Search found 38 matches
- Fri Oct 25, 2024 5:13 pm
- Forum: News
- Topic: Friday Facts #434 - Galaxy of Fame
- Replies: 46
- Views: 9567
Re: Friday Facts #434 - Galaxy of Fame
Congratulations on this huge accomplishment...Factorio is the greatest game that ever has been or will be made. I fully agree with that feeling! I'm still hoping for a minecraft mod version of factorio though. Fortresscraft tried, but that's a one-man-studio game, and it really shows. (Of course, N...
- Fri Sep 06, 2024 1:58 pm
- Forum: News
- Topic: Friday Facts #427 - Combat Balancing & Space Age LAN
- Replies: 253
- Views: 34436
Re: Friday Facts #427 - Combat Balancing & Space Age LAN
Yeah, I see a lot of panic about the PLD nerf, especially in combo with the nest HP boost. And I can't help but feel that this change is aimed specifically at players like me. I've never really used combat robots for anything at all. PLD doesn't require restocking on ANYTHING, is just a little bit f...
- Fri Aug 30, 2024 4:10 pm
- Forum: News
- Topic: Friday Facts #426 - Resource search & Assembler GUI improvements
- Replies: 91
- Views: 16522
Re: Friday Facts #426 - Resource search & Assembler GUI improvements
TLDR: Ability to search for items based on their color +1 !!! I don't even know how many times this has tripped me up. Adding invisible search terms sounds like a GREAT idea to me. They're green circuits, dagnabit! Having to remember the "official" names of things really sucks sometimes. ...
- Fri Aug 30, 2024 4:03 pm
- Forum: News
- Topic: Friday Facts #426 - Resource search & Assembler GUI improvements
- Replies: 91
- Views: 16522
Re: Friday Facts #426 - Resource search & Assembler GUI improvements
I just noticed something, whatever creatures run around on Vulcanus are probably quite terrifying, otherwise how would you justify that packed ring of turrets around the coal patch: Uhm, maybe somebody else is like me and just throws a big ring up just because? Or even a double row? Though I guess ...
- Fri Apr 26, 2024 1:43 pm
- Forum: News
- Topic: Friday Facts #408 - Statistics improvements, Linux adventures
- Replies: 161
- Views: 28408
Re: @raiguard RE: background saving
I don't know if you can take anything away from this, I just wanted to share a user story after you asked for feedback. If it's possible, it might be worth exploring if the forked Factorio instance could unload essentially everything but raw entity data or similar. I don't know much about the inter...
- Fri Apr 26, 2024 1:29 pm
- Forum: News
- Topic: Friday Facts #408 - Statistics improvements, Linux adventures
- Replies: 161
- Views: 28408
Re: Friday Facts #408 - Statistics improvements, Linux adventures
While you are improving the stats UI, *please* add a very basic QoL feature: Remember/persist last viewed time scale accross close/open stats UI. Opening the stats UI defaults to "5 s", which I honestly believe to be the *least* useful choice. Every single time I open stats, I need to swi...
- Mon Mar 25, 2024 12:12 am
- Forum: News
- Topic: Friday Facts #403 - Train stops 2.0
- Replies: 132
- Views: 29589
Re: Friday Facts #403 - Train stops 2.0
Awesome updates as always! One thing I haven't seen anyone talk about yet in the thread is the new rail planning from map. I noticed you can't see the ghost rails unless you have radar coverage. Personally alot of the times when I'm expanding rails are one of the first things to go in. The feature ...
- Sat Mar 23, 2024 3:50 pm
- Forum: News
- Topic: Friday Facts #403 - Train stops 2.0
- Replies: 132
- Views: 29589
Re: Friday Facts #403 - Train stops 2.0
My suggestion is: when multiple departing trains(stations) are at the same priority, the one who is waiting the longest should go there It's deliberate that it DOESN'T do that, actually. Trains always take the shortest path. Which sounds reasonable, of course, but also includes deciding which of se...
- Fri Mar 22, 2024 3:19 pm
- Forum: News
- Topic: Friday Facts #403 - Train stops 2.0
- Replies: 132
- Views: 29589
Re: Friday Facts #403 - Train stops 2.0
Since you've added manual pushing of wagons, I would love if you could I update the wagon model slightly. Adding a ladder at the end like North American boxcar, that our engineers would hang off of when riding them would be very amusing to me and hopefully others. I second that. Adding a visual ind...
