Search found 51 matches

by pib
Mon Jul 09, 2018 4:08 pm
Forum: News
Topic: Friday Facts #250 - Dead end conclusion
Replies: 142
Views: 55108

Re: Friday Facts #250 - Dead end conclusion

If I could vote, I would vote for a tree view for blueprints , which I think would be much better proposal 0. Books just become folders; they can still be easily grouped and exported, and nesting them comes without cost. It is much easier to see what blueprints are each each book/folder. The icons a...
by pib
Mon Jan 22, 2018 8:53 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.16.17] Priority splitter can stop unblocked lane
Replies: 13
Views: 7351

[kovarex] [0.16.17] Priority splitter can stop unblocked lane

In my testing, this is very specific to this location, so I'm not sure what is going on. I can remove the splitter and all the belts, and set it up the same as it is now, and the bug persists. By this i mean red belt input - red splitter-> (Left) red belt output + (Right) curved yellow belt (priorit...
by pib
Sat Dec 16, 2017 12:45 am
Forum: News
Topic: Friday Facts #221 - 0.16 is out
Replies: 155
Views: 58065

Re: Friday Facts #221 - 0.16 is out

I would like inserter and side loading to both compress belts. I think underground compression is a bit strange, only because inserters do not already compress on their own. If you allow inserters to compress, there is no question about the strangeness of underground belt compression. If you conside...
by pib
Thu Dec 14, 2017 12:46 am
Forum: Duplicates
Topic: [16.1] Inserter does not take coal from full container
Replies: 2
Views: 1135

Re: [16.1] Inserter does not take coal from full container

Oops, I missed it. Thanks!
by pib
Thu Dec 14, 2017 12:33 am
Forum: Duplicates
Topic: [16.1] Inserter does not take coal from full container
Replies: 2
Views: 1135

[16.1] Inserter does not take coal from full container

I have a burner mining drill being fed by a burner inserter which is taking from a wooden box. If the box is full, the inserter will stop picking up coal from the box (and the drill will run out of fuel despite the box being full of it). Currently I am not sure how general the problem is, but I test...
by pib
Sat Jun 03, 2017 5:59 pm
Forum: Not a bug
Topic: Rail signal circuit condition closed on "Everything =/= 0"
Replies: 18
Views: 6010

Re: Rail signal circuit condition closed on "Everything =/= 0"

You are still comparing against no signal which makes no sense what so ever because: Anything is true when the first match is found. Everything is not true when the first non-match is found. Yeah, but what exactly is "No signal" other than a particular value the game chooses to define in ...
by pib
Sat Jun 03, 2017 1:11 am
Forum: Not a bug
Topic: Rail signal circuit condition closed on "Everything =/= 0"
Replies: 18
Views: 6010

Re: Rail signal circuit condition closed on "Everything =/= 0"

There is more to this bug. Everything >= 12 is true when there are no signals, even though any normal interpretation would be that no signal = 0. If you put 1 item in a chest, everything >= 12 will be false, but take the item out and it becomes true. That is clearly a bug. I am forced to use Anythin...
by pib
Mon May 22, 2017 3:44 pm
Forum: General discussion
Topic: Underground belt lane splitting, anyone else hate it?
Replies: 97
Views: 38356

Re: Underground belt lane splitting, anyone else hate it?

Personally it does feel very unsatisfying to split belts using the underground belt; but it is extremely useful to be able to do it which put player in a bad spot. I honestly kind of wish the underground belts could be be sideloaded at all - to me the graphics justify that kind of behavior. But give...
by pib
Thu May 18, 2017 3:09 pm
Forum: General discussion
Topic: (0.15.10+) Water and Steam, what's the plan?
Replies: 83
Views: 23828

Re: (0.15.10+) Water and Steam, what's the plan?

