Search found 15 matches
- Fri May 03, 2024 9:05 pm
- Forum: News
- Topic: Friday Facts #409 - Diminishing beacons
- Replies: 180
- Views: 36288
Re: Friday Facts #409 - Diminishing beacons
The problem is that, as I understand it, the solution to all quality production is to just do the exact same recycle loop over and over, for every item in the mall. What makes you think this is how it will work? You think a recycling loop for a beacon, and a recycling loop for an assembly machine 3...
- Fri May 03, 2024 12:29 pm
- Forum: News
- Topic: Friday Facts #409 - Diminishing beacons
- Replies: 180
- Views: 36288
Re: Friday Facts #409 - Diminishing beacons
Okay, I don't want to be a downer, but something in these posts keeps driving me crazy. These FFF posts keep mentioning the huge benefits you can get from using quality entities in what I can only really describe as a "hype-builder" voice. It's like someone saw the initial ambivalent react...
- Fri Feb 02, 2024 5:05 pm
- Forum: News
- Topic: Friday Facts #396 - Sound improvements in 2.0
- Replies: 98
- Views: 19584
Re: Friday Facts #396 - Sound improvements in 2.0
calcite deposits reveal!
- Fri Dec 22, 2023 11:56 pm
- Forum: News
- Topic: Friday Facts #390 - Noise expressions 2.0
- Replies: 73
- Views: 20861
Re: Friday Facts #390 - Noise expressions 2.0
the way i see it, there are three possibilities for generating things that can appear on multiple planets: - things that autoplace can have multiple sets of placement rules, varying per surface - things that can be autoplaced on multiple surfaces have an obscenely complicated autoplace system that t...
- Sun Nov 19, 2023 9:45 pm
- Forum: Resource Spawner Overhaul
- Topic: Configs for my mods
- Replies: 0
- Views: 744
Configs for my mods
Hello! Attached are resource configurations for my mods Brass Tacks (zinc ore), If I Had A Nickel (nickel ore), Them Thar Hills (gold ore), and Brimstuff (sulfur). The first two are long overdue, but better late than never.
Thank you!
Thank you!
- Fri Sep 29, 2023 4:47 pm
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 342
- Views: 105854
Re: Friday Facts #378 - Trains on another level
It doesn't look like you can elevate stations, and artillery trains don't fire when stopped at signals.Illiander42 wrote: βFri Sep 29, 2023 3:54 pmThis is an important question that needs answering.
Also, an elevated arty train over a lake.
- Fri Sep 08, 2023 9:04 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 838
- Views: 196547
Re: Friday Facts #375 - Quality
Thematically I like the idea of machines producing different qualities of item but this is a silly implementation of that idea. Hopefully there will be support in the engine for data-stage mods to dispense with the quality modules entirely and gate higher quality products behind better materials and...
- Sun Nov 01, 2020 6:14 pm
- Forum: News
- Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
- Replies: 141
- Views: 86678
Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Everything looking good as always. Since we're talking about blueprints there's a really niche feature that would be nice... In some of my past saves I've tried to create a nice looking rail system with a strip of hazard concrete along the sides. The issue with this is in practice it ends up not-gre...
- Fri Oct 09, 2020 3:05 pm
- Forum: News
- Topic: Friday Facts #361 - Train stop limit, Tips and tricks
- Replies: 163
- Views: 91880
- Fri Oct 09, 2020 2:44 pm
- Forum: News
- Topic: Friday Facts #361 - Train stop limit, Tips and tricks
- Replies: 163
- Views: 91880
Re: Friday Facts #361 - Train stop limit, Tips and tricks
A minor quality of life improvement that shouldn't be overly difficult is a way to limit the number of modules inserted without having to open each machine's interface. For example it's annoying when putting efficiency modules into machines with 4 module slots, because only the first three do anythi...
- Thu Nov 01, 2018 5:05 am
- Forum: Balancing
- Topic: Fixing NPE - Full Burner Start
- Replies: 22
- Views: 14990
Re: Fixing NPE - Full Burner Start
This discussion is fascinating to me because I always see the burner phase as pure bootstrapping, something intentionally janky and needing significant manual intervention so that the value of "true" automation is made more clear. Hence why it's obsolete so quickly. Personally, I've never ...
- Mon Oct 29, 2018 1:03 am
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 239422
Re: Friday Facts #266 - Cleanup of mechanics
Trying to do everything at once and satisfying all types of customers at once was never a good idea. Communicating clearly "we're doing the campaign now" and "we're taking the proverbial axe to all things that are not necessary for the campaign" would send a strong signal about ...
- Sat Oct 27, 2018 8:06 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 239422
Re: Friday Facts #266 - Cleanup of mechanics
My two cents ashtray full of spare change: -Removal of things from the game engine itself, such that mods can no longer do those things (with a rationale of effectively, "you shouldn't want to do those things"), is almost inherently a bad decision. Deleting mining hardness outright seems.....
- Fri Oct 05, 2018 3:52 pm
- Forum: News
- Topic: Friday Facts #263 - Trains in blueprints
- Replies: 99
- Views: 43093
Re: Friday Facts #263 - Trains in blueprints
Interesting decision to upgrade blueprints through the blueprint UI rather than through the upgrade planner UI as the mod does. Personally I prefer the mod's implementation because that makes it a bit more convenient to bulk upgrade several blueprints at once. Also, I foresee the upgrade planner mes...
- Fri May 04, 2018 10:18 pm
- Forum: News
- Topic: Friday Facts #241 - New player experience
- Replies: 117
- Views: 51156
Re: Friday Facts #241 - New player experience
A backer name like "copper ore unloading" would kill a few careless players and is a far classier troll than any sort of flagrant obscenity.
As for the entity most representative of the overall game, for me it's a toss-up between inserters and construction bots.
As for the entity most representative of the overall game, for me it's a toss-up between inserters and construction bots.