Search found 12 matches

by layus
Fri Apr 05, 2024 12:08 pm
Forum: News
Topic: Friday Facts #405 - Whole belt reader, New logistics GUI
Replies: 137
Views: 13866

Re: Friday Facts #405 - Whole belt reader, New logistics GUI

Nice ! I like seeing iterations and design process :D Speaking of whole belts, could there be a way to delete a whole belt ? Or rather mark a whole belt for deletion. That would be super useful. Same for whole belt upgrades. Also, is there any way to limit the whole belt feature without introducing ...
by layus
Fri Mar 08, 2024 1:02 pm
Forum: News
Topic: Friday Facts #401 - New terrain, new planet
Replies: 102
Views: 19676

Re: Friday Facts #401 - New terrain, new planet

This amazing :shock: ! Now the terrain gains in personality. I have two questions: * When exploding a cliff, the terrain difference between above/below will be less meaningful. Does the terrain change after an explosion ? * There is a lot at play with elevation, but factorio remains a conceptually f...
by layus
Mon Feb 26, 2024 10:15 am
Forum: News
Topic: Friday Facts #399 - Trash to Treasure
Replies: 289
Views: 34498

Re: Friday Facts #399 - Trash to Treasure

Super hyped by the different challenges we are faced with. Space platforms with belts spaghetti, and now fulgura with small islands connected only by train :-D. One thing has been bugging me over the whole weekend: Elevation. The game plays more and more with elevation (remember mountains and volcan...
by layus
Fri Jan 26, 2024 1:40 pm
Forum: News
Topic: Friday Facts #395 - Generic interrupts and Train stop priority
Replies: 138
Views: 16749

Re: Friday Facts #395 - Generic interrupts and Train stop priority

Oooooh ! It all makes more sense if you consider trains filled with random items at, say, a unique mixed planetary landing pad, and then have these mixed trains deliver items at different stations. This explains why the interrupts do not wait on empty cargo, but on that specific item being 0. Trains...
by layus
Fri Jan 26, 2024 1:39 pm
Forum: News
Topic: Friday Facts #395 - Generic interrupts and Train stop priority
Replies: 138
Views: 16749

Re: Friday Facts #395 - Generic interrupts and Train stop priority

Justderpingalong wrote: ↑
Fri Jan 26, 2024 1:30 pm
Train groups take care of this issue for you.
Well, you still need to assign the group manually, which can be hard if the trains switches to automatic mode directly. So it works if train groups can be set using blueprint parameters :-). So many options 8-)
by layus
Fri Jan 26, 2024 1:28 pm
Forum: News
Topic: Friday Facts #395 - Generic interrupts and Train stop priority
Replies: 138
Views: 16749

Re: Friday Facts #395 - Generic interrupts and Train stop priority

Can we have parametrized train blueprints ? Like place a train blueprint, pick the iron ore item type, and have an extra iron ore train running ? Having all the trains in a big bag feels really odd to me.

This probably does not need anything from this FFF though :thinking_face:
by layus
Fri Nov 10, 2023 1:40 pm
Forum: News
Topic: Friday Facts #384 - Combinators 2.0
Replies: 328
Views: 44371

Re: Friday Facts #384 - Combinators 2.0

This is a really interesting change, like the 383 others ;) I understand some aspects are still subject to improvements, but you got me inspired :o . It seems to me that the color of the signal could also be represented in the button itself. It seems more a property of the item than the decider comb...
by layus
Sat Mar 02, 2019 10:58 pm
Forum: Not a bug
Topic: [0.17.4] Production goals can be achieved by hand crafting
Replies: 1
Views: 709

[0.17.4] Production goals can be achieved by hand crafting

I was surprised to see that the green circuits production goal (15/m if I remember well) was achieved while I had no automation chain at all to produce it. (Only a single assembling machine, fed manually and under-provisioned for a long time). Now, I do not know what happened exactly. Maybe 1) The a...
by layus
Sun Nov 18, 2018 10:25 pm
Forum: News
Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
Replies: 192
Views: 83352

Re: Friday Facts #269 - Roadmap update & Transport belt perspective

Considering that making belts like that makes it hard to believe that you can cross them walking, and that they are much more complex to implement, why not make a burried version, where the belt would be a floor level, with nice borders showing that there is some iron bed and cogs and stuff below ? ...
by layus
Tue Oct 30, 2018 1:45 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 208641

Re: Friday Facts #266 - Cleanup of mechanics

I was not aware that there were size limits for recipes and assemblers. It was just plain clear from the item's tooltip that you could only craft it in the highlighted factories (including by hand or not). Please keep the limit to only factor high-end products in high-end factories.
by layus
Mon Aug 06, 2018 9:20 am
Forum: News
Topic: Friday Facts #254 - No research queue for you
Replies: 223
Views: 82237

Re: Friday Facts #254 - No research queue for you

Hi, The research queue is not as important to me as a better way to see key research items. It often takes me a long time to find "automation 2" for example in the long list of available research. Some researches are key o a lot of others, and somehow I fail to see them even with the searc...
by layus
Mon May 01, 2017 2:04 pm
Forum: Ideas and Suggestions
Topic: Play past the final achievement of a campaing map.
Replies: 0
Views: 657

Play past the final achievement of a campaing map.

Hi, I was playing the new hope campaign, on the map where you discover trains. I focused on the main goal (1500 iron and 1500 copper plates, 800 ammo, 50 solar panes) and postponed the railroad creation. I thought that I needed the resources from the goal to start exploring, and now I am stuck. So I...

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