Search found 17 matches

by Karamel
Fri Apr 05, 2024 11:42 am
Forum: News
Topic: Friday Facts #405 - Whole belt reader, New logistics GUI
Replies: 136
Views: 13349

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: 289
Views: 34186

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: 10895

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: 172
Views: 28994

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: 41800

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: 46788

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: 45134

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: 52028

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: 67298

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: 140867

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: 42051

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: 79096

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...
by Karamel
Fri Jan 13, 2017 9:20 pm
Forum: News
Topic: Friday Facts #173 - Nuclear stuff is almost done
Replies: 192
Views: 79096

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

By the time you reach endgame, you have basically endless free power from solar farms. Turbines would help fill the gap between coal power plant running out of space for expansion and mass production of panels and accumulators, which in turn would provide a need for greater fuel efficiency solved by...
by Karamel
Sat Nov 19, 2016 5:22 pm
Forum: News
Topic: Friday Facts #164 - Nuclear power
Replies: 249
Views: 106417

Nuclear power

The reactor generates heat and has a temperature. The more nuclear fuel it has inside, the more heat it generates and more thoroughly it burns the fuel (easy to accomplish both by making fuel burn at fixed rate but heat generation depend on the amount of fuel inside). If gets too hot, it'll explode ...
by Karamel
Mon Nov 14, 2016 4:00 pm
Forum: News
Topic: Friday Facts #164 - Nuclear power
Replies: 249
Views: 106417

Re: Friday Facts #164 - Nuclear power

Lastly, the temperature of steam doesn't matter, it's pressure difference that moves the turbines in an engine; unfortunately, you never added pressure to the game mechanics. Actually, the current system models pressure reasonably well: pressure in a pipe or container is amount of liquid / max capa...
by Karamel
Sun Nov 13, 2016 10:13 am
Forum: News
Topic: Friday Facts #164 - Nuclear power
Replies: 249
Views: 106417

Re: Friday Facts #164 - Nuclear power

Since this is nuclear power, there needs to be waste management. I'm suggesting something like: Tech: nuclear power Furnace: uranium ore -> uranium Assembler: uranium + iron plate -> fuel rod Nuclear plant: fuel rod -> spent fuel rod + heat Tech: nuclear reprocessing 1 Chemical plant: spent fuel rod...
by Karamel
Sun Nov 13, 2016 9:35 am
Forum: News
Topic: Friday Facts #164 - Nuclear power
Replies: 249
Views: 106417

Re: Friday Facts #164 - Nuclear power

At this point I would also like to suggest that the Boilers should have a second pipe-input as well (on the opposite site of the Steam Output)... which can be used to insert Crude Oil/Heavy/Light Oil or Petroleum gas to burn the stuff directly instead of having to use solid fuel: Or you could just ...

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