Search found 131 matches
- 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 ...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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".
- 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...
- 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 ...
- 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...
- 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...
- 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.
- 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 ...
- 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...
- 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.
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: 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...
- 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...
- 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...
- 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.
- 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.