Ugh this thread.... For what it is worth - steam, and gases ARE BOTH FLUIDS (referring to the first point of the OP (Tapion)). Feel free to check the wikipedia page for fluids if you need a proper definition of a fluid. Next up - Steam and water are not the same thing! One is a GAS and one is a LIQU...
by pib
Tue Apr 25, 2017 11:28 pm
Forum: Implemented Suggestions
Topic: [0.15.2] Blueprints clutter inventory
Replies: 1
Views: 1192

Re: [0.15.2] Blueprints clutter inventory

You can drop them on the ground or put them into a box (which can be destroyed). But it is confusing.
by pib
Sat Jul 09, 2016 4:54 pm
Forum: News
Topic: Friday facts #146 - The GFX workflow
Replies: 42
Views: 25370

Re: Friday facts #146 - The GFX workflow

Anyone else do a double take at the blender scene? It's some kind of train station (you can make out those words in the RenderLayer setup box), but it looks nothing like the station that is currently in the game. I wonder if / when we will see that graphic in game.
by pib
Fri Mar 11, 2016 7:38 pm
Forum: News
Topic: Friday Facts #129 - The late game
Replies: 273
Views: 134463

Re: Friday Facts #129 - The late game

On the research problem. Instead of having infinite levels of research just have one level that goes on infinitely and provides a buff like a module for the entire factory. I really think that some of the blue requirements should be split off and given to purple science. It's kind of cheap for the ...
by pib
Fri Mar 11, 2016 6:25 pm
Forum: Ideas and Suggestions
Topic: Endless ore patches
Replies: 25
Views: 14536

Re: Endless ore patches

Because of the FFF, I think I should clarify where I (the OP) stand in this thread: Resources should be more spread out if they are made endless, with larger deposits being found further from the starting zone. I love the dirty ore idea, and would like to see it combined with endless. My idea for ho...
by pib
Fri Mar 11, 2016 6:05 pm
Forum: News
Topic: Friday Facts #129 - The late game
Replies: 273
Views: 134463

Re: Friday Facts #129 - The late game

With respect to cargo trains, I think the are the right size. The current sizes are sufficient to allow significant transfer over time and it is very challenging to reach a throughput or distance where you would be able to deplete the cargo from a train in less than the time it takes to send the tra...
by pib
Fri Mar 11, 2016 5:52 pm
Forum: News
Topic: Friday Facts #129 - The late game
Replies: 273
Views: 134463

Re: Friday Facts #129 - The late game

This is scenario B, where the research doesn't feel impactful. Yes, your turret does 1% more damage, but the actual real, observable difference is very small, especially since Factorio doesn't include combat text. You know intellectually it's doing more damage, but it doesn't change gameplay in the...
by pib
Fri Mar 11, 2016 5:03 pm
Forum: News
Topic: Friday Facts #129 - The late game
Replies: 273
Views: 134463

Re: Friday Facts #129 - The late game

A) You have a scenario where infinite research makes part of the game irrelevant. In the case of infinite turret research, the player will eventually reach a point where the entire combat part of the game is easy and meaningless, removing that type of play as an option in megabases.. To show why th...
by pib
Fri Mar 11, 2016 4:37 pm
Forum: General discussion
Topic: Go home Factorio, you're drunk
Replies: 10
Views: 6040

Re: Go home Factorio, you're drunk

You will need a mod to get alien artifacts!
by pib
Fri Mar 11, 2016 4:35 pm
Forum: News
Topic: Friday Facts #129 - The late game
Replies: 273
Views: 134463

Re: Friday Facts #129 - The late game

I love the dirty ore concept! I want to throw in my vote to make the ore patches work more like oil patches. I created a thread about it two days ago in the suggestions forum, so I think it is pretty cool to see this FFF and that people in this thread are pushing for that. I feel that if I know the ...
by pib
Fri Mar 11, 2016 4:17 pm
Forum: Ideas and Suggestions
Topic: Endless ore patches
Replies: 25
Views: 14536

Re: Endless ore patches

Wooo, I feel that today's FFF really offers some kind of validation of my report! The solutions they offer are not quite the same, but I like to hear the devs understand the issue the way I see it and are looking to improve the vanilla experience. And in a post I made in the train outpost mod thread...
by pib
Thu Mar 10, 2016 10:51 pm
Forum: Ideas and Suggestions
Topic: Limit the input on underground belts and splitters.
Replies: 6
Views: 2454

Re: Limit the input on underground belts and splitters.

There are couple things like this related to belts I also feel is "cheaty". For instance, you can use inserters + underground belts to fully compress in a way that doesn't work if you use above ground belts, because the inserters can avoid collision issues that way. I don't think it's idea...

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