Search found 78 matches
- Fri Apr 12, 2024 11:59 am
- Forum: News
- Topic: Friday Facts #406 - Space Age Music
- Replies: 151
- Views: 18930
Re: Friday Facts #406 - Space Age Music
The first few seconds of the last music file gives me heavy simcity 4 vibes, specifically some rush hour expansion tracks. I REALLY like it. I think either "gridlock" or "bumper to bumper" Exactly the Same feelings I have. But... Maybe after "lifeless" planets we start...
- Fri Apr 05, 2024 11:28 am
- Forum: News
- Topic: Friday Facts #405 - Whole belt reader, New logistics GUI
- Replies: 137
- Views: 14778
Re: Friday Facts #405 - Whole belt reader, New logistics GUI
Em, pumps... I posted a bug-topic: https://forums.factorio.com/viewtopic.php?f=29&t=101540 about some fluids resting in "virtual" pipe in pump. Pumping station (form one to other train) need some amount of fluid buffer. Is is some inconsistency according to transfer barreled fluids (al...
- Fri Mar 29, 2024 12:12 pm
- Forum: News
- Topic: Friday Facts #404 - Frustration not found
- Replies: 112
- Views: 14878
Re: Friday Facts #404 - Frustration not found
Pipette for cables? over copper/green/red cable change to proper tool from hotbar, sometimes i need for rewiring complex electric stations and managing every time to bottom toolbar is annoying. Pipette works only over bare cables over ground. I would like to see standing power power poles without an...
- Fri Mar 15, 2024 12:26 pm
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 168
- Views: 22944
Re: Friday Facts #402 - Lightspeed circuits
I ask for percentage output - can you add some switch to more "useful" speed without repeatable math? For example Foundry speed is 2500% but how many items input and output per second or per minute overall? Form first time I found Rate Calc Mod - my EVERY game need that - even Vanilla with...
- Fri Feb 23, 2024 12:49 pm
- Forum: News
- Topic: Friday Facts #399 - Trash to Treasure
- Replies: 289
- Views: 35759
Re: Friday Facts #399 - Trash to Treasure
Very nice ideas, plan before expand. Thinking before spam machines by bots. Balancing on tight line is my way to play (I'm guy who set trees and cliffs to max amount and add more water). But, overall, I found repetitive, boring part. When we need more holmium - we need more and more repetitive islan...
- Fri Jan 12, 2024 1:40 pm
- Forum: News
- Topic: Friday Facts #393 - Putting things on top of other things
- Replies: 228
- Views: 46183
Re: Friday Facts #393 - Putting things on top of other things
Some mods will be outdated... Tell me about it. Em. I used some your mods but boxing and unboxing machine have a problem with ultrafast belts. Flickering - saw. Playing on 120Hz screen a 60FPS game (but most of time 35FPS due UPS impact) - flickering is part of factorio. Why we need a faster belt? ...
- Fri Jan 12, 2024 12:49 pm
- Forum: News
- Topic: Friday Facts #393 - Putting things on top of other things
- Replies: 228
- Views: 46183
Re: Friday Facts #393 - Putting things on top of other things
Some mods will be outdated...
But, what about loaders? Inserter swinging give interrupted flow - loaders - not. Only for train usage will be great:
https://mods.factorio.com/mod/railloader
But, what about loaders? Inserter swinging give interrupted flow - loaders - not. Only for train usage will be great:
https://mods.factorio.com/mod/railloader
- Thu Dec 28, 2023 10:36 pm
- Forum: Ideas and Suggestions
- Topic: Add black frame insertion
- Replies: 6
- Views: 2628
Re: Add black frame insertion
Sorry for reopen this thread after 18 months but I bought OLED 120HZ panel Ad game looks, awful. Motion blur in OLED panels exist and a games that only know about VSYNC ignoring what panel is used look that same bad. Worst look on rails. Two vertical lines of tracks and blurred making blur size 8x t...
- Fri Dec 15, 2023 12:53 pm
- Forum: News
- Topic: Friday Facts #389 - Train control improvements
- Replies: 151
- Views: 26148
Re: Friday Facts #389 - Train control improvements
Very nice improvement, Used mods for this now, in 2.0 these mods are gone. Great. But I have a question - what about coupling and decoupling wagons and trains in depot stations? This mechanic is not fully used. I t will be new way to manage trains using "depot" sheds in other way than tabl...
- Fri Dec 01, 2023 3:36 pm
- Forum: News
- Topic: Friday Facts #387 - Swimming in lava
- Replies: 170
- Views: 39788
Re: Friday Facts #387 - Swimming in lava
Very nice post, introducing new fluid pools and many ways to aquire materials... but... Electricity. On all images that you post I do not saw any electric interfaces. And you mentioned "pollution" from mining drills. So... 1. How we can produce electricity on Vulcanus? Solar panels with 50...
