Search found 17 matches

by fly
Sun Nov 10, 2024 12:46 pm
Forum: News
Topic: Friday Facts #429 - Vulcanus Demolisher Enemies
Replies: 167
Views: 40145

Re: Friday Facts #429 - Vulcanus Demolisher Enemies

Apparently, they are not really territorial animals (worms?). I expected them to react somehow when one comes to the territory of another, but they just clip through each other :lol:
11-10-2024, 13-45-00.png
11-10-2024, 13-45-00.png (3.62 MiB) Viewed 1344 times
by fly
Fri Nov 01, 2024 8:16 pm
Forum: News
Topic: Friday Facts #392 - Parametrised blueprints
Replies: 142
Views: 43265

Re: Friday Facts #392 - Parametrised blueprints




Lovely feature, great, I would like to request the possibility to set value to a (formula based on) stack size of the selected item.


Now that I played with this parametrization a bit, I'd really like this feature request to be implemented. Having formulas that can depend not only on other ...
by fly
Fri Nov 01, 2024 6:52 pm
Forum: News
Topic: Friday Facts #392 - Parametrised blueprints
Replies: 142
Views: 43265

Re: Friday Facts #392 - Parametrised blueprints


Lovely feature, great, I would like to request the possibility to set value to a (formula based on) stack size of the selected item.


Now that I played with this parametrization a bit, I'd really like this feature request to be implemented. Having formulas that can depend not only on other ...
by fly
Fri Sep 27, 2024 12:02 pm
Forum: News
Topic: Friday Facts #430 - Drowning in Fluids
Replies: 320
Views: 53365

Re: Friday Facts #430 - Drowning in Fluids

And here we have another example of an "optional" quality.

I hope there soon will be a mod that sets all/selected items to a pre-selected quality level before the game start, and hides the research and quality related visual nonsense from UI. I would rather play with such mod and without ...
by fly
Fri Aug 23, 2024 12:05 pm
Forum: News
Topic: Friday Facts #425 - Behind the legs
Replies: 99
Views: 20171

Re: Friday Facts #425 - Behind the legs

Maybe I'm not being very attentive, but I don't see any difference between the old and new animations :roll:
Shadow_Man wrote: Fri Aug 23, 2024 11:56 am Second one: Why aren't the PLDs firing at flying enemies?
I also noticed this. Now I also wonder if I can shoot them with the weapon in hands?
by fly
Fri Aug 16, 2024 12:07 pm
Forum: News
Topic: Friday Facts #424 - Gleba Pentapod Enemies
Replies: 205
Views: 44216

Re: Friday Facts #424 - Gleba Pentapod Enemies

I usually play with biters off. I like my factorio slow and meditative. Must I bother with aliens?

I share this concern. I've had a couple of playthroughs with biters, but I realized that they don't add to the fun for me. So, in the rest of my games, I either turned them off or kept them very ...
by fly
Fri Aug 02, 2024 1:06 pm
Forum: News
Topic: Friday Facts #422 - Tesla Turret
Replies: 112
Views: 27048

Re: Friday Facts #422 - Tesla Turret

This looks awesome!

I only experience some dissonance when sometimes I read something like this:
Maybe I don't take myself and the game too seriously and found it amusing And then read this :shock:
This machine is not simply a tesla coil, technically it's more like a compact particle accelerator ...
by fly
Fri Jul 05, 2024 7:54 pm
Forum: News
Topic: Friday Facts #418 - Space Age release date
Replies: 185
Views: 55380

Re: Friday Facts #418 - Space Age release date




...


These will likely be separate mods that you can enable/disable when playing base 2.0, but I recall reading somewhere that Space Age itself was going to have a required dependency on everything.

Here: https://forums.factorio.com/viewtopic.php?p=612269#p612269


Ah, I see, so the ...
by fly
Fri Jul 05, 2024 1:21 pm
Forum: News
Topic: Friday Facts #418 - Space Age release date
Replies: 185
Views: 55380

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 fly
Fri Sep 29, 2023 12:27 pm
Forum: News
Topic: Friday Facts #378 - Trains on another level
Replies: 342
Views: 117950

Re: Friday Facts #378 - Trains on another level

I've always been neutral to those requests of multi-level trains, I'm happy to play with my signals. But this feature is definitely optional (unlike the Quality). I believe I'll be happy to run elevated rails over bodies of water, where I need to use landfill at the moment. However I'll probably ...
by fly
Fri Sep 08, 2023 12:14 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 225605

Re: Friday Facts #375 - Quality


Well, here's me hoping that whole quality thing is a late April Fools.


Same here, please tell this is a joke.

Ever since the expansion was first announced a year ago, I had made up my mind to purchase it, regardless of its content. However, my enthusiasm has waned today, and I'm now seriously ...
by fly
Thu May 23, 2019 8:05 pm
Forum: News
Topic: Friday Facts #295 - New design for the chemical plant
Replies: 77
Views: 40162

Re: Friday Facts #295 - New design for the chemical plant

I regret to say that Factorio seems to have the first thing I don’t like. I'm saying about this decision to make separate images for each rotation. I don't know, maybe it is used already for other buildings in game, but I never noticed it. While in this case I was starring at that picture in blog ...
by fly
Sat Apr 28, 2018 10:41 am
Forum: Energy Production
Topic: 4 reactors nuclear plant without logistic chests
Replies: 4
Views: 8953

Re: 4 reactors nuclear plant without logistic chests

Have you stresstested this one? I've got a sneaky suspicion the water intake isn't going to carry this plant under continuous maximum load.
It's hard to recall, but I think I did. And I remember that I used ratio calculation from one of the topics that appeared after introduction of nuclear power ...
by fly
Tue Jul 25, 2017 10:23 am
Forum: Energy Production
Topic: Very simple controlled reactor setup
Replies: 12
Views: 14063

Re: Very simple controlled reactor setup

That does not work if you are late on delivering new fuel. You only have a limited amount of time where the spend fuel cell is in the hand while a chest keeps the signal as long as needed. In my setup I solved this by attaching simple latch which holds empty fuel cell signal until new fuel cell is ...
by fly
Wed Jul 19, 2017 7:14 pm
Forum: Energy Production
Topic: 4 reactors nuclear plant without logistic chests
Replies: 4
Views: 8953

4 reactors nuclear plant without logistic chests

Just another 4 reactors setup. This is tradeoff between compactness, aesthetics (or symmetry, if you will ;) ) and Logistic network embargo.
Overall view
It's 4 reactors - 48 heat exchangers - 84 steam turbines - 48 storage tanks - 5 offshore pumps (not visible on screenshot).
I cannot think of ...
by fly
Sun Jul 09, 2017 4:49 pm
Forum: Gameplay Help
Topic: Train does not use free path [solved]
Replies: 2
Views: 1994

Re: Train does not use free path

Oh, I see. Thanks! Hope this will be added to the wiki soon.
For my problem - I just added dummy station on A path to balance them and this seems to be working, more or less, as I want.
by fly
Sun Jul 09, 2017 12:02 pm
Forum: Gameplay Help
Topic: Train does not use free path [solved]
Replies: 2
Views: 1994

Train does not use free path [solved]

I have a railroad system that was running for a while but then I noticed train stuck. So I created the simplest possible replica in sandbox and tried to replicate and fix the problem.
Here is what I have:
Black train runs between station 1 (St1) and station out of the image where green arrow shows ...

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