Search found 14 matches

by RedViper
Sun Sep 10, 2023 7:28 am
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 190577

Re: Friday Facts #375 - Quality

As well as I'm not sure if I should even start explaining that Expansion will definitely have more complex late game goals and scalability/transport problems between planets so going bigger than just finishing the "storyline" will 1000% require using quality system as well as other not ye...
by RedViper
Sun Sep 10, 2023 6:43 am
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 190577

Re: Friday Facts #375 - Quality

Yeah, after reading for the first 3 pages of this thread, I kinda lost faith in smartness of Factorio players. All those haters better re-read the blog post syllable by syllable. Maybe then digest that: 1) system is completely optional; 2) actual quality values only matter at the start of the journ...
by RedViper
Sat Sep 09, 2023 1:46 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 190577

Re: Friday Facts #375 - Quality

Man, what a difference a community makes. XD I've read through the responses on Steam, and here and in the forums, and it's crazy how night and day it is. Here on the forums it's mostly "This is interesting", "Here's how I think this could be improved", "I'm not excited abo...
by RedViper
Sat Sep 09, 2023 4:11 am
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 190577

Re: Friday Facts #375 - Quality

It's a game, the entire thing is optional, stop saying it as if it somehow absolves any concerns people may have about the feature. It's not optional for anyone that wants an optimized base, just like modules and beacons are not optional once you get to the endgame. Also concern of balancing is very...
by RedViper
Fri Sep 08, 2023 2:56 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 190577

Re: Friday Facts #375 - Quality

I think it's the first time I've seen the devs implement something I do not like. It's very inelegant, it doesn't fit the game, it's super "gamey", we're adding a tiering system on top of another tiering system. Yes real life manufacturing has some level of tolerance, but in most mature pr...
by RedViper
Fri Sep 01, 2023 5:25 pm
Forum: News
Topic: Friday Facts #374 - Smarter robots
Replies: 215
Views: 56697

Re: Friday Facts #374 - Smarter robots

I love this update. The construction changes and traversal loop fixes are huge. One questions, Are we waiting until the full expansion is ready for these QoL updates or will they come out in smaller patches over time? I think later acording to Kovarex https://www.reddit.com/r/factorio/comments/1673...
by RedViper
Fri Sep 01, 2023 5:17 pm
Forum: News
Topic: Friday Facts #374 - Smarter robots
Replies: 215
Views: 56697

Re: Friday Facts #374 - Smarter robots

I don't see any reason why this would be noticably more UPS intensive. The operations involved are: 1. like 4 multiply operations to find the location the robot would recharge at 2. "find roboport to recharge at" (notably this operation would have had to be done anyway) 3. literally nothi...
by RedViper
Fri Sep 01, 2023 3:44 pm
Forum: News
Topic: Friday Facts #374 - Smarter robots
Replies: 215
Views: 56697

Re: Friday Facts #374 - Smarter robots

Regarding the pathing over lakes: it seems that now you are using the selection of a roboport closer to the destination basically as a failure mode for when the robot needs to charge. Wouldn't it be possible to check immediately after a job is assigned to a robot if the distance is actually reachab...
by RedViper
Sat Mar 28, 2020 3:37 pm
Forum: PyMods
Topic: Py QOL mods
Replies: 4
Views: 2776

Re: Py QOL mods

Hello, I got an error with your helpful helmod recipes mod when using the transport drones mod, I thought it was a mistake on Klonans end, but he was nice enough to provide a fix. local function make_icons_for(thing) if thing.icons then return thing.icons end return {{ icon = thing.icon or "__b...
by RedViper
Mon Apr 15, 2019 8:49 pm
Forum: PyMods
Topic: discord ?
Replies: 3
Views: 1902

Re: discord ?

You can use the general discord to talk about pyanodons, just head to "modded-gameplay" I don't think there's a pyanodons only discord, although maybe it could be useful.
by RedViper
Sun Apr 14, 2019 11:57 pm
Forum: PyMods
Topic: pY Petroleum Handling
Replies: 633
Views: 215774

Re: pY Petroleum Handling

Are we getting access to this any time soon :D
by RedViper
Sat Apr 13, 2019 12:06 pm
Forum: Mods
Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 741
Views: 242760

Re: [MOD 0.17] Deadlock's Stacking Beltboxes & Compact Loaders

Would you consider making your loader circuit compatible? Right now they can't be connected with wires.

Is there any reason why not? Legitimately asking, maybe there's a reason I'm unaware off.
by RedViper
Mon Apr 08, 2019 9:50 am
Forum: PyMods
Topic: Show Me Your...
Replies: 173
Views: 56660

Re: Show Me Your...

e Yeah I understand LTN fairly well, it was just this design that was giving me some problems. I actually managed to get it working yesterday after I posted. I had to connect the lamp to the constant combinator(Which is connected to the tanks), and the Train Stop Output to the leftmost arithmetic c...
by RedViper
Sun Apr 07, 2019 9:09 pm
Forum: PyMods
Topic: Show Me Your...
Replies: 173
Views: 56660

Re: Show Me Your...

Hello, I stole this design from host65
Provider.png
Provider.png (2 MiB) Viewed 5548 times
However I can't get it to work, I'm sure I'm doing something incredibly stupid but for some reason they liquids aren't being provided to the LTN network.

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