Search found 21 matches

by fendy3002
Sun Apr 27, 2025 11:05 pm
Forum: Ideas and Suggestions
Topic: Infused scrap on Fulgora
Replies: 5
Views: 606

Re: Infused scrap on Fulgora

computeraddict wrote: Sun Apr 27, 2025 3:49 pm
fendy3002 wrote: Sun Apr 27, 2025 1:18 pm that somehow serve as a helper to scale
Isn't this scrap productivity? https://wiki.factorio.com/Scrap_recycli ... (research)
The bottleneck on Fulgora is the ratio and recycling of unwanted items, not productivity. This aims to reduce the recycling of unwanted items
by fendy3002
Sun Apr 27, 2025 2:34 pm
Forum: Ideas and Suggestions
Topic: Infused scrap on Fulgora
Replies: 5
Views: 606

Re: Infused scrap on Fulgora

Thanks for feedback!

Considering that recycler cannot choose a recipe, so it's a new scrap, made from assembler or em plant, that will give different result when recycled. Thinking again, maybe 10s will be too much for recycling, so a faster time may be used instead, surely need some balancing ...
by fendy3002
Sun Apr 27, 2025 1:18 pm
Forum: Ideas and Suggestions
Topic: Infused scrap on Fulgora
Replies: 5
Views: 606

Infused scrap on Fulgora

TL;DR

Add a new scrap on Fulgora, unlocked from either Aquilo pack research, or all 3 planets science pack research

What?

Though similar with https://forums.factorio.com/viewtopic.php?t=126852, the purpose of this suggestion is to enable scaling for science / some other components on late ...
by fendy3002
Fri Oct 25, 2019 2:19 pm
Forum: News
Topic: Friday Facts #318 - New Tooltips
Replies: 118
Views: 62347

Re: Friday Facts #318 - New Tooltips

Have you also change power's performance to current / max output? Thats awesome.

And generate x consume y tooltip will be very very handy for new players!
by fendy3002
Fri Sep 27, 2019 2:25 pm
Forum: News
Topic: Friday Facts #314 - 0.17 stable
Replies: 105
Views: 61641

Re: Friday Facts #314 - 0.17 stable

The same can be arguable with blueprint, where easily plop blueprints everywhere reduce the accomplishment of building a factory.

But sometimes we need to compare with the goal set. If the goal is megabases, using blueprint won't reduce the feel of accomplishment. But if the goal is just launch ...
by fendy3002
Fri Sep 13, 2019 3:05 pm
Forum: News
Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
Replies: 144
Views: 85551

Re: Friday Facts #312 - Fluid mixing saga & Landfill terrain

I think it's easier to revert mixing fluid to 0.16, then convert all regular pipe as single pipe (horizontal / vertical), and introduce more pipe types:
- junction pipe: can branch like current pipe
- one way pipe
- pipe splitter: split and and merge liquid

Furthermore it's better to introduce ...
by fendy3002
Fri Aug 23, 2019 2:07 pm
Forum: News
Topic: Friday Facts #309 - Controversial opinions
Replies: 290
Views: 174689

Re: Friday Facts #309 - Controversial opinions

For adventure mode, in vanilla there already underground belts and pipes, so technically those 2 are in different dimensions relative to the surface one.
Additionally, caves can be implemented like factorissimo (which should be similar with diablo 2 cave system).
For line of sight, dota 2 did it ...
by fendy3002
Fri Jul 26, 2019 2:57 am
Forum: Pending
Topic: [0.17.58] Seablock mod - crash when autosaving
Replies: 2
Views: 1575

Re: [0.17.58] Seablock mod - crash when autosaving

Rseding91 wrote: Thu Jul 25, 2019 11:50 am Thanks for the report. When I look at the log file it's not showing what's crashing - just that *something* crashed.

Is it reproducible?
Up to now (+- 4 hours gameplay) it's not happening again. Will inform if something happened again.
by fendy3002
Thu Jul 25, 2019 3:06 am
Forum: Pending
Topic: [0.17.58] Seablock mod - crash when autosaving
Replies: 2
Views: 1575

[0.17.58] Seablock mod - crash when autosaving

Don't know if this is the right place to report (and I don't mind the crash too, but it's asking me to report it). Savefile & log attached.

Mods:
- seablock & it's dependencies
- LTN

Crash when:
- designing arboretum
- autosaving

Edit: autosaving is actually success, but crash afterwards ...
by fendy3002
Fri May 10, 2019 5:11 pm
Forum: News
Topic: Friday Facts #294 - Blog thoughts & Lua documentation improvements
Replies: 48
Views: 27805

Re: Friday Facts #294 - Blog thoughts & Lua documentation improvements

For me, FFF is a form of communication from devs to players. It makes me understand what kind of challenges you face for some improvement and / or balancing, and show how much care the devs got for their game. Forum discussion for each post also amp'ed the benefits.

