Search found 323 matches
- Fri Jan 19, 2024 11:49 pm
- Forum: News
- Topic: Friday Facts #394 - Assembler flipping and circuit control
- Replies: 134
- Views: 33508
Re: Friday Facts #394 - Assembler flipping and circuit control
Things the weren't showcased that are still broken with regards to flipping as far as I know: A: Pumpjacks. Thankfully... there's functionally no reason to blueprint jumpjacks from my experience. The irregularity of patches already necessitates this as a manual process. Maybe there are plans for thi...
- Sat Dec 02, 2023 12:12 am
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 334
- Views: 73948
Re: Friday Facts #384 - Combinators 2.0
So when I came here, I looked through the first couple of pages and the last couple and saw a couple of people posting the same thing I was interested in. When I saw saw the name "Selector Combinator" I (I think justifiably) assumed that it would have the arbitrary ability to "Select&...
- Fri Feb 28, 2020 10:33 am
- Forum: Ideas and Suggestions
- Topic: Underground infrastructure in concrete
- Replies: 15
- Views: 3928
Re: Underground infrastructure in concrete
This would have a bunch of weird edge cases, like having one half of a pipe start on concrete and end on grass, for example. (Not only for programming it without bugs, but to make it understandable to new players.) It would be a lot simpler, to have longer underground pipes and belts, which are con...
- Fri Aug 09, 2019 2:21 pm
- Forum: Ideas and Suggestions
- Topic: Train station priority!
- Replies: 20
- Views: 9816
Re: Train station priority!
Technically possibly to implement with a lot of very complex circuits spanning the entire map. This is one of those things that I feel a *more* intuitive solution should be available. Being able to limit (ideally with circuits, but I'll be pretty happy to just be able to specify the number in the UI...
- Fri Aug 09, 2019 2:16 pm
- Forum: Ideas and Suggestions
- Topic: Using whole blueprint book frame to drop blueprints in
- Replies: 1
- Views: 1107
Re: Using whole blueprint book frame to drop blueprints in
Yes please? This becomes a little more frustrating when your entire page is filled with blueprint books and is exactly full of blueprint books. Becomes difficult to drop it not on a book.
- Fri Aug 09, 2019 1:36 pm
- Forum: Implemented Suggestions
- Topic: Factorio data-dump mode
- Replies: 14
- Views: 6724
Re: Factorio data-dump mode
It's doable with a mod, but I wouldn't say it's ideal. The game would still be wasting time loading all the sprite sheets which aren't needed since the game can just exit right after startup and never needs to render any sprites at all. If the devs don't implement something like this, I'll probably...
- Wed Aug 07, 2019 3:40 pm
- Forum: Ideas and Suggestions
- Topic: Modular game build
- Replies: 13
- Views: 3553
Re: Modular game build
This would be a tremendous amount of code bloat. If Wube has to maintain a 'v1, v2, v3, etc...' version of the terrain generator, recipes, etc... and make sure they all play together... I just can't imagine. Is it doable? Technically, yes. The amount of slowdown on a project that this would likely c...
- Wed Aug 07, 2019 3:32 pm
- Forum: Ideas and Suggestions
- Topic: Add a late-game tier for smelting
- Replies: 3
- Views: 2217
Re: Add a late-game tier for smelting
I think you're talking about the infinite mining productivity research? If your goal is to have comparable scaling on the smelting, the only way to really do that would be with an infinite scaling 'smelting speed' research, which doesn't seem like a terrible idea. Though it'd throw off everybody's c...
- Wed Aug 07, 2019 3:20 pm
- Forum: Implemented Suggestions
- Topic: Factorio data-dump mode
- Replies: 14
- Views: 6724
Re: Factorio data-dump mode
Sounds like an ideal candidate for a tiny mod. Once everything is done loading, I'd expect that a mod could dump all of the data to some point. Either stdout or to a file somewhere. Either would then allow a 3rd party application to read the data to do calculations.
- Wed Aug 07, 2019 3:11 pm
- Forum: Ideas and Suggestions
- Topic: [0.17.62] Signal Latency
- Replies: 2
- Views: 1655
Re: [0.17.62] Signal Latency
This is honestly a little difficult to understand. Just enabling and disabling train stations is 'sufficient' to get trains to them on demand. I *think* you're trying to use circuits to resolve the 'herd of trains' problem where all available trains will immediately leave and all head for the same s...
