Search found 42 matches

by Pinga
Sat Jun 22, 2024 12:56 pm
Forum: News
Topic: Friday Facts #416 - Fluids 2.0
Replies: 459
Views: 61695

Re: Friday Facts #416 - Fluids 2.0

Amazing changes, feeling hopeful for a system that we can calculate ahead instead of trial and error in the editor. Specially excited not to have to worry about build order ever again. Just one thing: is there any planned improvements to heat pipes? Currently they don't communicate very well how far...
by Pinga
Sat Jun 22, 2024 12:20 pm
Forum: News
Topic: Friday Facts #409 - Diminishing beacons
Replies: 180
Views: 31531

Re: Friday Facts #409 - Diminishing beacons

The beacon FFF mentioned that using beacons seems restrictive on build variety and tends to feel monotonous and uninteresting and it showed a picture labeled "8 Beacon build" as an example of this boring and uninteresting setup that feels mandatory at some point. Which I agree wholehearted...
by Pinga
Fri Apr 01, 2022 3:59 pm
Forum: Duplicates
Topic: [1.1.57] Fluid and heat flow changed compared to .56
Replies: 12
Views: 3432

Re: [1.1.57] Fluid and heat flow changed compared to .56

Rseding91 wrote: ↑
Fri Apr 01, 2022 3:38 pm
What operating system(s) are you all using and what version of the game are you running?
Windows 10, the power plant works in 1.1.56 and breaks on 1.1.57.
by Pinga
Fri Apr 01, 2022 3:18 am
Forum: Duplicates
Topic: [1.1.57] Fluid and heat flow changed compared to .56
Replies: 12
Views: 3432

Re: [1.1.57] Nuclear heat / fluid simulation changed

Interesting. I made a lot of testing power plants, there is such trick. Make sure your steam flows like this : Heater > Turbine > Storage or Storage > Heater > Turbine When you place storage in the midle (Heater > Storage > Turbine) of the flow, it could work as a plug. Due to flow preassure mechan...
by Pinga
Thu Mar 31, 2022 10:15 pm
Forum: Duplicates
Topic: [1.1.57] Fluid and heat flow changed compared to .56
Replies: 12
Views: 3432

Re: [1.1.57] Nuclear heat / fluid simulation changed

I dont have time for deep analys, but can you post a screen at night ? So it is visible where the heat is ? Also check the water supply. night_1.1.57.png This was taken on 1.1.57. In this screenshot, the heat pipe on the bottom right side is 80ΒΊ hotter than the left one (and climbing). Since the la...
by Pinga
Thu Mar 31, 2022 9:00 pm
Forum: Duplicates
Topic: [1.1.57] Fluid and heat flow changed compared to .56
Replies: 12
Views: 3432

Re: [1.1.57] Nuclear heat / fluid simulation changed

Would a mod kindly move this to the Bug Report section, I have no idea how it went in Gameplay Help, since I clicked the add post from there (maybe the fact that I had to login in between).
by Pinga
Thu Mar 31, 2022 6:32 pm
Forum: Duplicates
Topic: [1.1.57] Fluid and heat flow changed compared to .56
Replies: 12
Views: 3432

[1.1.57] Fluid and heat flow changed compared to .56

I have a nuclear reactor that stops working properly as soon as I load my save on the 1.1.57 version. 20220331133008_1.jpg The orange line, which was stable for dozens of hours, dropping only when there was no energy use, becomes irregular in the exact moment the game loads into the 1.1.57 version. ...
by Pinga
Sat Oct 31, 2020 2:31 am
Forum: News
Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Replies: 141
Views: 84870

Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button

Can I finally blueprint this in 1.1?
factorio_2020-10-30_22-25-17.png
factorio_2020-10-30_22-25-17.png (65.76 KiB) Viewed 8131 times
by Pinga
Fri Oct 09, 2020 11:44 pm
Forum: News
Topic: Friday Facts #361 - Train stop limit, Tips and tricks
Replies: 163
Views: 89617

