Search found 29 matches

by drNokard
Sat Feb 24, 2024 4:06 am
Forum: News
Topic: Friday Facts #399 - Trash to Treasure
Replies: 289
Views: 31454

Re: Friday Facts #399 - Trash to Treasure

You're so damn crazy!
That's why I love you!!!

If I were a game developer I would code like you, have a website like yours, and brainstorm like you do!

You are my computer role model!
by drNokard
Sat Dec 31, 2022 8:44 am
Forum: News
Topic: Friday Facts #372 - 2022 recap
Replies: 32
Views: 24002

Re: Friday Facts #372 - 2022 recap

One icon looks like a melting plant, so I think we could expect alloys and new minerals. That's not very surprising, I think.
The other I don't know... some electro-thing to modify items?
by drNokard
Tue Mar 30, 2021 6:31 pm
Forum: General discussion
Topic: Bigger chests?
Replies: 9
Views: 3185

Re: Bigger chests?

disentius wrote: ↑
Tue Mar 30, 2021 2:07 pm
For burst purposes, you want to empty the buffer faster than it fills.
One way to do that is this:
2021-03-30 16_06_22-Factorio 1.1.30.png
My input and output are connected, so it's not necessary, what isn't grabbed from inserters will simply run down the line
by drNokard
Tue Mar 30, 2021 6:29 pm
Forum: General discussion
Topic: Bigger chests?
Replies: 9
Views: 3185

Re: Bigger chests?

Bigger vanilla chests are not a thing, neither is excess production. The awnser lies in finding balance between supply and demand. No chest will be big enough to utilize two output belts out from 1 input belt in a continuous matter. (example: making science pack production) With a second input lane...
by drNokard
Tue Mar 30, 2021 6:19 pm
Forum: General discussion
Topic: Bigger chests?
Replies: 9
Views: 3185

Re: Bigger chests?

Actually, there is. If you have an irregular production, demand for specific component will vary greatly. Having a "buffer" allows to have a smaller factory that can satisfy the average demand without becoming supply constrained instead of requiring a bigger factory that need to satisfy p...
by drNokard
Mon Mar 29, 2021 11:56 am
Forum: General discussion
Topic: Bigger chests?
Replies: 9
Views: 3185

Bigger chests?

Hi,
should bigger chests (2x2, 3x3, 2x3) be a thing?
They would be useful to store excess production.
ATM this is what I do, but it is not beuatiful nor practical (let's not mention wagons).
Screenshot from 2021-03-29 13-53-49.png
Screenshot from 2021-03-29 13-53-49.png (183.41 KiB) Viewed 3185 times
by drNokard
Mon Mar 29, 2021 10:26 am
Forum: Ideas and Suggestions
Topic: Consumption/Production / Electric Network Info / Power Meter
Replies: 61
Views: 22775

Re: Graphs: Power consumption totals

This would be useful.
In alternative, a simple total power graph owuld be enough.
At the moment, we have only the top bars that are in rreal time, it's not possible to see the total consumption/production graph for different timeframes.
It would be useful to correctly dimension the power grid
by drNokard
Mon Mar 29, 2021 10:06 am
Forum: Ideas and Suggestions
Topic: Ghost placement in map mode
Replies: 10
Views: 2452

Re: Ghost placement in map mode

In my experience, when I am in map mode, I almost always keep SHIFT pressed.
My pinky finger is aching... :-)
by drNokard
Fri Mar 26, 2021 9:03 pm
Forum: Ideas and Suggestions
Topic: Ghost placement in map mode
Replies: 10
Views: 2452

Ghost placement in map mode

TL;DR When in map mode, entities should be always placed as ghosts even if you have the item in your inventory. What ? I did check this collection (https://forums.factorio.com/viewtopic.php?f=80&t=45635), but it looks like this is missing. ATM, when you are in map mode, if you have an item in y...
by drNokard
Tue Nov 12, 2019 10:34 am
Forum: General discussion
Topic: Factorio development questions
Replies: 2
Views: 1128

Re: Factorio development questions

Thanks!
You really were kind! <3
by drNokard
Tue Nov 12, 2019 8:59 am
Forum: General discussion
Topic: Factorio development questions
Replies: 2
Views: 1128

Factorio development questions

Hi I have had this message in drafts for months but I never found the courage to post it. Maybe it's time to let it go... It's been years since I started playing Factorio (20 june 2016, on Steam, to be precise). I always really like the intuition I get about its development that I get from FFF. I wa...
by drNokard
Mon Apr 29, 2019 11:54 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Direct inserters, not really good.
Replies: 3
Views: 3944

Re: Direct inserters, not really good.

