Search found 25 matches

by Karamel
Fri Nov 01, 2024 10:44 am
Forum: Ideas and Suggestions
Topic: Heating tower: don't flash the "no fuel" icon when at max temp
Replies: 6
Views: 351

Re: Heating tower: don't flash the "no fuel" icon when at max temp

BraveCaperCat wrote: ↑Fri Nov 01, 2024 9:20 am
Karamel wrote: ↑Thu Oct 31, 2024 10:06 pm Or, since trash burning to get rid of wood comes up even in base game, maybe a checkbox to enable or disable the icon for a particular burner entity of any kind entirely?
You mean for a specific machine/furnace/heat tower, right?
Yes.
by Karamel
Thu Oct 31, 2024 10:06 pm
Forum: Ideas and Suggestions
Topic: Heating tower: don't flash the "no fuel" icon when at max temp
Replies: 6
Views: 351

Re: Heating tower: don't flash the "no fuel" icon when at max temp

Or, since trash burning to get rid of wood comes up even in base game, maybe a checkbox to enable or disable the icon for a particular burner entity of any kind entirely?
by Karamel
Wed Oct 30, 2024 1:31 pm
Forum: Balancing
Topic: Sulfuric Acid neutralization in space platforms?
Replies: 3
Views: 1898

Re: Sulfuric Acid neutralization in space platforms?

I to, wonder why it is only available on Vulcanus. I think the logic here is not that sulfuric acid is a miracle fuel (which would seriously imbalance the game and also be quite nonsensical) but that Vulcanus sulfuric acid geysers are boiling hot due to all the volcanism, so all you need to do is t...
by Karamel
Wed Oct 30, 2024 1:03 pm
Forum: Duplicates
Topic: [2.0.12 Space Age] Rocket Silos request items even if rocket not ready
Replies: 1
Views: 61

[2.0.12 Space Age] Rocket Silos request items even if rocket not ready

Rocket silos request items for sending to orbiting platforms even if they don't currently have a rocket ready. This is a problem, because if you are feeding construction parts via belts then it can easily happen that upstream silos hog all construction materials to build rockets which can't be used ...
by Karamel
Fri Sep 20, 2024 5:00 pm
Forum: News
Topic: Friday Facts #429 - Vulcanus Demolisher Enemies
Replies: 154
Views: 31502

Re: Friday Facts #429 - Vulcanus Demolisher Enemies

Hares wrote: ↑Fri Sep 20, 2024 11:08 am We need mod which makes these snakes 1 section bigger each time they eat a building.
And once they get big enough the only way to kill them is to trick them into running into their own tail.
by Karamel
Fri Jul 12, 2024 7:05 pm
Forum: News
Topic: Friday Facts #419 - Display Panel & Inserter pickup fixes
Replies: 119
Views: 21940

Re: Friday Facts #419 - Display Panel & Inserter pickup fixes

Notice how on the bottom right image the burner inserter still makes one failed pickup attempt? That means it's still just a matter of time before enough of those happen in a row for it to run out of energy and require manual intervention. Whether this counts as a bug is debatable, but the problem i...
by Karamel
Fri May 03, 2024 5:35 pm
Forum: News
Topic: Friday Facts #409 - Diminishing beacons
Replies: 180
Views: 36268

Re: Friday Facts #409 - Diminishing beacons

FYU for a moment there I was confused and wondered "why do those regular inserters unload that fast?" Then I realized that they're actually bulk inserters, however they looked the same-ish from farther away due to the orange color.
by Karamel
Fri Apr 19, 2024 12:43 am
Forum: News
Topic: Friday Facts #405 - Whole belt reader, New logistics GUI
Replies: 141
Views: 26775

Re: Whole belt reader indicators

Maybe the whole belt reader indicators should be asymmetrical, to indicate which direction the connector is from a belt segment? Belts are easy to trace with your eyes, but you do need to know which way to go. It goes both directions until Splitter or end/start I meant, if you see a belt segment th...
by Karamel
Fri Apr 05, 2024 11:42 am
Forum: News
Topic: Friday Facts #405 - Whole belt reader, New logistics GUI
Replies: 141
Views: 26775

Whole belt reader indicators

Maybe the whole belt reader indicators should be asymmetrical, to indicate which direction the connector is from a belt segment? Belts are easy to trace with your eyes, but you do need to know which way to go.
by Karamel
Fri Feb 23, 2024 11:35 pm
Forum: News
Topic: Friday Facts #399 - Trash to Treasure
Replies: 295
Views: 65882