- Tue Aug 06, 2019 5:46 pm
- Forum: Outdated/Not implemented
- Topic: Prevent restarting the game on updated disabled mod
- Replies: 9
- Views: 4053
Re: Prevent restarting the game on updated disabled mod
And this is why I like to caveat my "this looks like a simple change" with "but I don't know the codebase, and what often looks like a simple change may have lots of problems that I can't see"
- Fri Aug 02, 2019 1:15 pm
- Forum: Implemented Suggestions
- Topic: Artillery Auto-fire Toggle / Option for disabling artillery auto target / turn off the artillery (train)
- Replies: 58
- Views: 23008
Re: Option for disabling artillery auto target
This is honestly one of those things that's a bit strange doesn't exist to me... I don't have a way to make my artillery not fire?
- Thu Aug 01, 2019 1:15 pm
- Forum: Implemented Suggestions
- Topic: `zstd -1` on atlas caches could double even SSD read speed
- Replies: 7
- Views: 4306
Re: `zstd -1` on atlas caches could double even SSD read speed
Lol just checked out the data rates on the new PCIe SSDs, they're stupid fast. Thanks for indulging us older-hw users on this. You are not wrong, but... to quote from Latency at a human scale -- which scales one CPU cycle to one second, and reflects modern system latency: L3 cache is about one minu...
- Wed Jul 31, 2019 3:15 pm
- Forum: Ideas and Suggestions
- Topic: Get rid of barrels and all barrel-related content
- Replies: 20
- Views: 12879
Re: Get rid of barrels and all barrel-related content
They're, at worst, harmless with no maintenance cost to leave in the game? I'd understand suggesting their removal if there was a reason to believe that the barrels were some strain on the development effort... but I'd be hard-pressed to believe that's the case...
- Wed Jul 31, 2019 3:06 pm
- Forum: Outdated/Not implemented
- Topic: Suggestion: Introduce choice to prevent updated ingredient changes but allow new features / bug fixes / content
- Replies: 9
- Views: 3305
Re: Suggestion: Introduce choice to prevent updated ingredient changes but allow new features / bug fixes / content
Sorry dude, but I'm solidly with Koub and Templar. You're... A: Playing an Early Access game B: Playing on the unstable version of the early access game this is being regularly patched and changed. Did you really think that during this process there weren't going to be factory breaking changes...? :(
- Wed Jul 31, 2019 3:01 pm
- Forum: Ideas and Suggestions
- Topic: Improved tank cannon responsiveness.
- Replies: 5
- Views: 2122
Re: Improved tank cannon responsiveness.
While I'll agree the tank should feel slow, right now this behavior is simply odd. You can't line up your shot before shooting? I'd be good to potentially reduce the cannon tracking speed, but it should probably just consistently attempt to track the mouse.
- Mon Jul 29, 2019 3:55 pm
- Forum: Implemented Suggestions
- Topic: Let us restrict the number of trains a train stop can accept
- Replies: 13
- Views: 6353
Re: Let us restrict the number of trains a train stop can accept
Huh. Another thread with this idea, though this one has an interesting detail that it looks like this was a feature that was supposed to be in 0.15. I wonder what happened. o.O
- Fri Jul 26, 2019 1:55 pm
- Forum: Ideas and Suggestions
- Topic: load limitation
- Replies: 3
- Views: 1573
Re: load limitation
Even if the coal limit was completely removed, it wouldn't fix the problem. This is an issue where a single inserter is trying to feed in enough coal to power many boilers; it's a throughput issue. This setup simply won't work for any longer chain. Faster inserters can get it working much better, bu...
- Fri Jul 26, 2019 1:25 pm
- Forum: Implemented Suggestions
- Topic: More than 12 shortcuts
- Replies: 9
- Views: 5072
Re: More than 12 shortcuts
The current limit does feel a little arbitrarily small...
- Thu Jul 25, 2019 1:39 pm
- Forum: Ideas and Suggestions
- Topic: NVIDIA Freestyle support
- Replies: 12
- Views: 4871
Re: NVIDIA Freestyle support
You mean like installing a mod containing a custom shader someone else wrote and put up on the mod portal? That's pretty-much what I've been thinking of the whole time. Just an expansion of the game's modding capabilities to include shaders. That was not at all what I was thinking about when this c...