Rate would probably be a performance nightmare.
Starting point might not be?
Search found 510 matches
- Sat Jun 29, 2024 11:08 pm
- Forum: Ideas and Suggestions
- Topic: Space Age - Planet Gleba and Pollution contributing to Spoilage
- Replies: 4
- Views: 296
- Sat Jun 29, 2024 9:03 am
- Forum: Ideas and Suggestions
- Topic: Mod Dependencies and Containers
- Replies: 2
- Views: 163
Re: Mod Dependencies and Containers
"Disable and dependencies" would be nice. Especially for the library mods that just provide tools to other mods. "Mod containers" are already really easy to do, but you have to be willing to open up the modding tools (ie. notepad and your file browser). Just make a minimal mod wi...
- Thu Jun 27, 2024 11:00 am
- Forum: General discussion
- Topic: Modular Factorio is just awesome!
- Replies: 2
- Views: 601
Re: Modular Factorio is just awesome!
I'm about to tell you something that will blow your mind:
The trains are a bus.![Mr. Green :mrgreen:](./images/smilies/icon_mrgreen.gif)
The trains are a bus.
![Mr. Green :mrgreen:](./images/smilies/icon_mrgreen.gif)
- Thu Jun 27, 2024 8:50 am
- Forum: Gameplay Help
- Topic: Is this 8 belt balancer efficient?
- Replies: 9
- Views: 823
Re: Is this 8 belt balancer efficient?
That's overkill. That mine doesn't need input balancing and it doesn't need unlimited throughput on 8 redbelts First use splitters to reduce to 4 belts. After that place a 4 to 4 belt balancer. Splitt the output to 8 again. After that you can use yellow belts. I also suggest to set the input on the...
- Wed Jun 26, 2024 7:34 pm
- Forum: Ideas and Suggestions
- Topic: Trash / broken items integration
- Replies: 4
- Views: 232
Re: Trash / broken items integration
Science Cost Tweaker also does this. Most sciences produce scrap that can be recycled into iron/copper ore.
And ABC/Seablock has a whole heap of "I don't really want more of this here" byproducts to deal with.
And ABC/Seablock has a whole heap of "I don't really want more of this here" byproducts to deal with.
- Wed Jun 26, 2024 9:51 am
- Forum: Gameplay Help
- Topic: Is this 8 belt balancer efficient?
- Replies: 9
- Views: 823
- Tue Jun 25, 2024 3:14 pm
- Forum: Ideas and Suggestions
- Topic: Toggle Ghost Visibility in Shortcut Bar
- Replies: 9
- Views: 549
Re: Toggle Ghost Visibility in Shortcut Bar
2: so you place preplanned BPs over your starter base? That's some strange way to play. But in this game, I wouldn't hold that against anyone. Speedrunners do this a lot. I don't really speedrun (I'm not fast enough) but I do have blueprints for bootstrapping myself to construction bots quickly.
- Tue Jun 25, 2024 3:12 pm
- Forum: Ideas and Suggestions
- Topic: Additional quality graphics: Quality Trim
- Replies: 12
- Views: 891
Re: Additional quality graphics: Quality Trim
Do remember that Wube are constantly requested adaptations for colour blind people - and are even sometimes kind of blamed for not accounting more for the colour blind. Replacing the dots by a colour sliver would be an additional step towards the "colour blind people will struggle with it"...
- Sat Jun 22, 2024 8:14 am
- Forum: Gameplay Help
- Topic: drones problem?
- Replies: 2
- Views: 297
Re: drones problem?
Hello. I've been playing for a long time and like mechanics mastered, but faced an interesting problem. Changed drones conveyors of the first level to the third, at first the drones did it promptly, but then began to slow down, fly into a personal drone station and wait for 30-40 sec. Tried to log ...
- Sat Jun 22, 2024 8:13 am
- Forum: Ideas and Suggestions
- Topic: Tank animation while rotating
- Replies: 6
- Views: 503
- Fri Jun 21, 2024 5:36 pm
- Forum: Ideas and Suggestions
- Topic: Tank animation while rotating
- Replies: 6
- Views: 503
Re: Tank animation while rotating
Post the mod to the portal anyway.
