Search found 19 matches
- Sun Sep 29, 2024 5:16 am
- Forum: News
- Topic: Friday Facts #430 - Drowning in Fluids
- Replies: 303
- Views: 31886
Re: Friday Facts #430 - Drowning in Fluids
Honestly the extents thing sounds like it will be really annoying for bigger bases. It may be a change aimed at long distance pipes and trains, but when building a base in a mod with a lot of different fluids and big bases, it means that low-throughput utility fluids suddenly need double-pump arran...
- Sat Jun 22, 2024 5:57 pm
- Forum: News
- Topic: Friday Facts #416 - Fluids 2.0
- Replies: 461
- Views: 65692
Re: Friday Facts #416 - Fluids 2.0
Still, considering that machines, pumps and offshore pumps (I assume) are still limited by how much they produce/move, pipe segments will - as indicated - not immediately fill. This limits how much machines can draw from the pipe segment (as indicated in the FFF). So even for larger bases, you'll s...
- Fri Jun 21, 2024 5:57 pm
- Forum: News
- Topic: Friday Facts #416 - Fluids 2.0
- Replies: 461
- Views: 65692
Re: Friday Facts #416 - Fluids 2.0
I think the new system can work, but I have an issue with the fact it's essentially acting as a portal system, where as long as there is enough fluid to get all the way across the pipes, you are essentially teleporting fluids instantly to where you want it, this completely goes against every other f...
- Sat Feb 10, 2024 4:04 am
- Forum: News
- Topic: Friday Facts #397 - Factoriopedia
- Replies: 121
- Views: 25190
Re: Friday Facts #397 - Factoriopedia
Plus, if you are using WIndows you might not be able to use the RIght Alt button soon! They are replacing it with a new key! That'll be funny for the half of the world that needs the right alt key for things like {, [, @, ], }, ~, |, ... My understanding was that they will be adding a new copilot k...
- Sat Jan 20, 2024 3:11 am
- Forum: News
- Topic: Friday Facts #394 - Assembler flipping and circuit control
- Replies: 134
- Views: 29530
Re: Friday Facts #394 - Assembler flipping and circuit control
I don't really see this. An efficient enrichment process can be simplified by just using bots already...
- Sat Dec 16, 2023 2:45 am
- Forum: News
- Topic: Friday Facts #389 - Train control improvements
- Replies: 151
- Views: 33759
Re: Friday Facts #389 - Train control improvements
Really like that you've added train schedule groups, generally speaking you are always going to be working with a bunch of groups of trains with the same schedule in a large factory, it only makes sense for them to be grouped and all changed at once. I also like the way you are approaching more comp...
- Thu Feb 25, 2021 8:43 pm
- Forum: News
- Topic: Friday Facts #365 - Future plans
- Replies: 298
- Views: 180837
Re: Friday Facts #365 - Future plans
I'm definitely in favor of a big expansion, it's an excellent way to continue funding the game, without the hassle that dlc's become. As a fan of Paradox games I am thoroughly sick of dlc's lol.
- Mon Jun 24, 2019 6:33 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.51] hangs up while placing refined concrete
- Replies: 3
- Views: 5265
Re: [0.17.51] hangs up while placing refined concrete
I crashed due to this bug while playing in my regular world I believe and this update to fix it was ready and waiting for me lol. The factorio team is just amazing at responding to these crashes so fast.
- Sat Mar 02, 2019 6:43 am
- Forum: Implemented Suggestions
- Topic: [0.17.1] intro too hard
- Replies: 104
- Views: 38278
Re: [0.17.1] intro too hard
But on the other hand it revised my threat categorization from Zelda’s Navi to Halo’s Monitor. It’s not my friend who will abandon me long after proving itself a nuisance. It’s a hostile NPC pretending to be my friend. I was halfway expecting to find out that Compy crashed the ship on purpose becau...
