Search found 2761 matches

by FuryoftheStars
Tue Jan 23, 2024 11:33 am
Forum: General discussion
Topic: Is there a specific reason why wood is so useless? [edit: I was wrong, it's not]
Replies: 21
Views: 4051

Re: Is there a specific reason why wood is so useless?

As mod solutions have been mentioned, but they are all overhaul mods (so do a lot more than simply give an alternative to wood), I'm just going to plug in here that there are smaller mods out there giving a new use to just wood, like gasification and/or charcoal, and other mods that allow trees to r...
by FuryoftheStars
Mon Jan 22, 2024 3:55 pm
Forum: News
Topic: Friday Facts #394 - Assembler flipping and circuit control
Replies: 134
Views: 29328

Re: Friday Facts #394 - Assembler flipping and circuit control

"Left hand" and "right hand" traffic are higher level concepts that apply to the rail network as ideas in your head, they cannot be flipped by an algorithm seeing only a blueprint of a part of the rail network. I have found that it can make sense to flip double track (mainline) ...
by FuryoftheStars
Sun Jan 21, 2024 7:52 pm
Forum: Ideas and Suggestions
Topic: An option to display input and output per 60 seconds
Replies: 6
Views: 670

Re: An option to display input and output per 60 seconds

this is something I don't much care about Glad you still decided to enlighten us with your important opinion on the topic Well, yeah. I don't want the added clutter on screen for something that I'd never use/don't want. I'm allowed to voice my opinion on that without getting snide remarks, thank you.
by FuryoftheStars
Sun Jan 21, 2024 6:48 pm
Forum: Mod portal Discussion
Topic: Mod Portal Feature Request: show dependency graph
Replies: 8
Views: 1858

Re: Mod Portal Feature Request: show dependency graph

As non-mod-author i would find it interesting too to see which mods depend on the mod i'm interested in, sometimes it's an old classic mod, and there exist new tweaks or variant built upon it or compatibility bridges and it's not always easy to find them even if you know the 2 or 3 letters acronyms...
by FuryoftheStars
Sun Jan 21, 2024 6:35 pm
Forum: News
Topic: Friday Facts #393 - Putting things on top of other things
Replies: 232
Views: 61060

Re: Friday Facts #393 - Putting things on top of other things

However i think it feels wierd to "stack" loose pieces of ore on a belt, it would just fall down I kind of agree with you here, at least in terms of the perfect stacks, but it does make sense to make them stackable anyway. It might be possible for them to tweak the graphics of it so that ...
by FuryoftheStars
Sun Jan 21, 2024 6:31 pm
Forum: Ideas and Suggestions
Topic: Organize saves into folders by game/world
Replies: 27
Views: 10107

Re: Organize saves into folders by game/world

I think to generate an unique ID with gamestart to separate different games with the same seed could be used to generate the folders. I don't think that'd be needed, per-se. Generating a new map could just set a flag true. Then on save, it uses this flag state to understand this is the first ever s...
by FuryoftheStars
Sun Jan 21, 2024 6:25 pm
Forum: Ideas and Suggestions
Topic: Concrete is a silly feature... and I want more!
Replies: 11
Views: 1710

Re: Concrete is a silly feature... and I want more!

There is already a mod for this :D Albeit that it's required for everything. Here -> https://mods.factorio.com/mod/placeonconcrete Hmm, yeah, I'm not sure I'd want it required for everything. And on reflection, maybe even the required bit should be removed and made more optional in the sense of the...
by FuryoftheStars
Sun Jan 21, 2024 6:16 pm
Forum: Ideas and Suggestions
Topic: An option to display input and output per 60 seconds
Replies: 6
Views: 670

Re: An option to display input and output per 60 seconds

Ah, if what SoShootMe said is accurate to the OP's request, this is something I don't much care about and would agree that this adds clutter unless it was an optional setting, or something that was just relegated to mods (a mod might be able to inject this calculated info for you into the tooltip).
by FuryoftheStars
Sun Jan 21, 2024 3:52 pm
Forum: Ideas and Suggestions
Topic: IA and FACTORIO
Replies: 10
Views: 1650

Re: IA and FACTORIO

Factorio combinators are turing complete. (So are factorio trains, factorio belts, and probably a few other things as well) So we already have all the tools you need to write any program you care to. Go ham and write your AI. We've also had the grey goo base that expands itself depending on what it...
by FuryoftheStars
Sun Jan 21, 2024 3:45 pm
Forum: Ideas and Suggestions
Topic: Fluid Systems: Recipes with multiple of the same input consider both inputs as the same system
Replies: 2
Views: 368

Re: Fluid Systems: Recipes with multiple of the same input consider both inputs as the same system

Completely disagree with the suggestion.