- Fri Mar 15, 2024 11:18 pm
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 170
- Views: 35443
Re: Friday Facts #402 - Lightspeed circuits
I made an assembly language for combinators to sidestep most of the issues that fiddling with combinators and wires manually creates: https://qon.github.io/combinassembly/ Some instructions: https://github.com/Qon/combinassembly 2D-layout is a planned feature. Size issue kind of fixed: https://mods...
- Fri Mar 15, 2024 5:51 pm
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 170
- Views: 35443
Re: Friday Facts #402 - Lightspeed circuits
I would straight up not bother with the radar transmission at all - why bother wasting the resources to craft them and the power to run them, when powerline circuits are free on both accounts? Besides, it doesn't remove the need for a multiplexer anyway since there's only one channel. Fair. And run...
- Fri Mar 15, 2024 5:44 pm
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 170
- Views: 35443
Re: Friday Facts #402 - Lightspeed circuits
Is there a mod that implements the radar feature in the current version of the game? Yes. I don't know for sure which one, but the current modpack for "space exploration" has a uplink/downlink pair of machines with an infinite number of named channels. Not sure if they're available as a s...
- Fri Mar 15, 2024 4:48 pm
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 170
- Views: 35443
Re: Friday Facts #402 - Lightspeed circuits
Would it be bold ask for an "integrated circuit" a box 2x4 tiles which opens a virtual surface (a sort of space platform of a fixed size, one chunk , 32x32 tiles ). Box has 4 inputs and 4 outputs wires connectors. Only combinator's items are allowed to place inside the "integrated ci...
- Fri Oct 27, 2023 2:36 pm
- Forum: News
- Topic: Friday Facts #382 - Logistic groups
- Replies: 230
- Views: 50435
Re: Friday Facts #382 - Logistic groups
Eh, I'll double up on the "weight limits are a weird thing to do" that other people have voiced. And it's true! Are there even ANY in existence games that have both a slot and weight based inventory system. How does that work? Given the lack of visual ques that I'm seeing even in the rocke...
- Fri Sep 22, 2023 9:11 pm
- Forum: News
- Topic: Friday Facts #377 - New new rails
- Replies: 227
- Views: 68543
Re: Friday Facts #377 - New new rails
I'll second who ever said we should be able to directly edit train stop names in a trains route. Losing a complex rule hurts, man. Especially if it's several, and you just need to change "iron" to "copper" and be done, but NOOO.... you have to redo the whole condition, and hope l...
- Fri Sep 22, 2023 9:09 pm
- Forum: News
- Topic: Friday Facts #377 - New new rails
- Replies: 227
- Views: 68543
Re: Friday Facts #377 - New new rails
The rail updates look really good, except for one thing. You briefly mentioned the problem of manual control when going through complex junctions. How would manual train control be implemented in the final graphic in your post, where one rail splits into five parallel tracks? I think it would be pr...
- Sat Sep 02, 2023 2:07 am
- Forum: News
- Topic: Friday Facts #374 - Smarter robots
- Replies: 217
- Views: 58087
Re: Friday Facts #374 - Smarter robots
And it would at least make the "I'm so powerful I can ride a train and build a track as we go!" work a damned sight better. It's maybe naive, but that was the expectation that I had when I first built a personal roboport. I was kinda pissed when it not only didn't work but upgrading made ...
- Sat Sep 02, 2023 12:09 am
- Forum: News
- Topic: Friday Facts #374 - Smarter robots
- Replies: 217
- Views: 58087
Re: Friday Facts #374 - Smarter robots
TL;DR: For personal roboports only, we really, really, really need jobs sorted by distance from the player. ... This could honestly be done as a tweak to the deconstruction planner/blueprint deployer, at least I'd guess... Just adding tasks in a different order onto the queue, so the close ones get...
- Fri Sep 01, 2023 11:41 pm
- Forum: News
- Topic: Friday Facts #374 - Smarter robots
- Replies: 217
- Views: 58087
Re: Friday Facts #374 - Smarter robots
TL;DR: For personal roboports only, we really, really, really need jobs sorted by distance from the player. ... This could honestly be done as a tweak to the deconstruction planner/blueprint deployer, at least I'd guess... Just adding tasks in a different order onto the queue, so the close ones get...
- Fri Sep 01, 2023 7:53 pm
- Forum: News
- Topic: Friday Facts #374 - Smarter robots
- Replies: 217
- Views: 58087
Re: Friday Facts #374 - Smarter robots
Well, when people speak of pathfinding, they usually refer to dynamic obstacles and collision detection. Since bots are flying, none of them is applicable. There's just a number of static waypoints. Unlike the true pathfinding, this operation is quite cheap. Waypoints is pathfinding. It was popular...