Search found 120 matches
- Sun Jan 28, 2024 8:32 pm
- Forum: News
- Topic: Friday Facts #395 - Generic interrupts and Train stop priority
- Replies: 138
- Views: 15166
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.
- Fri Jan 26, 2024 7:30 pm
- Forum: News
- Topic: Friday Facts #395 - Generic interrupts and Train stop priority
- Replies: 138
- Views: 15166
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 ...
- Fri Jan 19, 2024 10:06 pm
- Forum: News
- Topic: Friday Facts #394 - Assembler flipping and circuit control
- Replies: 132
- Views: 18979
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...
- Sun Jan 14, 2024 7:56 am
- Forum: News
- Topic: Friday Facts #393 - Putting things on top of other things
- Replies: 226
- Views: 42578
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.
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.
- Sat Jan 13, 2024 12:20 pm
- Forum: News
- Topic: Friday Facts #393 - Putting things on top of other things
- Replies: 226
- Views: 42578
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...
- Fri Jan 05, 2024 1:13 pm
- Forum: News
- Topic: Friday Facts #392 - Parametrised blueprints
- Replies: 131
- Views: 22516
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...
- Fri Dec 22, 2023 7:59 pm
- Forum: News
- Topic: Friday Facts #390 - Noise expressions 2.0
- Replies: 69
- Views: 13147
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...
- Sun Nov 05, 2023 1:03 pm
- Forum: Ideas and Suggestions
- Topic: Create logistic group from blueprint
- Replies: 8
- Views: 785
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.
- Fri Nov 03, 2023 12:22 pm
- Forum: News
- Topic: Friday Facts #383 - Super force building
- Replies: 172
- Views: 27516
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.
- Fri Oct 27, 2023 2:43 pm
- Forum: Ideas and Suggestions
- Topic: Blueprint separate wires
- Replies: 4
- Views: 891
Re: Blueprint separate wires
In Patch 2.0 I am going to mod the max automatic power pole connections down from 5 to 2, or even 0 if we can still get connections with the drag-and-place mode with a limit of 0. I think this is a more general solution that not only stops blueprints from connecting in ugly ways, but will make it ea...
- Fri Oct 27, 2023 1:23 pm
- Forum: News
- Topic: Friday Facts #382 - Logistic groups
- Replies: 230
- Views: 32560
Re: Friday Facts #382 - Logistic groups
Logistic groups are letting us broadcast combinator signals, but it requires manual labor in the UI to do the broadcast. Since the feature is 50% of the way there, I'm guessing the 3rd combinator is some kind of broadcast/receiver that can be automated. Some people fake it by running wires across th...
- Fri Oct 27, 2023 12:44 pm
- Forum: Ideas and Suggestions
- Topic: Not zoom to cursor
- Replies: 41
- Views: 3216
Re: Not zoom to cursor
That argument doesn't work so much for keybindings IMO. There are already many screens worth of keybindings, so two more is hardly going to be noticed. Luckily, the keybindings are categorized and searchable, so there is even less reason to worry. Yes I don't think a different zoom keybind, with di...
- Fri Oct 27, 2023 12:28 pm
- Forum: Ideas and Suggestions
- Topic: Not zoom to cursor
- Replies: 41
- Views: 3216
Re: Not zoom to cursor
Your cost estimate might be right or wrong, but the existence of this thread shows that your opinion of what "most people" care about is clearly wrong. Certainly you're not the only one in this thread to display an astounding "Who's About to Move My Cheese?" level of self-center...
- Wed Oct 25, 2023 10:51 pm
- Forum: Ideas and Suggestions
- Topic: Not zoom to cursor
- Replies: 41
- Views: 3216
Re: Not zoom to cursor
I used zoom-to-cursor for years unconsciously, without noticing it was there. I didn't believe it existed when I opened this thread. I had to test it in-game and see, and I still hardly believe it.
I guess people like me are why it exists. We just mindlessly use it without noticing.
I guess people like me are why it exists. We just mindlessly use it without noticing.
- Wed Oct 25, 2023 5:48 pm
- Forum: Technical Help
- Topic: Last User shows my steam username and not my LAN player name
- Replies: 7
- Views: 662
Re: Last User shows my steam username and not my LAN player name
That said, something that was mentioned in another thread ( 93407 ): What I did was convert the save to a scenario, load the scenario, and then save over the original. I guess this is the --map2scenario command line option, and then going to New Game and making a new map with that scenario. I tried...
- Wed Oct 25, 2023 3:35 pm
- Forum: Technical Help
- Topic: Last User shows my steam username and not my LAN player name
- Replies: 7
- Views: 662
Re: Last User shows my steam username and not my LAN player name
Unfortunately the save format changed sometime in 1.1 and the way I used to do this doesn't work anymore. I could not find usernames anywhere in unzipped save files, and I also searched for chat history just because it's obviously in there somewhere, and I could not find it either. I don't know if i...
- Tue Oct 24, 2023 3:25 pm
- Forum: Technical Help
- Topic: Last User shows my steam username and not my LAN player name
- Replies: 7
- Views: 662
Re: Last User shows my steam username and not my LAN player name
Is this after changing your account name, and using commands to swap inventories? In that case it isn't steam usernames that are the problem, but that the other character is still part of the save, and many machines were still last-used by this character. I don't think the character can be removed, ...
- Sat Oct 21, 2023 5:46 pm
- Forum: News
- Topic: Friday Facts #381 - Space Platforms
- Replies: 205
- Views: 39693
Re: Friday Facts #381 - Space Platforms
FFF notices some logistics are "incredibly annoying": The problem was, that the actual gameplay produced by this system proved to be incredibly annoying very quickly. The reason is, that you need many different items in small quantities to build all the platform mini-factory and the only r...
- Fri Oct 13, 2023 10:17 pm
- Forum: Ideas and Suggestions
- Topic: Passive Requester Chests
- Replies: 17
- Views: 1547
Re: Passive Requester Chests
Yep. Distribute storage chests all around your explored area, and put buffer chests into your mall area, with filters what each chest should contain. Then items delivered as trash to all the storage chests are being sorted and consolidated back to the mall area in the buffer chests as second step. ...
- Fri Oct 13, 2023 5:42 pm
- Forum: Ideas and Suggestions
- Topic: Passive Requester Chests
- Replies: 17
- Views: 1547
Re: Passive Requester Chests
Buffer chests are supposed to solve this. It would be better to add missing features to buffer chests than to add a whole new chest.