Search found 131 matches

by morsk
Fri Sep 13, 2024 8:58 pm
Forum: Ideas and Suggestions
Topic: Request: Add option to exclude buffer (green) chest inventory from the logistics network
Replies: 5
Views: 813

Re: Request: Add option to exclude buffer (green) chest inventory from the logistics network

FFF #428 may solve this indirectly. I'd like to hear opinions on whether this is enough: It outputs the amount of items needed to satisfy all the logistic requests in the system, including mobile entities like the player and spiders. Importantly (or unfortunately), it does not include items needed ...
by morsk
Fri Sep 13, 2024 5:49 pm
Forum: News
Topic: Friday Facts #428 - Reactor & Logistics circuit control
Replies: 81
Views: 7752

Re: Friday Facts #428 - Reactor & Logistics circuit control

Disabled chests had better not be included in logistics totals. It's already terrible that buffers are counted in totals, and ruins all my logic. If disabled chests are counted, they will interfere with circuits trying to count how many items need to be made. I like to use buffer chests for construc...
by morsk
Sun Sep 08, 2024 10:16 pm
Forum: News
Topic: Friday Facts #427 - Combat Balancing & Space Age LAN
Replies: 182
Views: 20515

Re: Friday Facts #427 - Combat Balancing & Space Age LAN

I don't mind nerfs if they improve the overall balance, but I'm surprised the devs are willing to super-nerf lasers by 66%, but won't nerf endgame beacon spam even when it ruins the game's visual style completely. The beacon truly has a charmed life. (Don't worry beacon fans. It's obviously never g...
by morsk
Sun Sep 08, 2024 3:45 am
Forum: News
Topic: Friday Facts #427 - Combat Balancing & Space Age LAN
Replies: 182
Views: 20515

Re: Friday Facts #427 - Combat Balancing & Space Age LAN

I don't mind nerfs if they improve the overall balance, but I'm surprised the devs are willing to super-nerf lasers by 66%, but won't nerf endgame beacon spam even when it ruins the game's visual style completely. The beacon truly has a charmed life. (Don't worry beacon fans. It's obviously never go...
by morsk
Thu Aug 29, 2024 5:23 pm
Forum: Spread the Word
Topic: typo on support/help page
Replies: 0
Views: 318

typo on support/help page

I'm sure this is a wrong forum, but you can just move it to where it belongs. I couldn't find a better place to say this. https://factorio.com/support/help has missing punctuation: I linked my Steam to the wrong account vs. I linked my Steam to the wrong account. It is almost pointless but I feel ir...
by morsk
Fri Jul 12, 2024 3:59 pm
Forum: News
Topic: Friday Facts #419 - Display Panel & Inserter pickup fixes
Replies: 117
Views: 18850

Re: Friday Facts #419 - Display Panel & Inserter pickup fixes

I'm glad there aren't ugly scanlines or lense flares on the Display Panel. Am I correct that Remote View removes the ugly scanline "vignette" currently on the map view? (I hacked the shader to remove it years ago, so actually I have no idea if it still exists. But I assume it isn't gone ye...
by morsk
Thu Jul 11, 2024 1:26 am
Forum: News
Topic: Friday Facts #418 - Space Age release date
Replies: 164
Views: 37205

Re: Friday Facts #418 - Space Age release date

Do we know what hour and timezone the expansion releases on? I find it entertaining to put countdowns to games on my phone screens, and I enjoy the absurdity of counting hours if possible. "102" days is just not as entertaining as "101 days, XX hours, XX minutes".
by morsk
Fri May 03, 2024 10:44 pm
Forum: News
Topic: Friday Facts #409 - Diminishing beacons
Replies: 180
Views: 31601

Re: Friday Facts #409 - Diminishing beacons

Ok, you are either treating us like we are stupid or hiding real reason for this change. What you did won't change designs. More beacons is still better... If you truly wished for cutting their number, you would code hard limits on assemblers and other devices. Just like it is with efficiency but f...
by morsk
Fri May 03, 2024 6:08 pm
Forum: News
Topic: Friday Facts #409 - Diminishing beacons
Replies: 180
Views: 31601

Re: Friday Facts #409 - Diminishing beacons

I am seeing a lot of replies claiming that "the" meta is strictly 12 beacon builds, and that these changes don't affect the meta. That's incorrect: if you're building big, ups-optimized bases, direct insertion is king. That requires unusual beacon layouts, with (sometimes) twelve beacons ...
by morsk
Fri May 03, 2024 1:39 pm
Forum: News
Topic: Friday Facts #409 - Diminishing beacons
Replies: 180
Views: 31601

