Search found 2763 matches

by FuryoftheStars
Sat Oct 19, 2024 12:59 am
Forum: News
Topic: Friday Facts #433 - Liftoff Initiated
Replies: 140
Views: 36156

Re: Friday Facts #433 - Liftoff Initiated

That Jetpack feels really powerful without the need of fuel or at least energy from its grid. :/
by FuryoftheStars
Sat Oct 05, 2024 3:15 am
Forum: Ideas and Suggestions
Topic: Increase non-stack inserter capacity from 3 to 4 because of stacking
Replies: 22
Views: 3334

Re: Increase non-stack inserter capacity from 3 to 4 because of stacking

CyberCider wrote: Fri Oct 04, 2024 3:07 pm
10-04-2024, 17-07-09.png
Yay I won :lol:
Are you 100% certain those are 4 entity stacks? They don't look it to me.
by FuryoftheStars
Sat Oct 05, 2024 3:08 am
Forum: News
Topic: Friday Facts #430 - Drowning in Fluids
Replies: 320
Views: 62984

Re: Friday Facts #430 - Drowning in Fluids

No surprise that the new 2.0 was too powerful. Lot of us called that when first announced.

While I like the fact that you're trying to cut that, an arbitrary 250x250 grid is not something that's going to be intuitive or visible to a player. Especially with an all or nothing system (this just makes ...
by FuryoftheStars
Tue Jul 09, 2024 4:30 am
Forum: Gameplay Help
Topic: Bot orders per tick
Replies: 6
Views: 1082

Re: Bot orders per tick


It is more complicated, it will do 3 jobs from the queue per tick or until one job cannot be performed. So if the first one cannot be performed it will try the next one on the next tick.
The 600 is only the limit of alerts because alerts live for 10s, it says nothing about how many items are ...
by FuryoftheStars
Tue Jul 09, 2024 4:23 am
Forum: News
Topic: Friday Facts #416 - Fluids 2.0
Replies: 464
Views: 114795

Re: Friday Facts #416 - Fluids 2.0



I have... mixed feelings on this one.

On the one hand, the pipe unpridictability could indeed be quite frustrating.

On the other hand: having to think about pump/tank placements for optimal throughput, having to run multipel parralell lines to increase througput, and having to add ...
by FuryoftheStars
Sun Jul 07, 2024 8:23 pm
Forum: News
Topic: Friday Facts #418 - Space Age release date
Replies: 185
Views: 60658

Re: Friday Facts #418 - Space Age release date



elevated rails will only be for the expansion, whereas the new rail corners will be free with 2.0. I had initially thought that all the rail improvements would be in 2.0

:( I actually think the elevated rails should just be in the base game with 2.0; Everything else is new gameplay, but the ...
by FuryoftheStars
Sat Jul 06, 2024 9:36 pm
Forum: News
Topic: Friday Facts #418 - Space Age release date
Replies: 185
Views: 60658

Re: Friday Facts #418 - Space Age release date


Beside the obvious excitement for the Space Age Expansion and its release date i'd like to highlight another important gem in this FFF:
But thats not all. Factorio: Space Age will also coincide with the release of Factorio version 2.0 which will be a free upgrade for all users.
This is a quite ...
by FuryoftheStars
Sat Jul 06, 2024 3:09 pm
Forum: News
Topic: Friday Facts #418 - Space Age release date
Replies: 185
Views: 60658

Re: Friday Facts #418 - Space Age release date






Still disappointed with the whole Quality thing. I recall in the original FFF, where it was introduced, there was information about an option to disable Quality altogether. Hopefully, this is still the case. Another thing I'd like to disable is faster belts and stackable items on belts, as ...
by FuryoftheStars
Sat Jul 06, 2024 3:05 am
Forum: News
Topic: Friday Facts #418 - Space Age release date
Replies: 185
Views: 60658

Re: Friday Facts #418 - Space Age release date



Hype!

It looks like the last planet will necessitate the inclusion of lights in our blueprints. Since it will be dark, I anticipate a planet with an ocean (because we already had fire, air, earth themed planets) and dark land patches. Maybe a metallic planet like Core Prime ? I don't think that ...
by FuryoftheStars
Fri Jul 05, 2024 11:34 pm
Forum: Modding interface requests
Topic: Inverted collision masks and multiple collision boxes/masks per entity
Replies: 3
Views: 729

Re: Inverted collision masks and multiple collision boxes/masks per entity

This request was for something similar for different reasons, but the response likely applies here, too:
https://forums.factorio.com/viewtopic.php?f=221&t=47567

The game only has 1 entity with multiple collision boxes and it already causes a massive amount of problems.