Re: Friday Facts #361 - Train stop limit, Tips and tricks

Amazing, now we can finally set a supply / demand train network, without the nightmare of manually balancing everything. Now, if only we could centralize train refueling. Maybe optional station conditions (go there if fuel count < X). What about GLOBAL train conditions, something that you set once a...
by Pinga
Fri Jul 17, 2020 10:31 pm
Forum: News
Topic: Friday Facts #356 - Blueprint library for real
Replies: 123
Views: 60838

Re: Friday Facts #356 - Blueprint library for real

Stay strong kovarex! The new library looks great. One of the big problems of the live version is that input is kinda of a mess. You left click to pick blueprints, but right click to open books, so I always wrongly pick the book that I'm trying to open. I was hoping for a more standard click to selec...
by Pinga
Fri Jun 19, 2020 5:22 pm
Forum: News
Topic: Friday Facts #352 - New website
Replies: 83
Views: 42568

Re: Friday Facts #352 - New website

Looks great. Just please, please, for the love of all that you hold dear, DO NOT change the forums to one of those infinite scrolling layouts. You can't search, you can't link. It's a nightmare. I can't even comprehend why they became so popular. Just no, please.
by Pinga
Fri Jun 12, 2020 6:47 pm
Forum: News
Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Replies: 199
Views: 80914

Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing

I do like the final new beacon design, but removing the alt view from it is a very bad thing imo. It's inconsistent with the modules in asm and it's very much harder to see if the beacon has modules inserted compared to alt mode which is there to actually give that improved overview. The alt view g...
by Pinga
Tue May 26, 2020 6:47 pm
Forum: Releases
Topic: Version 0.18.27
Replies: 65
Views: 34435

Re: Version 0.18.27

Perhaps this is a good time to ask: why the stack filter inserter can have only one filter, while the regular filter inserter supports 5?

I once tried to make an unloader that cleaned my building train from wood, coal and stone, but the stack filter inserter seemed needlessly limited.
by Pinga
Fri Apr 17, 2020 3:23 pm
Forum: News
Topic: Friday Facts #343 - Environmental particle effects
Replies: 51
Views: 23519

Re: Friday Facts #343 - Environmental particle effects

Cool.

Will we eventually get proper nuke explosions? You know, mushrooms, and blinding lights, and shockwaves, and stuff.
by Pinga
Fri Mar 20, 2020 3:34 pm
Forum: News
Topic: Friday Facts #339 - Beacon HR + Redesign process
Replies: 216
Views: 98799

Re: Friday Facts #339 - Beacon HR + Redesign process

If I may, I think you guys forgot the most important aspect of beacons: they are support units. They don't do anything, they just exist so stuff around them do things better. Let's take a look at this: https://cdn.factorio.com/assets/img/blog/fff-339-composition.png If you show this picture so someo...
by Pinga
Fri Feb 21, 2020 3:42 pm
Forum: News
Topic: Friday Facts #335 - Scenario changes, Damage effect filtering
Replies: 57
Views: 25646

Re: Friday Facts #335 - Scenario changes, Damage effect filtering

A problem with scaling wave defense scenarios is that the only way to scale attacks is to increase the ammount of biters. As you increase the number of players, and they get gear, waves become trivial, even when you have thousands of enemies. But at that point, half the server stopped playing anyway...
by Pinga
Fri Jun 28, 2019 4:27 pm
Forum: News
Topic: Friday Facts #301 - Crash site: First state
Replies: 52
Views: 28456

Re: Friday Facts #301 - Crash site: First state

The numbers, what do they mean?
by Pinga
Thu May 23, 2019 3:42 pm
Forum: Resolved Problems and Bugs
Topic: [Twinsen][0.17.42] Incorrect loss count in the Kills panel
Replies: 1
Views: 2289

[Twinsen][0.17.42] Incorrect loss count in the Kills panel

Hi, Last week I reported that the Loss side of the Kill count was incorrectly reporting some values, and Rseding stablished that some values were being incorrectly rounded, and it was fixed. But today I came upon something fishy: factorio_2019-05-23_11-26-16.png As you can see in the bottom, 2 bots ...

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