Re: Friday Facts #409 - Diminishing beacons

But there is a way to prevent that! All that needs to be done is increase the base beacon energy consumption. Double it! (maybe make it scale with the number of machines serviced). By doubling or tripling the base beacon energy consumption, the optimal count of beacon source per machine will become...
by morsk
Fri May 03, 2024 12:58 pm
Forum: News
Topic: Friday Facts #409 - Diminishing beacons
Replies: 180
Views: 31601

Re: Friday Facts #409 - Diminishing beacons

This is a fake solution imo. It's still 12-beacon endgame. I realize anti-nerf culture makes removing 12-beacon impossible. I expected devs to do nothing. This is better than nothing, so I should be happy. My best ideas were some change to layouts that made beacons smaller, or let belts overlap them...
by morsk
Sun Jan 28, 2024 8:32 pm
Forum: News
Topic: Friday Facts #395 - Generic interrupts and Train stop priority
Replies: 138
Views: 24438

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

I will use priority so malls and power-related builds aren't starved of resources. And it will be nice to adjust module production as sometimes above science, sometimes below.
by morsk
Fri Jan 26, 2024 7:30 pm
Forum: News
Topic: Friday Facts #395 - Generic interrupts and Train stop priority
Replies: 138
Views: 24438

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

This won't help me ship intermediaries by train. I need a mall to be able to request the intermediaries it needs from across the train network. Only then would it be sensible to build intermediaries that aren't ratioed perfectly for science, and use "priority" to distribute them. The main ...
by morsk
Fri Jan 19, 2024 10:06 pm
Forum: News
Topic: Friday Facts #394 - Assembler flipping and circuit control
Replies: 134
Views: 28958

Re: Friday Facts #394 - Assembler flipping and circuit control

Recipe-setting is worrying. It converts "logistics" with its pleasing visuals designed by artists, into "programming" with no visuals at all. Malls are worse, so I will use recipe-setting on malls, to cancel one abomination with another. :/ Early-game malls work nicely, with good...
by morsk
Sun Jan 14, 2024 7:56 am
Forum: News
Topic: Friday Facts #393 - Putting things on top of other things
Replies: 231
Views: 60024

Re: Friday Facts #393 - Putting things on top of other things

T4 belt color is too close to T3 assemblers. Maybe it will look good with new buildings we don't have yet. Something red?

It also looks "grimier" than T1-3 belts to me, although maybe this is to contrast with all the white inserters we'll have at endgame.
by morsk
Sat Jan 13, 2024 12:20 pm
Forum: News
Topic: Friday Facts #393 - Putting things on top of other things
Replies: 231
Views: 60024

Re: Friday Facts #393 - Putting things on top of other things

- Bulk inserters doesn't do anything for bot based designs. It can reduce bot traffic by only putting multiples of 4 in a chest, so bots don't carry partial inventories. How much it helps depends on whether the build was already doing it indirectly, by keeping chests full. It will at least be usefu...
by morsk
Fri Jan 05, 2024 1:13 pm
Forum: News
Topic: Friday Facts #392 - Parametrised blueprints
Replies: 134
Views: 31768

Re: Friday Facts #392 - Parametrised blueprints

copy-pasting doesn't copy trains, and making a regular blueprint after placing the parametrized one may be unnecessarily troublesome if you have other entities in the area (that actually applies to copy-pasting as well). if it's not hard to add, i believe it would be a nice option to have. If you h...
by morsk
Fri Dec 22, 2023 7:59 pm
Forum: News
Topic: Friday Facts #390 - Noise expressions 2.0
Replies: 72
Views: 19267

Re: Friday Facts #390 - Noise expressions 2.0

I normally hate noise-based generation, and wish Factorio was tile-based like roguelikes, and this convinced me noise-based at least makes pleasing terrain if artists try hard enough. It will last until I see another map where 2 copper patches in a row are eaten by water, and one of them left a tiny...
by morsk
Sun Nov 05, 2023 1:03 pm
Forum: Ideas and Suggestions
Topic: Create logistic group from blueprint
Replies: 10
Views: 1593

Re: Create logistic group from blueprint

edit: Er, I misunderstood the suggestion and thought it was something else. I don't have anything to say about this, unfortunately. Except that obviously some people want it, and it would be convenient.
by morsk
Fri Nov 03, 2023 12:22 pm
Forum: News
Topic: Friday Facts #383 - Super force building
Replies: 173
Views: 38707

Re: Friday Facts #383 - Super force building

If I nuke landfill, is it no longer landfill and no longer able to be deconstructed? This would be a tradeoff then, on nuking landfill to increase its pollution absorption.

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