Search found 18 matches

by AvengerStar
Fri Nov 10, 2023 7:01 pm
Forum: News
Topic: Friday Facts #384 - Combinators 2.0
Replies: 328
Views: 45950

Re: Friday Facts #384 - Combinators 2.0

These new combinator changes are cool, though in a way, I will miss the more simplistic barebones approach akin to building with very basic logic chips. A necessary evil to improve their capability, I suppose. The selector combinator has rocket capacity as a condition, and what I'm assuming is that,...
by AvengerStar
Sat Nov 04, 2023 12:41 am
Forum: News
Topic: Friday Facts #383 - Super force building
Replies: 172
Views: 29810

Re: Friday Facts #383 - Super force building

This is just an all around fantastic addition. Glad it''ll be in the game. As a purely personal aside, I would like it if there was some option to have super replacement consider the full length of the undergrounds rather than only the minimum distance required to build around super replacing entiti...
by AvengerStar
Sat Oct 14, 2023 5:16 am
Forum: News
Topic: Friday Facts #380 - Remote view
Replies: 181
Views: 30421

Re: Friday Facts #380 - Remote view

Someone on Reddit attempted it with a different tool, and their results have the opposite problem, they seem to fit the blur patter fairly well, but they make no sense as planet names: Muffintop Spatula Caligula Lanolin Portugal OK, I can almost accept Muffintop and Caligula as planet names... but ...
by AvengerStar
Fri Sep 29, 2023 5:15 pm
Forum: News
Topic: Friday Facts #378 - Trains on another level
Replies: 337
Views: 78674

Re: Friday Facts #378 - Trains on another level

This is pretty sick. Think this is also marks the first time we're able to cross bodies of water directly in vanilla without having to either go around or committing to putting down landfill. Barring something else being in the works, of course. It would be neat if big electric poles also received s...
by AvengerStar
Wed Sep 20, 2023 2:42 pm
Forum: News
Topic: Friday Facts #376 - Research and Technology
Replies: 364
Views: 56914

Re: Friday Facts #376 - Research and Technology

It’s almost like people are choosing to not read the entire FFF content. Maybe because it would get in the way of holy outrage? 🤷‍♂️ Put aside the unequivocal support for a second. It's ok for someone to be skeptical of incomplete information. Tell you a story: I worked closely with Earendel on Spa...
by AvengerStar
Wed Sep 20, 2023 12:07 am
Forum: News
Topic: Friday Facts #376 - Research and Technology
Replies: 364
Views: 56914

Re: Friday Facts #376 - Research and Technology

It’s weird though, it’s almost like the new infinite productivity research and a 300% cap is there to help make quality eventually get better over time as well, as you shift some productivity modules to quality ones and now don’t lose the productivity in exchange. It’s almost like we may see a bit ...
by AvengerStar
Tue Sep 19, 2023 11:51 am
Forum: News
Topic: Friday Facts #376 - Research and Technology
Replies: 364
Views: 56914

Re: Friday Facts #376 - Research and Technology

In the game circuits are made of copper, iron and plastic, when in real life it's a bit more complex no ? That's not a problem as much as the "quality" feature ? the devs took some decisions to make a game, like when they simplified the early oil processing and it sparked controversy on t...
by AvengerStar
Mon Sep 18, 2023 6:40 pm
Forum: News
Topic: Friday Facts #376 - Research and Technology
Replies: 364
Views: 56914

Re: Friday Facts #376 - Research and Technology

Wube already knows how to design game systems better than more than 99.9999% of the player population (they made Factorio after all, the best game). This isn't a valid point. Not an attack on Wube, this is just a generalized statement, but the ability to program (and do it well) or lack there of ha...
by AvengerStar
Sat Sep 16, 2023 10:05 pm
Forum: News
Topic: Friday Facts #376 - Research and Technology
Replies: 364
Views: 56914

