod Enemies
- Replies: 205
- Views: 29742
Re: Friday Facts #424 - Gleba Pentapod Enemies
Nice! I'm glad to see new enemies as I'm a military-is-logistics-challenge type player. :) I saw that there's some final touches to add to the creatures yet. I'd suggest for the big boy, give its steps some weight with puffs of dirt? spores? when it steps. If you get the eggs off Gleba and they hatc...
- Fri Jul 12, 2024 11:30 am
- Forum: News
- Topic: Friday Facts #419 - Display Panel & Inserter pickup fixes
- Replies: 117
- Views: 19436
Re: Friday Facts #419 - Display Panel & Inserter pickup fixes
For panels with multiple lines of text (so you have to hover to see it in full), maybe it would be useful to have a small visual indicator that there actually is more text to be displayed? Like a small "[...]" icon in the corner or something. The point is, then users don't have to guess w...
- Fri Jul 12, 2024 11:29 am
- Forum: News
- Topic: Friday Facts #419 - Display Panel & Inserter pickup fixes
- Replies: 117
- Views: 19436
Re: Friday Facts #419 - Display Panel & Inserter pickup fixes
Nice, I like the panels. I'd like to see it handle showing item counts, too. Being able to see at a glance your levels of fluids, for example, would be great.
- Fri Jun 21, 2024 9:43 pm
- Forum: News
- Topic: Friday Facts #416 - Fluids 2.0
- Replies: 461
- Views: 65518
Re: Friday Facts #416 - Fluids 2.0
As an engineer and simulation specialist for thermal systems, I am sad about this change. From my point of view, the fluid system, as bad as it may be, was/is the only part of the game that actually deals with engineering tasks. The rest of the game only creates logistical problems. Even if only ve...
- Fri Jun 21, 2024 12:47 pm
- Forum: News
- Topic: Friday Facts #416 - Fluids 2.0
- Replies: 461
- Views: 65518
Re: Friday Facts #416 - Fluids 2.0
But what if you make the "sections" only 1 pipe long (each pipe is a machine connected to another pipe) it may bring back the "realism" of pipes filling up one after another but still keep the improvement of the new system ? Haha. I can see a mod that when you place a pipe, it p...
- Fri Jun 21, 2024 12:41 pm
- Forum: News
- Topic: Friday Facts #416 - Fluids 2.0
- Replies: 461
- Views: 65518
Re: Friday Facts #416 - Fluids 2.0
Do pumps count as a sink that "drains" the pipe, like the tanks do as described in the FFF? It seems like really long segments will still need to be broken up by pumps (if the above is "yes") to prevent the lower output throughput. And if pumps aren't a sink and it has to be tank...
- Fri Jun 21, 2024 12:09 pm
- Forum: News
- Topic: Friday Facts #416 - Fluids 2.0
- Replies: 461
- Views: 65518
Re: Friday Facts #416 - Fluids 2.0
You can also cram unlimited amounts of fluid down a single string of pipes. So while your nuclear power still needs a bunch of off shore pumps it only needs one pipe connecting them to the reactor. I wondered about that too. The FFF didn't talk about limits, but instead about solving the quirky beh...
- Fri Jun 14, 2024 12:38 am
- Forum: News
- Topic: Friday Facts #414 - Spoils of Agriculture
- Replies: 397
- Views: 52235
Re: Friday Facts #414 - Spoils of Agriculture
Will pollution kill off your agriculture, much like it kills off the trees on Nauvis?
I hope so. I hope there's some tension to building big on Gleba.
I hope so. I hope there's some tension to building big on Gleba.
- Fri May 31, 2024 12:26 pm
- Forum: News
- Topic: Friday Facts #413 - Gleba
- Replies: 119
- Views: 25743
Re: Friday Facts #413 - Gleba
The last ALT text: "Entering into the meatlands"
- Fri Apr 12, 2024 1:10 pm
- Forum: News
- Topic: Friday Facts #406 - Space Age Music
- Replies: 156
- Views: 29527
Re: Friday Facts #406 - Space Age Music
All I want is the music volume slider to be reasonably tuned. Every game I have to lower music down to < 10%.
- Fri Dec 08, 2023 4:50 pm
- Forum: News
- Topic: Friday Facts #388 - Smaller things for 2.0
- Replies: 151
- Views: 33444
Re: Friday Facts #388 - Smaller things for 2.0
Always enjoy those QoL changes.
Would it be possible to keep the formula in the text field for future edits? It would be kind to my future self when I revisit part of a factory to see why I chose that value of 141331233.
Would it be possible to keep the formula in the text field for future edits? It would be kind to my future self when I revisit part of a factory to see why I chose that value of 141331233.
- Fri Oct 20, 2023 5:47 pm
- Forum: News
- Topic: Friday Facts #381 - Space Platforms
- Replies: 209
- Views: 53988
Re: Friday Facts #381 - Space Platforms
Ultimately, though, so far, it seems like there isn't actually a lot you need to construct on the platforms. Fuel (and oxidizer) and ammo that I can remember off from the top of my head. Water if you want to bring in Nuclear. There shouldn't be the need for overly big or complex belt setups with th...
- Fri Oct 20, 2023 5:20 pm
- Forum: News
- Topic: Friday Facts #381 - Space Platforms
- Replies: 209
- Views: 53988
Re: Friday Facts #381 - Space Platforms
It's a trade-off, though. Either you have folks complaining about the realism of the platform being its own constructor, or you have folks complaining about the realism of independently floating, small thruster powered objects somehow keeping pace with the rocket propelled platform and updating spe...
- Fri Sep 08, 2023 6:03 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 816
- Views: 178885
- Fri Sep 08, 2023 12:04 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 816
- Views: 178885
Re: Friday Facts #375 - Quality
The recycler creating better outputs than inputs feels wrong gameplaywise. To me, it seems like it should have a chance of producing the same tier (or lower) as the input, and that quality beacons would increase the chance to recapture the good inputs.
- Sat Apr 16, 2022 4:39 pm
- Forum: Modding interface requests
- Topic: Increase max logistic filter count above 1,000
- Replies: 4
- Views: 1769
Re: [1.1.57] Not enough personal logistic slots // API mismatch
That's semantics. It's a bug if the intent was to manage your items. It's a suggestion if a limit of 1 or 10 or 1000 was purposeful game design.
- Sat Apr 16, 2022 4:24 pm
- Forum: Modding interface requests
- Topic: Increase max logistic filter count above 1,000
- Replies: 4
- Views: 1769
Increase max logistic filter count above 1,000
Howdy. The APi for set|get_personal_logistic_slot notes the slot_index is a uint . In practice, you'll get a Factorio error if it's greater than 65K. In reality you cannot add more than 1000 items to the personal logistics, which is too limiting. I argue that it's too few because mods such as Krasto...