I think that splitting a blue belt into 2 belts should not require blue belts anymore. Otherwise I'm not sure what you expect. Yes, inserters take time to swing back and forth and any gap passing by in that time is lost. Using side loading belts as buffers can cover that time and keep your belt com...
by drNokard
Mon Apr 29, 2019 10:08 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Direct inserters, not really good.
Replies: 3
Views: 3944

Direct inserters, not really good.

Hi! I post here instead of general discussion, because this post involves a link to a design I posted on reddit, but I'd like to hear from the "official community". :) Maybe many of you already know this "effect" tht I call "the inserter effect" , but while designing th...
by drNokard
Mon Apr 15, 2019 1:41 pm
Forum: Not a bug
Topic: [0.17.16] Wrong "can't mix fluids" message when changing recipe
Replies: 10
Views: 15810

Re: [0.17.16] Wrong "can't mix fluids" message when changing recipe

It's not about inputs. They have put the cart before the horse, by defining pipe contents based on what the machine expects to be coming in, so you can't switch the recipe because the new recipe wants to redefine an input that is being defined by the existing recipe. The more I look at it, the more...
by drNokard
Fri Mar 29, 2019 5:44 pm
Forum: Ideas and Suggestions
Topic: New information for power grid
Replies: 0
Views: 460

New information for power grid

1. Total Power Capacity for the Grid. Let's say I have 2x1 Nuclear plant with 28 turbines, 100 solar panels and 10 Steam Generators. It would be nice that on top of graph the value 175 MW would be displayed, to avoid remembering it constantly. 2. In the graph section, it would be nice to have a line...
by drNokard
Fri Mar 22, 2019 2:36 pm
Forum: Not a bug
Topic: [0.17.17] Upgrade planner on Underground belts
Replies: 1
Views: 896

[0.17.17] Upgrade planner on Underground belts

Correct behaviour: When selecting 1 underground belt END with Upgrade planner (Alt + U and then click and drag), both ends are marked for upgrade. Incorrect behaviour: When DESELECTING to cancel upgrade 1 underground belt END with Upgrade planner (Alt + U and then SHIFT + Click and drag) only that e...
by drNokard
Wed Mar 20, 2019 3:20 pm
Forum: Not a bug
Topic: [0.17.16] Power switch lacks electricity animation
Replies: 1
Views: 694

Re: [0.17.16] Power switch lacks electricity animation

Please ignore this topic. I forgot to attach the copper cable to the switch.
by drNokard
Wed Mar 20, 2019 3:14 pm
Forum: Not a bug
Topic: [0.17.16] Wrong "can't mix fluids" message when changing recipe
Replies: 10
Views: 15810

Re: [0.17.16] Wrong "can't mix fluids" message when changing recipe

No input or output pipes are yet attached in the screenshot, there is only the left "pipe to ground" but there is no "ground to pipe" placed.
The upper chemical plants are correct (they are the source of copy), the lower four are the copied entities.
by drNokard
Wed Mar 20, 2019 3:11 pm
Forum: Not a bug
Topic: [0.17.16] Power switch lacks electricity animation
Replies: 1
Views: 694

[0.17.16] Power switch lacks electricity animation

The lower Power switch lacks electricity animation, but does make the connection animation (the bridge attaching from left to right).
Cattura.PNG
Cattura.PNG (650.7 KiB) Viewed 694 times
Steps to reproduce: unknown. I attach game save.
by drNokard
Wed Mar 20, 2019 2:58 pm
Forum: Not a bug
Topic: [0.17.16] Wrong "can't mix fluids" message when changing recipe
Replies: 10
Views: 15810

[0.17.16] Wrong "can't mix fluids" message when changing recipe

Hello. When copying and pasting (default ctrl-c) if the copied entities are Chemical plants with their connecting pipes, it's not possible to change recipe of the chemical plant even if the pipes are still empty and not yet connected to the full pre-existent pipes. In the screenshot you can see the ...

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