Search found 95 matches
- Fri Jul 12, 2024 1:54 pm
- Forum: News
- Topic: Friday Facts #419 - Display Panel & Inserter pickup fixes
- Replies: 119
- Views: 30697
Re: Friday Facts #419 - Display Panel & Inserter pickup fixes
Eerrrh, I don't see the point in buffing the inserters, I think their behaviour was just fine and always intended like that? Why the hell would you use burners on blue tier belts anyway, except maybe at the end (where is will ALWAYS succeed in grabbing the item no matter the belt speed) as fail ...
- Sat Jul 03, 2021 2:30 pm
- Forum: General discussion
- Topic: We need more control over bots
- Replies: 30
- Views: 15076
Re: We need more control over bots
What new game-play would that enable? That’s the good question here. And I mean: nothing special. The only really interesting thing would be, to let those computer controlled “players” build a factory, like JOSEF in https://alt-f4.blog/ALTF4-39/ . Anything else would be just more comfort for more ...
- Wed Jun 30, 2021 12:23 pm
- Forum: General discussion
- Topic: We need more control over bots
- Replies: 30
- Views: 15076
Re: We need more control over bots
And I think that's it: what we are missing for bots is what the circuit network is to the rest of the factory.
I don't think I can imagine what you mean. How exactly would that look like?
Turing completeness and massive flexibility.
Things like checking for logic and acting on logic for ...
- Mon Jun 07, 2021 12:05 am
- Forum: General discussion
- Topic: Speed vs Productivity modules: The 12 bacon suprise
- Replies: 6
- Views: 5261
Re: Speed vs Productivity modules: The 12 bacon suprise
It's not entirely unlike the physical damage bonus in gun turrets, which scales so well thanks to 2 bonuses multiplying each other. Whether that helps clarify it at all or not. The main difference is that productivity modules alone incur speed penalty which veils the numerical relationship and its ...
- Mon Feb 08, 2021 8:57 am
- Forum: General discussion
- Topic: Some ideas for the "One big expansion pack"
- Replies: 44
- Views: 20063
Re: Some ideas for the "One big expansion pack"
Right now, Factorio has the "what" already designed. It's a fantastic granular sandbox of logistics and spaghetti. The thing that's lacking is the "why". The tutorial and NPE already has systems planned (or in place) that furthered some sort of objective goal.
Currently the objective is "do ...
Currently the objective is "do ...
- Sun Aug 30, 2020 1:35 pm
- Forum: Gameplay Help
- Topic: Circuit Control
- Replies: 6
- Views: 3092
Re: Circuit Control
2. the sophisticated (but maybe overcomplicated) solution would be to count how many items are on the looping belt by using combinators and
to stop insertion of items if a certain degree of saturation is detected.
in your case it would suffice to count how many red chips are on the loop. placing ...
- Thu Aug 20, 2020 3:26 pm
- Forum: Gameplay Help
- Topic: Disable/config fill limit for inserter?
- Replies: 8
- Views: 5610
Re: Disable/config fill limit for inserter?
Why would you want to buffer in the input ? Isn't the buffer of over 3 times the needed components for a craft enough for you ?
No isnt for me. Have much mods and in early game (without the fast inserter) it begins to stuck/strugle with the input. A bigger inputspace could will be kill the ...
- Mon Aug 17, 2020 4:22 pm
- Forum: General discussion
- Topic: Upcoming releases
- Replies: 2
- Views: 2140
Re: Upcoming releases
I would imagine the next versions would be 1.0.1 then 1.0.2 ... ( Major.Minor.Revision software versioning .) Factorio has been 0.18.47 for a while, and once Factorio got to a state where the devs were satisfied; Factorio went into a feature freeze to prevent more bugs from sneaking in before the ...
- Wed Aug 05, 2020 11:37 pm
- Forum: Show your Creations
- Topic: Joseph's technicolor dreamcoat, or how not to make a main bus
- Replies: 48
- Views: 21021
Re: Joseph's technicolor dreamcoat, or how not to make a main bus
You're using underneathies, that's cheating. You should use filter splitters when you want to cross a belt if you really want to do it wrong.
I think you mean if you want to do it very right . Belt swapping with filter splitters is hilarious and should be done way more often :v
unknown2 ...
- Mon Jul 27, 2020 12:21 am
- Forum: General discussion
- Topic: What happens after 1.0 release?
- Replies: 34
- Views: 17353
Re: What happens after 1.0 release?
Why only one layer above and below?
I always think to Rollercoaster Tycoon 2. Factorio and RCT2 share many similarities but RCT2 did some things better:
- isometric angle of view
- genius ways to build landscape
- genius ways to build tracks and coasters.
...
I like the idea of using ...
- Sat Jul 25, 2020 1:32 am
- Forum: News
- Topic: Friday Facts #357 - Nuke
- Replies: 96
- Views: 53621
Re: Friday Facts #357 - Nuke
I have similar reactions to the nuke(newke?) explosion...