Other than as a good form of ...
by fendy3002
Sat Apr 27, 2019 12:44 pm
Forum: News
Topic: Friday Facts #292 - Inching closer to stable
Replies: 41
Views: 27245

Re: Friday Facts #292 - Inching closer to stable

You're all lying. That amount of bug fix and patch, under illness wave and easter vacation? Please tell me that you're lying, please... :D
by fendy3002
Mon Mar 25, 2019 6:08 am
Forum: Ideas and Suggestions
Topic: Power Switch to behave like Big Electric Pole
Replies: 0
Views: 870

Power Switch to behave like Big Electric Pole

TL;DR

Make Power Switch to has same reach as Big Electric Pole, and connect automatically with nearest power pole.


What ?

To makes setting up power switch easier, I wonder if power switch can behave like Big Electric pole? That has same wire reach and automatically connect to one with ...
by fendy3002
Thu Feb 28, 2019 12:14 am
Forum: Not a bug
Topic: [Dominik][0.17.2] pipes not completely emptying when they should
Replies: 5
Views: 1797

Re: [0.17.2] pipes not completely emptying when they should

Isn't this fluid behavior is same with 0.16? It may be intended or buggy due to delayed fluid algorithm.
by fendy3002
Sat Feb 02, 2019 1:20 am
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 118558

Re: Friday Facts #280 - Visual Feedback is the king

Awesome addition. Will the toolbars can be used by mods? It'll be very tidy to use toolbar as mod option panel / toggle button.
by fendy3002
Fri Dec 07, 2018 3:54 pm
Forum: News
Topic: Friday Facts #272 - Mod GUI
Replies: 78
Views: 41514

Re: Friday Facts #272 - Mod GUI



Small typo...

fff-272-mod-gui-update.png

I like the new gui a lot, can't wait until january. Also the update only selected is a great feature.
Hopefully some pics from GDS next fff?


Solved. The images uploaded weren't the last version by mistake (humans). Now it's up to date.


By how much ...
by fendy3002
Sat Oct 27, 2018 1:09 am
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 292679

Re: Friday Facts #266 - Cleanup of mechanics

I don't agree with removing pickaxe. Sure they're almost useless mechanics and become obsolete after construction bots, but that's because construction bots have instant mining speed. That's another topic though.

Instead make pickaxe rather expensive. Improve all non-pickaxe, iron and steel mining ...
by fendy3002
Fri Sep 28, 2018 5:02 pm
Forum: News
Topic: Friday Facts #262 - Hello my name is: Compilatron
Replies: 126
Views: 68073

Re: Friday Facts #262 - Hello my name is: Compilatron



Please tell me the robot assistant is only in the tutorial campaign, or has an option to disable it.

Compilatron will be great for the tutorial! (like the companion cube in portal squee)

I would suggest it be turned off by default in regular gameplay, with an option to turn it on when the ...
by fendy3002
Sat Sep 15, 2018 6:34 am
Forum: News
Topic: Friday Facts #260 - New fluid system
Replies: 292
Views: 158102

Re: Friday Facts #260 - New fluid system

IMO, adding 2 limitations can help to greatly reduce the problem:

1. Fluid flow in integer, or better in 10 (or 2) units of fluid
2. Limit junctions to one way. For T junction there will be 1 input, 2 output each 50%. For cross junction there will be 1 input, 3 output each 33% or 2 input, 2 output ...
by fendy3002
Fri Aug 03, 2018 3:28 pm
Forum: News
Topic: Friday Facts #254 - No research queue for you
Replies: 223
Views: 109154

Re: Friday Facts #254 - No research queue for you

The thing is optional, if you don't like it don't use it.
It is always "not good" if a single person decides what others need/want ;)

It's ok to say "this is the way 'we' would like you to play" and disable it by default, but an option for the player to decide would be better.

This seems to be ...
by fendy3002
Fri Aug 03, 2018 3:17 pm
Forum: News
Topic: Friday Facts #254 - No research queue for you
Replies: 223
Views: 109154

Re: Friday Facts #254 - No research queue for you

Come on guys - handle the research queue like Civilization and stop trying to reinvent every wheel you see. I love you guys for making better wheels, but I don't think your proclivity for it is helping you on this issue. I've mixed feelings on killing it - I would like to see it, with a popup that ...

Go to advanced search