As an alternative suggestion to accomplish the same end goal (and I feel like may have been suggested before): the ability to disable/close an input/output when there is a duplicate of it available on the same entity.
by FuryoftheStars
Sun Jan 21, 2024 3:41 pm
Forum: Ideas and Suggestions
Topic: One of my few UI complaints and inconsistency. My idea for a simple change.
Replies: 6
Views: 764

Re: One of my few UI complaints and inconsistency. My idea for a simple change.

I actually have no issues with the way it is now, and feel like changing it now would just screw everyone up. As mentioned, most people associate number 1/top row with most commonly accessed items, and as such it makes sense for these to stay. The fact that the expanded selection is in reverse order...
by FuryoftheStars
Sun Jan 21, 2024 3:29 pm
Forum: Ideas and Suggestions
Topic: Concrete is a silly feature... and I want more!
Replies: 11
Views: 1710

Re: Concrete is a silly feature... and I want more!

I would actually like more uses for concrete; like more advanced buildings require the higher tier concrete on the ground before you can place the buildings. For instance, centrifuges and nuclear reactors require refined concrete to be placed on the ground before the building can be placed. Assembl...
by FuryoftheStars
Sun Jan 21, 2024 3:25 pm
Forum: Ideas and Suggestions
Topic: An option to display input and output per 60 seconds
Replies: 6
Views: 670

Re: An option to display input and output per 60 seconds

Apologies, and this may be because I don't typically care about these stats, but can you give more details on the what, where, and why, because I'm not sure I understand what you're suggesting.
by FuryoftheStars
Sun Jan 21, 2024 3:19 pm
Forum: Implemented in 2.0
Topic: Flip using F and G whith in-hand entities
Replies: 7
Views: 1245

Re: Flip using F and G whith in-hand entities

Unless I'm misunderstanding something, I think the latest FFF makes this implemented for 2.0? https://factorio.com/blog/post/fff-394 Now that flipping is working on all buildings and items we decided it was worth expanding that to everywhere you might want to flip something (not just when holding a ...
by FuryoftheStars
Sun Jan 21, 2024 3:16 pm
Forum: Ideas and Suggestions
Topic: Move/Request items by 10 (tens)
Replies: 2
Views: 459

Re: Move/Request items by 10 (tens)

I feel like this would actually add more to what the player needs to know with zero benefit. When I'm transferring items around, I find what we already have works well and don't see the need to add yet another modifier for transferring a different amount. (We also have half stack transfers, which yo...
by FuryoftheStars
Sun Jan 21, 2024 3:02 pm
Forum: Ideas and Suggestions
Topic: New Stack inserters in Factorio 2.0 redesign
Replies: 1
Views: 575

Re: New Stack inserters in Factorio 2.0 redesign

I think it'd be better to leave the colors. When I'm searching for an inserter, I typically do it visually, meaning I'm looking for the color. Changing the names has no impact here; changing the color screws everything up.
by FuryoftheStars
Sun Jan 21, 2024 2:58 pm
Forum: Ideas and Suggestions
Topic: Organize saves into folders by game/world
Replies: 27
Views: 10107

Re: Organize saves into folders by game/world

Of all the save change suggestions, I think this one would be best.
+1
by FuryoftheStars
Sun Jan 21, 2024 2:24 pm
Forum: General discussion
Topic: Questions that have not been answered in the Friday facts so far?
Replies: 5
Views: 1209

Re: Questions that have not been answered in the Friday facts so far?

My last annoyance with map generation is when ore patches are generated that overlap the coastline what would be in the sea is lost. This in and of itself doesn't bother me in the slightest, and to some extent I wouldn't want them to change it. If anything with their map generation, I wish that whe...
by FuryoftheStars
Tue Jan 16, 2024 10:41 pm
Forum: Gameplay Help
Topic: Saving custom map presets?
Replies: 6
Views: 1043

Re: Saving custom map presets?

To add a bit to what Qon said, you can also organize these into folders to keep them separate from your regular saves (although you'd need to use your OS's file manager to do that). And that'd be uploaded to the steam cloud as a sub-directory? No idea. I don't use Steam Sync anymore because of the ...
by FuryoftheStars
Tue Jan 16, 2024 1:48 pm
Forum: This Forum
Topic: Random slowdowns on the forum
Replies: 9
Views: 1554

Re: Random slowdowns on the forum

aka13 wrote:
Mon Jan 15, 2024 4:50 pm
I wonder why you'd dos a forum of a non-competetive game though
Because some people are bored, a-holes, or maybe just had a plain old gripe against Factorio and/or its devs.

Go to advanced search