- Sat Mar 02, 2019 6:40 am
- Forum: Implemented Suggestions
- Topic: [0.17.1] intro too hard
- Replies: 104
- Views: 38278
Re: [0.17.1] intro too hard
After sitting and watching my mom try the game for the first time ever on the intro map, I can say that it's definitely not too hard for anyone who has some experience gaming. She never plays pc games and her biggest involvement in video games is playing civ revolution on the xbox. With some gentle ...
- Fri Mar 01, 2019 10:51 pm
- Forum: News
- Topic: Friday Facts #284 - 0.17 experimental
- Replies: 190
- Views: 72169
Re: Friday Facts #284 - 0.17 experimental
To anyone saying the biters are too hard, I killed all the biter bases with my pistol, wood chests, and stone furnaces... And for the final bit I just setup all my iron to be made into ammo, it really wasn't hard to setup 4 turrets with 200 ammo each next to where the biters spawned. And how did he ...
- Fri Mar 01, 2019 10:38 pm
- Forum: Duplicates
- Topic: Tutorial Bug - Turret build / ammo load not detected
- Replies: 3
- Views: 1553
Re: Tutorial Bug - Turret build / ammo load not detected
Yea I did the same thing. I wiped out all the biter nests with the pistol so by the time I got to turrets I was building them off where the biter nests used to be, it didn't give me credit for building and filling the turret until I built one at the area your new base is supposed to be.
- Sat Feb 23, 2019 9:20 pm
- Forum: News
- Topic: Friday Facts #283 - Prepare to Launch
- Replies: 341
- Views: 168435
Re: Friday Facts #283 - Prepare to Launch
Hyped for the release of .17 Everything looks amazing
- Sat Feb 23, 2019 9:15 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 234068
Re: Friday Facts #266 - Cleanup of mechanics
Well, I am extremely disappointed. What I want is a mod with different tools that go in the tool slot. Maybe an axe that only cuts trees and not the ore underneath. Or maybe a tool that only removes buildings so I don't have to chop multiple trees simply to pick up a segment of wall/track. A whole ...
- Fri Nov 02, 2018 7:31 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 234068
Re: Friday Facts #266 - Cleanup of mechanics
Well, I am extremely disappointed. What I want is a mod with different tools that go in the tool slot. Maybe an axe that only cuts trees and not the ore underneath. Or maybe a tool that only removes buildings so I don't have to chop multiple trees simply to pick up a segment of wall/track. A whole ...
- Fri Nov 02, 2018 7:31 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 234068
Re: Friday Facts #266 - Cleanup of mechanics
I'm amazed at how the removal of a useless act (crafting the object pickaxe) is prophetized to end the world. Honestly, I can't understand how not having to manually craft oneself a pickaxe has any chance to drastically change the game into anything else. The mining animation will still be there, w...
- Fri Nov 02, 2018 7:24 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 234068
Re: Friday Facts #266 - Cleanup of mechanics
I love the idea of starting a new game and being able to skip crafting an iron pick, so much wasted time...
- Tue Jul 03, 2018 3:37 am
- Forum: News
- Topic: Friday Facts #247 - Pricing and its exploits
- Replies: 140
- Views: 68253
Re: Friday Facts #247 - Pricing and its exploits
Anytime a game raises in price, especially one that doesn't go on sale, there are going to be people from websites like g2a that buy up gift copies or keys for the game, then resell them to people for a discounted from current, yet still higher than normal price. The only way to get rid of that is t...
- Tue Jul 03, 2018 3:12 am
- Forum: News
- Topic: Friday Facts #249 - Dead end exploration
- Replies: 206
- Views: 78352
Re: Friday Facts #249 - Dead end exploration
To me, just having the copy and paste functionality, rather than needing a blueprint all the time, would clear up a lot of the situations where my inventory gets cluttered with random blueprints. If I had to pick one I believe option 4 sounded the best to me out of the proposed ideas.