Re: Friday Facts #376 - Research and Technology

I'm still apprehensive about quality. I've said my piece about it last thread, so I'll just say that this blog post didn't really do much to address my grander concerns of samey solutions and item bloat. But at the very least y'all acknowledge that a mechanic being optional isn't meant to be an excu...
by AvengerStar
Tue Sep 12, 2023 2:28 am
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 805
Views: 129649

Re: Friday Facts #375 - Quality

Given the positive comparison to gambling in the FFF and Kovarex's comments on Reddit, anything that ameliorates the issues quality has is almost certainly going to be a response to its negative reception and not actually something prepared beforehand. That in part encompasses what I find to be rat...
by AvengerStar
Sat Sep 09, 2023 4:27 am
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 805
Views: 129649

Re: Friday Facts #375 - Quality

New unique items and structures would clutter the inventory just as bad. I doubt it'd get five times as bad at worst. Either way, new machines are being added with the expansion on top of the quality, so I guess we both lost on that front. Yes it's optional. Just like it's optional to research work...
by AvengerStar
Sat Sep 09, 2023 3:46 am
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 805
Views: 129649

Re: Friday Facts #375 - Quality

I'd like to preface this by saying that I do think there are a couple of things in this blog post that I do appreciate, those being the introduction of the recycler and some attempt to further improve the progression of the player and their factory. The recycler does solve a long standing problem of...
by AvengerStar
Wed Feb 08, 2023 5:10 pm
Forum: Ideas and Suggestions
Topic: Trains should skip stops if the conditions are already met
Replies: 10
Views: 2245

Re: Trains should skip stops if the conditions are already met

I would prefer not to have any user interface, either the idea is implemented, and trains skip stops, or they don't. It is just a change to how trains work. If you don't want a stop to be skipped, you add one of the conditions like time passed or inactivity. Such is valid. I mainly suggested a UI c...
by AvengerStar
Mon Feb 06, 2023 8:46 pm
Forum: Ideas and Suggestions
Topic: Trains should skip stops if the conditions are already met
Replies: 10
Views: 2245

Re: Skip train stops if wait conditions are already met

What I'm looking for is how the train knows its conditions are fulfilled if the destination station does not (and thus unable to lower its train limit), or how decreasing the station limit doesn't help? The train stop limits, if not set to a constant, are defined by the circuit network. In order fo...
by AvengerStar
Mon Feb 06, 2023 8:04 pm
Forum: Ideas and Suggestions
Topic: Trains should skip stops if the conditions are already met
Replies: 10
Views: 2245

Re: Skip train stops if wait conditions are already met

Way too much text for me to read through right now, but can you boil down for me on how a train skipping a station where all conditions are met will solve the below problem if you can't get the new train limits to do this? There was no way to have a train prioritize a station over another station, ...
by AvengerStar
Mon Feb 06, 2023 5:55 pm
Forum: Ideas and Suggestions
Topic: Trains should skip stops if the conditions are already met
Replies: 10
Views: 2245

Skip train stops if wait conditions are already met

TL;DR: A train should skip a stop it is set to skip if it already fulfills the wait conditions of that station right when it is departing. Background: A few years back, I was inspired by other circuit-based train managers to create my own, one that deploys the minimum number of trains between avail...
by AvengerStar
Wed Jul 24, 2019 11:33 pm
Forum: Ideas and Suggestions
Topic: Mods marked incompatible should refuse to start the game
Replies: 1
Views: 1168

Mods marked incompatible should refuse to start the game

At present, when a mod is marked incompatible with another mod, and both of these mods are selected as active, one of these mods will run, and the other mod that marked the first mod as incompatible will not run. This is fine, the problem is that this is done silently. When a mod does not run as a r...
by AvengerStar
Sun Jun 09, 2019 7:07 pm
Forum: Mods
Topic: [.13-1.1.81] Aircraft (1.8.6)
Replies: 185
Views: 125140

Re: [.13-.17.43] Aircraft (1.6.6)

I noticed a new bug that was introduced with 0.17.46/47, where aircraft can take damage from spitter/worm acid that's on the ground. Rolling back to 0.17.45, this doesn't occur.

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