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!
Search found 29 matches
- Sat Feb 24, 2024 4:06 am
- Forum: News
- Topic: Friday Facts #399 - Trash to Treasure
- Replies: 295
- Views: 97188
- Sat Dec 31, 2022 8:44 am
- Forum: News
- Topic: Friday Facts #372 - 2022 recap
- Replies: 32
- Views: 28817
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?
The other I don't know... some electro-thing to modify items?
- Tue Mar 30, 2021 6:31 pm
- Forum: General discussion
- Topic: Bigger chests?
- Replies: 9
- Views: 5153
Re: Bigger chests?
My input and output are connected, so it's not necessary, what isn't grabbed from inserters will simply run down the linedisentius 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
- Tue Mar 30, 2021 6:29 pm
- Forum: General discussion
- Topic: Bigger chests?
- Replies: 9
- Views: 5153
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 ...
- Tue Mar 30, 2021 6:19 pm
- Forum: General discussion
- Topic: Bigger chests?
- Replies: 9
- Views: 5153
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 peak ...
- Mon Mar 29, 2021 11:56 am
- Forum: General discussion
- Topic: Bigger chests?
- Replies: 9
- Views: 5153
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).
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).
- Mon Mar 29, 2021 10:26 am
- Forum: Ideas and Suggestions
- Topic: Consumption/Production / Electric Network Info / Power Meter
- Replies: 61
- Views: 29542
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
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
- Mon Mar 29, 2021 10:06 am
- Forum: Ideas and Suggestions
- Topic: Ghost placement in map mode
- Replies: 10
- Views: 3860
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...
My pinky finger is aching...

- Fri Mar 26, 2021 9:03 pm
- Forum: Ideas and Suggestions
- Topic: Ghost placement in map mode
- Replies: 10
- Views: 3860
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 ...
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 ...
- Tue Nov 12, 2019 10:34 am
- Forum: General discussion
- Topic: Factorio development questions
- Replies: 2
- Views: 1469
Re: Factorio development questions
Thanks!
You really were kind! <3
You really were kind! <3
- Tue Nov 12, 2019 8:59 am
- Forum: General discussion
- Topic: Factorio development questions
- Replies: 2
- Views: 1469
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 ...
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 ...
- Mon Apr 29, 2019 11:54 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Direct inserters, not really good.
- Replies: 3
- Views: 4587
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 ...
- Mon Apr 29, 2019 10:08 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Direct inserters, not really good.
- Replies: 3
- Views: 4587
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 this thing (https://www.reddit ...
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 this thing (https://www.reddit ...
- 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: 17007
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 ...
- Fri Mar 29, 2019 5:44 pm
- Forum: Ideas and Suggestions
- Topic: New information for power grid
- Replies: 0
- Views: 738
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 ...
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 ...
- Fri Mar 22, 2019 2:36 pm
- Forum: Not a bug
- Topic: [0.17.17] Upgrade planner on Underground belts
- Replies: 1
- Views: 1227
[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 ...
Incorrect behaviour: When DESELECTING to cancel upgrade 1 underground belt END with Upgrade planner (Alt + U and then SHIFT + Click and drag) only that ...
- Wed Mar 20, 2019 3:20 pm
- Forum: Not a bug
- Topic: [0.17.16] Power switch lacks electricity animation
- Replies: 1
- Views: 982
Re: [0.17.16] Power switch lacks electricity animation
Please ignore this topic. I forgot to attach the copper cable to the switch.
- 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: 17007
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.
The upper chemical plants are correct (they are the source of copy), the lower four are the copied entities.
- Wed Mar 20, 2019 3:11 pm
- Forum: Not a bug
- Topic: [0.17.16] Power switch lacks electricity animation
- Replies: 1
- Views: 982
[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).
Steps to reproduce: unknown. I attach game save.
Steps to reproduce: unknown. I attach game save.
- 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: 17007
[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 ...
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 ...