Search found 43 matches
- Wed Apr 16, 2025 9:48 pm
- Forum: General discussion
- Topic: Severe lack of explanations in game!
- Replies: 21
- Views: 1851
Re: Severe lack of explanations in game!
I don't mind "throwing intellectual ressources to understand how to progress in a game", as i said for me it's part of the game to practice observation and deduction, it's fun :)
As I mentionned the edge cases for the "each" signals, your argument sound overly dramatic to me x), it doesn't need ...
- Wed Apr 16, 2025 9:32 pm
- Forum: General discussion
- Topic: Severe lack of explanations in game!
- Replies: 21
- Views: 1851
Re: Severe lack of explanations in game!
It's easy to say "but everyone does it" and then just call it a day. Just because everything else is bad, doesn't mean one cannot improve and do it better.
It's not that easy. Do you know early software? DOS software? Command line tools without even --help parameter? For such software ...
- Wed Apr 16, 2025 9:05 pm
- Forum: General discussion
- Topic: Severe lack of explanations in game!
- Replies: 21
- Views: 1851
Re: Severe lack of explanations in game!
I think one of the reasons for the lack of documentation is because there are SO MANY features. It would be a monumental effort to document everything. And also, things change, so maintaining the documentation would be quite an effort in itself.
Not talking about in depth explanations and ...
- Wed Apr 09, 2025 11:44 am
- Forum: General discussion
- Topic: Severe lack of explanations in game!
- Replies: 21
- Views: 1851
Re: Severe lack of explanations in game!
Extensive documentation/manuals in-game is an exception, not a norm. Factorio could have ZERO documentation, and you would have to google everything, like in another ten thousand games. Zero documentation is a STANDARD. So, stop ranting and search google for whatever you are missing. Not to ...
- Mon Apr 07, 2025 4:34 pm
- Forum: General discussion
- Topic: Severe lack of explanations in game!
- Replies: 21
- Views: 1851
Re: Severe lack of explanations in game!
The important information (for example which chest does what and how stuff works) does not need to be googled. The (official!?) factorio wiki has it.
Again, that requires knowing about the Wiki or finding it and more importantly having access to it.
Factorio can be played offline (thankfully ...
- Mon Apr 07, 2025 3:59 pm
- Forum: Not a bug
- Topic: 1 Uncommon thing > 20 Normal Thing is true for some reason.
- Replies: 2
- Views: 183
1 Uncommon thing > 20 Normal Thing is true for some reason.
Circuit conditions involving quality make no sense whatsoever.
Have a decider combinator that has a condition of "Each Red Wire >= Each Green Wire" and send it a signal of "Steel (Uncommon)" with the value of 2 on the red wire and a Signal of Steel 10 on the green wire and watch the condition be ...
Have a decider combinator that has a condition of "Each Red Wire >= Each Green Wire" and send it a signal of "Steel (Uncommon)" with the value of 2 on the red wire and a Signal of Steel 10 on the green wire and watch the condition be ...
- Mon Apr 07, 2025 3:45 pm
- Forum: General discussion
- Topic: Severe lack of explanations in game!
- Replies: 21
- Views: 1851
Severe lack of explanations in game!
This is going to be a bit of a rant...
We have all these great things in the game, in fact you even added an entire god damn Factoriopedia into the game.
There is an entire basically full screen tips and tricks window, and yet except for the utter basics of things (which were already present in 1.1 ...
We have all these great things in the game, in fact you even added an entire god damn Factoriopedia into the game.
There is an entire basically full screen tips and tricks window, and yet except for the utter basics of things (which were already present in 1.1 ...
- Mon Jan 20, 2025 2:21 am
- Forum: Not a bug
- Topic: [2.0.31] SpaceShip deadlock due to lack of inventory
- Replies: 1
- Views: 281
[2.0.31] SpaceShip deadlock due to lack of inventory
I have a space ship that is waiting for 200 rocket fuel, which have been requested from 2 separate rocket silos on the planet below.
The bots loaded each silo with a full rocket worth of rocket fuel, however the rockets would not launch because the space ship only had like 4 inventory slots open ...
The bots loaded each silo with a full rocket worth of rocket fuel, however the rockets would not launch because the space ship only had like 4 inventory slots open ...
- Sat Jan 18, 2025 1:34 am
- Forum: Ideas and Suggestions
- Topic: Auto-launching of mixed rockets
- Replies: 61
- Views: 19509
Re: Auto-launching of mixed rockets
Yes there are lots of configurable parameters here, but they don't have to be exposed to the user. Just do something sensible. Virtually any choice for these parameters would be better than the current implementation.
You might not *have to* expose them to the user, but you could. If you don't ...
- Sat Jan 18, 2025 1:27 am
- Forum: Ideas and Suggestions
- Topic: Auto-launching of mixed rockets
- Replies: 61
- Views: 19509
Re: Auto-launching of mixed rockets
The vanilla game simply lacks the ability to do that.
- Mixed rockets never auto launch, even if the rocket contains all the items that are needed on the platform.
- You cannot tell a rocket to launch with circuits
- You cannot communicate between orbit and planet. The planet can only read what ...