- Fri Nov 17, 2023 2:56 pm
- Forum: News
- Topic: Friday Facts #385 - Asteroid Collector
- Replies: 57
- Views: 13512
Re: Friday Facts #385 - Asteroid Collector
Love your descriptions making of proces. This nerdy thing game is created by nerds for nerds.
But, little off topic, can we build them (or variations) on surface for fishing a fishes od smal bitters to munch them into something useful?
But, little off topic, can we build them (or variations) on surface for fishing a fishes od smal bitters to munch them into something useful?
- Fri Oct 06, 2023 11:20 am
- Forum: News
- Topic: Friday Facts #379 - Abstract rewiring
- Replies: 153
- Views: 26286
Re: Friday Facts #379 - Abstract rewiring
Nice optimization but many times i would just place pole without any autowiring. Why? to do separate network near power switches. Now to achieve this is build a pole and immediately click on pole to disconnect all wires. When i place second ple - i need to do the same operation on both poles. Annoyi...
- Fri Sep 29, 2023 12:35 pm
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 337
- Views: 78466
Re: Friday Facts #378 - Trains on another level
My boyfriend from above when he saw elevated trains on FFF said: Now I can play with you. He have tons of fun for resolving my spaghetti train network into useful things. But into the topic. If you built supports for heave rail Bridges - maybe add new for power lines? Is awful to set landfill before...
- Sat Sep 16, 2023 1:35 pm
- Forum: Ideas and Requests For Mods
- Topic: GPS tracker for entities (mostly trains)
- Replies: 1
- Views: 413
GPS tracker for entities (mostly trains)
Hi, looking for mod that create an output for every group contains a position of type entity. Why? I would like to create a map using GIS for analyze whole train network (speed, capacity, number of trains, stops) and generate a charts and maps as visualization. Second thing will be a current positio...
- Fri Sep 15, 2023 12:28 pm
- Forum: News
- Topic: Friday Facts #376 - Research and Technology
- Replies: 364
- Views: 56693
Re: Friday Facts #376 - Research and Technology
As last part of FFF, Now i play with lab research productivity mod. Just 2% per level. I am on 13 level that need 768k all non military science packs. I Just stooped spending tons of SP for just next 2% more productivity research, because cost a time and UPS. Productivity for items can break a ratio...
- Fri Sep 08, 2023 11:46 am
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 805
- Views: 129108
Re: Friday Facts #375 - Quality
More splitters and more machines.. What is an impact for UPS? I suggest new layer to view quality icons in game, not just ALT mode. For example - Quality Layer to show all color quality dots ;) Next suggestion is simple calculator or something to calculate input/output. Today, manual equations for b...
- Sat Oct 01, 2022 8:52 pm
- Forum: General discussion
- Topic: Ryzen 7 5800X3D - Made for Wube by AMD?
- Replies: 6
- Views: 4885
Re: Ryzen 7 5800X3D - Made for Wube by AMD?
I have this CPU and i have some issues too. Mainly, a problem is not boosting a CPU by Factorio process. I do not know why, multiplier stuck about 36x-38x. Bios was updated, but still problem occurs. On classic CPU stress tests - CPU boosting as intended. Factorio seems to be ignored for boosting. M...
- Wed Feb 09, 2022 3:18 pm
- Forum: Pending
- Topic: [1.1.53] Rounding fluid amount in rolling stock
- Replies: 3
- Views: 1633
- Wed Feb 09, 2022 9:33 am
- Forum: Pending
- Topic: [1.1.53] Rounding fluid amount in rolling stock
- Replies: 3
- Views: 1633
Re: [1.1.53] Rounding fluid amount in rolling stock
- Fluids can often not be completely removed with pumps This. But pumps not reporting that contain any fluid. Some units of fluid stayed in pumps. Now I would like record a video what's going on but... after restart game bug doesn't occur. Weird. Confusing. Mark this post as "not a bug" i...
- Tue Feb 08, 2022 11:11 pm
- Forum: Pending
- Topic: [1.1.53] Rounding fluid amount in rolling stock
- Replies: 3
- Views: 1633
[1.1.53] Rounding fluid amount in rolling stock
What did you do? Created setup to transfer fluids like blood flow in the pulmonary and systemic circulations https://en.wikipedia.org/wiki/Circulatory_system. But in "heart" I have a problem with amount of fluids. All conditions are like is full, is empty. What happened? Train filled in re...