We're never going to add ...
by FuryoftheStars
Fri Jul 05, 2024 6:32 pm
Forum: News
Topic: Friday Facts #418 - Space Age release date
Replies: 185
Views: 60658

Re: Friday Facts #418 - Space Age release date




Still disappointed with the whole Quality thing. I recall in the original FFF, where it was introduced, there was information about an option to disable Quality altogether. Hopefully, this is still the case. Another thing I'd like to disable is faster belts and stackable items on belts, as I ...
by FuryoftheStars
Fri Jul 05, 2024 1:24 pm
Forum: News
Topic: Friday Facts #418 - Space Age release date
Replies: 185
Views: 60658

Re: Friday Facts #418 - Space Age release date


Still disappointed with the whole Quality thing. I recall in the original FFF, where it was introduced, there was information about an option to disable Quality altogether. Hopefully, this is still the case. Another thing I'd like to disable is faster belts and stackable items on belts, as I see ...
by FuryoftheStars
Fri Jul 05, 2024 1:03 pm
Forum: News
Topic: Friday Facts #418 - Space Age release date
Replies: 185
Views: 60658

Re: Friday Facts #418 - Space Age release date

Justderpingalong wrote: Fri Jul 05, 2024 1:01 pm 2: What the frick is blue ammo?!
Tungsten?
by FuryoftheStars
Fri Jul 05, 2024 4:28 am
Forum: Gameplay Help
Topic: Drone spawner
Replies: 5
Views: 849

Re: Drone spawner

Rikitav wrote: Thu Jul 04, 2024 6:57 pm ¯\_(ツ)_/¯
If you connect a circuit wire to a roboport and an inserter, the roboport will then have output options you can use to set the enable condition of the inserter. So you can have it, for example, only add more construction bots when the quantity in the network is <100.
by FuryoftheStars
Thu Jul 04, 2024 4:44 pm
Forum: Questions, reviews and ratings
Topic: Is ther somethin in between vanilla and the super high complexity mods?
Replies: 5
Views: 1054

Re: Is ther somethin in between vanilla and the super high complexity mods?


Hi,

I'm just late in 1st (250+h) game ... looking forward to restart. However, i really enjoyed the point where i had to explore into advanced chem and nuclear. I would like to have a bit more complex game, however, not truly in the scale of py, space or see tile.
Any recommendation for ...
by FuryoftheStars
Wed Jul 03, 2024 7:21 pm
Forum: Ideas and Suggestions
Topic: Enhancement to the selection of items in the hotbar
Replies: 9
Views: 1565

Re: Enhancement to the selection of items in the hotbar

Well, as was mentioned by Tertius, typically your quickbars are organized by function/purpose and so typically if you need one thing out of it, then you'll often end up needing others.

That said, even if you don't, that proposal means that instead of remembering which of the 10 quickbars you need ...
by FuryoftheStars
Wed Jul 03, 2024 2:34 am
Forum: Ideas and Suggestions
Topic: Enhancement to the selection of items in the hotbar
Replies: 9
Views: 1565

Re: Enhancement to the selection of items in the hotbar

I don't see a difference. You either press [SHIFT] + # for the quickbar, then # for the slot, or you press modifier + # for quickbar, then # for the slot. Either way it's 3 key presses.
by FuryoftheStars
Tue Jul 02, 2024 5:15 am
Forum: Ideas and Suggestions
Topic: Toggle Ghost Visibility in Shortcut Bar
Replies: 9
Views: 1878

Re: Toggle Ghost Visibility in Shortcut Bar




I tend to move stuff around a lot, copy where it is and paste where I want it to be. Before I get bots, I have to build the copy by hand, and I frequently miss part of the build especially inserters. I come back after a while, and wonder why it isn't working and then realize that it isn't an ...
by FuryoftheStars
Sun Jun 30, 2024 9:56 pm
Forum: Ideas and Suggestions
Topic: Toggle Ghost Visibility in Shortcut Bar
Replies: 9
Views: 1878

Re: Toggle Ghost Visibility in Shortcut Bar


I tend to move stuff around a lot, copy where it is and paste where I want it to be. Before I get bots, I have to build the copy by hand, and I frequently miss part of the build especially inserters. I come back after a while, and wonder why it isn't working and then realize that it isn't an ...

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