- Sat Jan 18, 2025 1:18 am
- Forum: Ideas and Suggestions
- Topic: Automated landfill should be optional
- Replies: 17
- Views: 2103
Re: Automated landfill should be optional
+1
Please make it an option, or limit it to super force.
Please make it an option, or limit it to super force.
- Mon Jan 06, 2025 1:13 pm
- Forum: Ideas and Suggestions
- Topic: Allow pressing E to confirm number input fields, by dropping support for scientific notation
- Replies: 40
- Views: 4317
Re: Allow pressing E to confirm number input fields, by dropping support for scientific notation
The 0.2 times per hour I want to enter a formula I can stomach putting in a leading "=" or something. The 20 times per hour I am irritated because the UI doesn't act consistently I can't.
Point being: If theres a (conceptually) number field typing text can and should be the option that is ...
- Mon Jan 06, 2025 1:10 pm
- Forum: Ideas and Suggestions
- Topic: Allow pressing E to confirm number input fields, by dropping support for scientific notation
- Replies: 40
- Views: 4317
Re: Allow pressing E to confirm number input fields, by dropping support for scientific notation
There's also "The property where the expression is used may provide variables.", but I don't think that applies in-game as a player, it seems to be only when defining prototypes as a modder. Let me know if wrong.
You can have a blueprint parameter define a variable "e" and then use it in ...
- Mon Jan 06, 2025 3:41 am
- Forum: Ideas and Suggestions
- Topic: Auto-launching of mixed rockets
- Replies: 61
- Views: 19509
Re: Auto-launching of mixed rockets
You're supposed to automate that with the circuit network.
If only you could, but the vanilla game simply lacks the ability to do that.
- Mixed rockets never auto launch, even if the rocket contains all the items that are needed on the platform.
- You cannot tell a rocket to launch with ...
- Mon Jan 06, 2025 3:31 am
- Forum: Ideas and Suggestions
- Topic: Allow to add parameters?
- Replies: 1
- Views: 253
Allow to add parameters?
I was trying some fancy blueprinting with formulas, and maybe I just don't really understand how they are supposed to work / be used yet. However it appears as to be able to use formulas you have to have a unique number somewhere that you can give a variable name.
Then you have to have another ...
Then you have to have another ...
- Mon Jan 06, 2025 3:11 am
- Forum: Ideas and Suggestions
- Topic: Allow pressing E to confirm number input fields, by dropping support for scientific notation
- Replies: 40
- Views: 4317
Any Field that only accepts numbers should be limited to numbers!
The 2.0 change of making dialogs NOT close when you hit E while in a text field is probably the single most frustrating change the game has seen.
Basically every single time I want to make a logistic request, or change a value in a combinator I hit E, wonder why the dialog does not close, click the ...
Basically every single time I want to make a logistic request, or change a value in a combinator I hit E, wonder why the dialog does not close, click the ...
- Wed Jul 10, 2024 1:27 pm
- Forum: Already exists
- Topic: Event for entities set on fire
- Replies: 2
- Views: 1756
Re: Event for entities set on fire
Trees don't actually get damaged (as far as 'damaged' is concerned for events or health points) when burning. They merely progress through the progress variable and then (based on an internal random chance I guess) either remain as completely burnt tree with progress 3, or are deleted from the game ...
- Wed Jul 10, 2024 12:05 pm
- Forum: Modding interface requests
- Topic: Updating blueprints cannot be modified by mods
- Replies: 1
- Views: 475
Updating blueprints cannot be modified by mods
There are two connected issues here when editing an existing blueprint via the "select new contents" button.
1) After the selection is done the blueprint is already updated and has already been saved, despite the UI suggesting the changes need to be saved and there being a close button in the top ...
1) After the selection is done the blueprint is already updated and has already been saved, despite the UI suggesting the changes need to be saved and there being a close button in the top ...
- Sun Mar 17, 2024 2:45 pm
- Forum: Implemented mod requests
- Topic: Adjust blueprint data when selecting new entities for existing blueprint
- Replies: 1
- Views: 628
Adjust blueprint data when selecting new entities for existing blueprint
When using the "Select new entities" button for an existing blueprint, mods do not appear to have a chance to adjust the blueprint data on save.
in on_player_setup_blueprint the blueprint is not setup, nor valid for read. However the same is true for on_player_configured_blueprint and the player ...
in on_player_setup_blueprint the blueprint is not setup, nor valid for read. However the same is true for on_player_configured_blueprint and the player ...
- Sat Feb 03, 2024 2:29 pm
- Forum: News
- Topic: Friday Facts #396 - Sound improvements in 2.0
- Replies: 98
- Views: 26282
Re: Friday Facts #396 - Sound improvements in 2.0
I then realised that we could have invisible creatures, for example small non-hostile alien birds in the trees
Is it just me, or does that mean a lot more entities, which needs to be calculated and drag UPS down?
As for the ambient noise sound, I trust they can be controlled/disabled separately ...
Is it just me, or does that mean a lot more entities, which needs to be calculated and drag UPS down?
As for the ambient noise sound, I trust they can be controlled/disabled separately ...