Does it get the track rotations right for turning left vs right?
Does it get the track rotations right for turning left vs right?
- Thu Jun 20, 2024 8:11 am
- Forum: Show your Creations
- Topic: Sushi laboratories without combinators, splitters and inserters
- Replies: 8
- Views: 668
Re: Sushi laboratories without combinators, splitters and inserters
What do you mean ? A bloodbus (named after the Blood Belt mod ) is a method for doing sushi-belts by wiring the entire belt on "read contents" and then controlling how many of each item is allowed on the belt as though it were a big chest. As opposed to the other sushi-belt tracking metho...
- Thu Jun 20, 2024 12:18 am
- Forum: Show your Creations
- Topic: Sushi laboratories without combinators, splitters and inserters
- Replies: 8
- Views: 668
Re: Sushi laboratories without combinators, splitters and inserters
I mean, if you're going to do this, why not just fully bloodbus the science loop belt instead?
Especially with the 2.0 belt wiring changes, bloodbusses are going to be a lot easier to do.
Especially with the 2.0 belt wiring changes, bloodbusses are going to be a lot easier to do.
- Tue Jun 18, 2024 2:30 pm
- Forum: Mods
- Topic: Robotic Voice Sample For Speaker
- Replies: 2
- Views: 450
Re: Robotic Voice Sample For Speaker
You're going to love it if my speaker suggestions make it into 2.0.
If it all makes it in, you might be able to just stick the phonetic alphabet's parts in and call it a day.
If it all makes it in, you might be able to just stick the phonetic alphabet's parts in and call it a day.
- Mon Jun 17, 2024 10:12 pm
- Forum: Ideas and Suggestions
- Topic: Colorblindness/Accessibility Improvements
- Replies: 10
- Views: 1901
Re: Colorblindness/Accessibility Improvements
Bumpity bump for 2.0
- Mon Jun 17, 2024 7:01 pm
- Forum: Ideas and Suggestions
- Topic: Ability to name/rename your armors
- Replies: 1
- Views: 193
Re: Ability to name/rename your armors
A bonus suggestion with some caveats: maybe even change the color of the armor icon in the inventory? But I feel like the color change would be more work to implement than just being able to rename the armor. And it may be confusing for new players for changing their character's color too. Why ? So...
- Sat Jun 15, 2024 2:28 pm
- Forum: Ideas and Suggestions
- Topic: Use delta-compression to speed up joining a multiplayer game
- Replies: 5
- Views: 427
Re: Use delta-compression to speed up joining a multiplayer game
You're basically saying we should force replay for multiplayer games, and send the replay instead of the save file.
Go turn on replay for a megabase game, and compare the file size to a non-replay game of similar size.
Go turn on replay for a megabase game, and compare the file size to a non-replay game of similar size.
- Sat Jun 15, 2024 2:25 pm
- Forum: Outdated/Not implemented
- Topic: Straighten map power lines connected to power switch.
- Replies: 2
- Views: 285
Re: Straighten map power lines connected to power switch.
Try connecting it to a large power pole or substation instead.
- Sat Jun 15, 2024 9:06 am
- Forum: Ideas and Suggestions
- Topic: Use delta-compression to speed up joining a multiplayer game
- Replies: 5
- Views: 427
Re: Use delta-compression to speed up joining a multiplayer game
This, obviously. And now do it without needing to sent nearly as much data as just sending the whole file.mrudat wrote: ↑Sat Jun 15, 2024 8:56 amOr do you mean prove that the local save matches the old save that the delta is based on?Illiander42 wrote: ↑Fri Jun 14, 2024 9:11 pmProve the save files are the same for returning players.
- Fri Jun 14, 2024 9:14 pm
- Forum: General discussion
- Topic: I made a thing. (4 way Overhead Rail intersection).
- Replies: 15
- Views: 2608
Re: I made a thing. (4 way Overhead Rail intersection).
How does this compare to a cloverleaf interchange? https://en.wikipedia.org/wiki/Cloverleaf_interchange Cloverleafs are terrible. You want something topologically equivilent to a stack interchange. (https://en.wikipedia.org/wiki/Stack_interchange) […] Sidenote: The stack won't happen anytime soon i...