- Lack of ominous bass rumble in the sound effect make the nuke sound a bit anemic and short lived.
- The mushroom cloud disperses too quickly, since the cloud is dust thrown into the air; and not a localized (over)pressure wave.
- Fri Jul 17, 2020 8:39 pm
- Forum: General discussion
- Topic: A critique of Factorio’s power generation systems
- Replies: 44
- Views: 17540
Re: A critique of Factorio’s power generation systems
There are lots of mods that play with power generation (most overpowered), but I'm hoping that Factorio 1.1 might update the power distribution system .
It seems silly to me to have GW of power going down a single thin copper string on a wood pole. If the power lines had a range of max ...
- Thu Jul 16, 2020 7:58 pm
- Forum: General discussion
- Topic: A critique of Factorio’s power generation systems
- Replies: 44
- Views: 17540
Re: A critique of Factorio’s power generation systems
Factorio is a game about logistics and automation; therefore whatever item you are attempting to automate isn't about the end, it's about the complex logistics that goes into producing the endpoint of said item.
Yes, the systems (when built); are simplistic. But this is by game design. Each ...
Yes, the systems (when built); are simplistic. But this is by game design. Each ...
- Sat Jul 11, 2020 6:48 pm
- Forum: General discussion
- Topic: What happens after 1.0 release?
- Replies: 34
- Views: 17353
Re: What happens after 1.0 release?
Maybe someday there will be a 2.0 version in 3d. Which will be much better than the other Game which will not be named.
Hope not, but who knows.. perhaps it would be great for its own reasons and enough people would love it to justify the time and energy to create it. But 3d isn't always better ...
- Mon Jun 29, 2020 6:27 pm
- Forum: General discussion
- Topic: [0.18.34] Greedy train signal indication logic makes invalid assumption or is bugged?
- Replies: 7
- Views: 2236
Re: [0.18.34] Greedy train signal indication logic makes invalid assumption or is bugged?
I do not see anything wrong here. The train signal placement indicators go by a set of rules, and is just following logic in this case.
The vertical spur in both examples is explicitly signaled to have a one-way southbound train. Which means the horizontal line must be at least one-way westbound ...
The vertical spur in both examples is explicitly signaled to have a one-way southbound train. Which means the horizontal line must be at least one-way westbound ...
- Sun Jun 28, 2020 4:50 pm
- Forum: General discussion
- Topic: What happens after 1.0 release?
- Replies: 34
- Views: 17353
Re: What happens after 1.0 release?
Elaborate on "all developement is frozen" please. This contradicts the next thing you say, about "new features".
This means that Factorio isn't going to fundamentally change game concepts. Like changing belts so they now carry 3 items at a time instead of 2. The devs are working on finishing ...
- Fri Jun 12, 2020 12:31 pm
- Forum: News
- Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
- Replies: 199
- Views: 91930
Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Flushing a given liquid from the pipe seems maybe a little too easy, given the remainder of the factorio experience. I would expect something like a filter pump, which can, over time, drain the undesirable liquid from the pipe (and either destroy it, or send it into another pipe system.
IMO the ...
- Sun Jun 07, 2020 1:01 am
- Forum: General discussion
- Topic: does game have potential to teach me principles of elecrical engineering?
- Replies: 9
- Views: 5157
Re: does game have potential to teach me principles of elecrical engineering?
Factorio gameplay is nearly identical to software engineering and design.
You begin your factory with some sort of productivity goal in mind (science in most cases). And either you have a set goal (units/minute); or you go ad-hoc , and build-as-you-go.
---
Building-as-you-go and fixing stuff "in ...
You begin your factory with some sort of productivity goal in mind (science in most cases). And either you have a set goal (units/minute); or you go ad-hoc , and build-as-you-go.
---
Building-as-you-go and fixing stuff "in ...
- Mon Apr 13, 2020 11:00 am
- Forum: Ideas and Suggestions
- Topic: Why can't I put fish back into the water?
- Replies: 18
- Views: 7575
Re: Why can't I put fish back into the water?
Sounds like something that would be fun as a creative/cheat mode easter egg. (Fun? You think this is some kind of GAME? )
Fill Barreled Fish Barrel: 50 fish + 1 water barrel -> Barreled Fish Barrel
Unbarrel Barreled Fish Barrel: 1 Fish Barrel -> Empty Barrel + 50 Fishwater
Storage tanks have new ...
Fill Barreled Fish Barrel: 50 fish + 1 water barrel -> Barreled Fish Barrel
Unbarrel Barreled Fish Barrel: 1 Fish Barrel -> Empty Barrel + 50 Fishwater
Storage tanks have new ...
- Thu Mar 26, 2020 10:51 am
- Forum: Show your Creations
- Topic: Joseph's technicolor dreamcoat, or how not to make a main bus
- Replies: 48
- Views: 21021
Re: Joseph's technicolor dreamcoat, or how not to make a main bus
You're using underneathies, that's cheating. You should use filter splitters when you want to cross a belt if you really want to do it wrong.