Re: Friday Facts #399 - Trash to Treasure

supercapacitors?
by Karamel
Fri Dec 29, 2023 8:28 pm
Forum: News
Topic: Friday Facts #391 - 2023 recap
Replies: 60
Views: 15443

Re: Friday Facts #391 - 2023 recap

Please add mod grouping to the mod explorer. For example, when I want to play Space Exploration, I have to browse through the huge list of mods which I have installed and one by one select the ones I use for my SE map. It would be nice and easy to have a SE group, to which I would put all the SE mo...
by Karamel
Sat Nov 04, 2023 4:15 pm
Forum: News
Topic: Friday Facts #383 - Super force building
Replies: 174
Views: 42080

Re: Friday Facts #383 - Super force building

If I nuke landfill, is it no longer landfill and no longer able to be deconstructed? This would be a tradeoff then, on nuking landfill to increase its pollution absorption. If landfill can be mined, then clearly a nuke should simply destroy it, reverting the tile to water. Maybe landfill should jus...
by Karamel
Fri Oct 20, 2023 10:42 pm
Forum: News
Topic: Friday Facts #381 - Space Platforms
Replies: 209
Views: 59750

Re: Friday Facts #381 - Space Platforms

Was momentum considered? In space, nothing is slowing down your spacecraft once you turn off your thrusters. From this FFF, it seems a platform slows down once you turn off its thrusters. And I wonder if you choose to ignore this for gameplay purposes or if there is some braking force applied. But ...
by Karamel
Sat Aug 18, 2018 9:57 pm
Forum: News
Topic: Friday Facts #256 - The little things 3
Replies: 111
Views: 53125

Re: Friday Facts #256 - The little things 3

The problem is that for performance reasons, we only process a small number of these orders each tick, and with a list that is quite large, it can take quite some time to process the new blueprint you just placed down. Wouldn't this problem be completely solved by simply inserting new ghosts to the...
by Karamel
Sat May 05, 2018 6:27 am
Forum: News
Topic: Friday Facts #241 - New player experience
Replies: 117
Views: 51152

Re: Friday Facts #241 - New player experience

If you had to pick one entity that represents the game to you the most, which one would it be? Transport belt. It's a very visual automaton (you can see stuff moving), obviously meant to connect other machines together (thus implying the player isn't supposed to keep supplying and loading machines ...
by Karamel
Sun Mar 25, 2018 5:53 pm
Forum: News
Topic: Friday Facts #235 - 0.16 stable
Replies: 122
Views: 58151

Re: Friday Facts #235 - 0.16 stable

There is one thing you really should fix before releasing 1.0: the tech tree dependencies. Specifically, all technologies which require a particular science pack (for example blue) should have the technology which makes that pack available (Advanced electronics, in this case) as an (automatic) prere...
by Karamel
Thu Aug 17, 2017 3:46 pm
Forum: News
Topic: Friday Facts #203 - Logistic buffer chest
Replies: 152
Views: 77299

Re: Factorio Friday Friday Facts #203 - Logistic buffer chest

Speaking of logistic system, would it also be possible to set per-roboport upper and lower counts for constructor and logistic bots the system will try to house in that port before more will move there or move to other ones. I've sometimes ran into problems where newly constructed construction bots ...
by Karamel
Sat Apr 22, 2017 4:11 pm
Forum: News
Topic: Friday Facts #187 - Space science & 0.15 graphics
Replies: 362
Views: 157621

Re: Friday Facts #187 - Space science & 0.15 graphics

Wow I am so excited for .15. You guys have done an amazing job with everything. It looks fantastic, thank you so much. I have a question though I hope I can get answered. The mining drill shown in the nuclear power pic, the one with fluid input, is that a new mining drill just for mining uranium? I...
by Karamel
Wed Apr 19, 2017 6:25 pm
Forum: News
Topic: Friday Facts #182 - Optimizations, always more optimizations
Replies: 94
Views: 46291

Re: Friday Facts #182 - Optimizations, always more optimizations

Single sided, double sided, a big train, a small one, loop-based or no loops makes no difference in the games performance. They're all the same. I have no idea where people get these ideas from but they're all false. If you have a loop at every intersection it should multiply available paths expone...
by Karamel
Tue Jan 17, 2017 12:34 pm
Forum: News
Topic: Friday Facts #173 - Nuclear stuff is almost done
Replies: 192
Views: 89616

Re: Friday Facts #173 - Nuclear stuff is almost done

Really wish they'd add an alternative to rockets already, that's really getting old fast, but endless research as an resource sink feels empty. How about, say, an 'ultimate defence perimeter' project, which you supply with copious amounts of military equipment, and then call in settlers from your h...

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