Search found 40 matches

by functional
Sat Nov 30, 2024 4:12 pm
Forum: Ideas and Suggestions
Topic: Time-based filters into mod browser.
Replies: 0
Views: 135

Time-based filters into mod browser.

TL;DR

Allow filtering mods based with time-based criteria.

What?

When sorting by downloads, allow us to use filters like "Within last 24 hours", "Within last 7 days", "Within 30 days" etc. If current "trending" sorting overlaps, remove it.

Why?

This is incredibly useful filter for games ...
by functional
Thu Nov 28, 2024 9:26 pm
Forum: Ideas and Suggestions
Topic: Quality should increase train wagons capacity.
Replies: 11
Views: 963

Re: Quality should increase train wagons capacity.


+1

also locomotives should increase max speed/acceleration with quality as well


Technically it already does, because it does so for the fuel. While this may seem trivial, after playing with legendary fuel the difference is absolutely bonkers. Of course, that requires you to keep making ...
by functional
Thu Nov 28, 2024 6:36 am
Forum: Ideas and Suggestions
Topic: Quality should increase train wagons capacity.
Replies: 11
Views: 963

Quality should increase train wagons capacity.

Why?

With Space Age, potential throughput has increased drastically due to new tier of belts and stacking. Where previous max throughput per a single belt was 45/s, the new limit is 240/s. Quality changes to inserters also help you to reach these ridiculous levels quite easily.

Trains—in ...
by functional
Fri Nov 01, 2024 4:20 pm
Forum: Ideas and Suggestions
Topic: Allow saving and sharing of logistic groups.
Replies: 5
Views: 872

Saving groups.

I would really love if there would be a way to save groups so that you can use them in different playthroughs.

There are lots of groups that I'd be using repeatedly so a simple tab that includes "Saved Groups" category would really just do the trick.

That's it.
by functional
Wed Jun 26, 2024 7:07 pm
Forum: News
Topic: Friday Facts #416 - Fluids 2.0
Replies: 464
Views: 96921

Re: Friday Facts #416 - Fluids 2.0

Panzerknacker wrote: Wed Jun 26, 2024 7:01 pm Man just give up already
I thought you were the one who plans to quit if these changes go through? Seeing as they obviously will, I suppose it won't be me giving up innit? (Though I know you wont quit, but it's still funny)
by functional
Wed Jun 26, 2024 6:50 pm
Forum: News
Topic: Friday Facts #416 - Fluids 2.0
Replies: 464
Views: 96921

Re: Friday Facts #416 - Fluids 2.0

mcdjfp wrote: Wed Jun 26, 2024 3:07 pm
There is no point in fluids if they are simply power with different connectors.
Have you heard of oil processing?
by functional
Tue Jun 25, 2024 5:05 pm
Forum: News
Topic: Friday Facts #416 - Fluids 2.0
Replies: 464
Views: 96921

Re: Friday Facts #416 - Fluids 2.0


I have for a very long time not understood why this implementation was not the way the fluid system worked to begin with

Old system was "cooler" if you will. More elaborate and involved seemingly complex behavior due to being a system that tries to constantly seek equilibrium at a granular scope ...
by functional
Tue Jun 25, 2024 5:03 pm
Forum: News
Topic: Friday Facts #416 - Fluids 2.0
Replies: 464
Views: 96921

Re: Friday Facts #416 - Fluids 2.0

mmmPI wrote: Tue Jun 25, 2024 4:43 pm "most people rejoice now" is not really a good argument to disproove "they don't do that for mass appeal" x)
You haven't heard about proof of burden, have you? Right, not. Anyway, you're in the minority bud, these changes are happening.
by functional
Tue Jun 25, 2024 4:18 pm
Forum: News
Topic: Friday Facts #416 - Fluids 2.0
Replies: 464
Views: 96921

Re: Friday Facts #416 - Fluids 2.0


That target audience never wanted to play that type game in the first place, and the original fans don't want to play the altered new game.


Most veterans - including me - are for the change. So I'm sorry to say, but you're in the minority. I welcome you to check out Discord or, for example, the ...
by functional
Tue Jun 25, 2024 12:39 pm
Forum: News
Topic: Friday Facts #416 - Fluids 2.0
Replies: 464
Views: 96921

Re: Friday Facts #416 - Fluids 2.0


On topic:
I am interested to see the final version of this change. I never really liked the quirks of the current system for reasons others have already pointed out (inability to diagnose, abstraction/immersion breaking build-order dependencies, etc) but I tended to work something out regardless ...
by functional
Tue Jun 25, 2024 12:36 pm
Forum: News
Topic: Friday Facts #416 - Fluids 2.0
Replies: 464
Views: 96921

Re: Friday Facts #416 - Fluids 2.0


I don't believe you know better than the devs, but i respect your opinion.


The FFF calls the mechanic "unfun". Do you know better than the devs, in an area of knowledge that is specifically their expertise? (Gameplay design)

Alas, I'm done, as you hold so painfully obvious double standards.
by functional
Tue Jun 25, 2024 12:34 pm
Forum: News
Topic: Friday Facts #416 - Fluids 2.0
Replies: 464
Views: 96921

Re: Friday Facts #416 - Fluids 2.0


[...]


It's increasingly obvious to me that we have extremely different standards for what counts as a "puzzle" if you think placing an electronic pole in area that generally has no restrictions equates to a "puzzle" that you solve.

I think there's little else to discuss at this point. I've ...
by functional
Tue Jun 25, 2024 8:23 am
Forum: Energy Production
Topic: Nuclear Power Plant from the future
Replies: 105
Views: 14922

Re: Nuclear Power Plant from the future (FFF416/RANT)


[...]


I doubt there's any intrinsic limits. As they describe it, it seems like only limits are the inputs and (possibly) outputs, which are controlled through pumps. Doesn't seem like there will be any other kind of limits.

But you're right though, the oil processing change did come to my mind ...
by functional
Tue Jun 25, 2024 5:19 am
Forum: Energy Production
Topic: Nuclear Power Plant from the future
Replies: 105
Views: 14922

Re: Nuclear Power Plant from the future (FFF416/RANT)

Also, I'd be curious what you folks think about this reactor. Dunno about ratios and all since this is B&A and I can't be bothered to switch modlists.

https://i.imgur.com/l7PN814.png

There's no circuits anywhere. Temperature of reactors stays sub 1000 celsius (so all is consumed) and there's ...
by functional
Tue Jun 25, 2024 4:44 am
Forum: Energy Production
Topic: Nuclear Power Plant from the future
Replies: 105
Views: 14922

Re: Nuclear Power Plant from the future (FFF416/RANT)


Does it even matter? Even if mmmPi were to remove all the circuits and extra tanks and whatever other superfluous items, that doesn't change the overall point of the design demonstration.


Makes it more difficult to take as a serious concern that people can do a simple design when most people ...
by functional
Tue Jun 25, 2024 4:31 am
Forum: News
Topic: Friday Facts #416 - Fluids 2.0
Replies: 464
Views: 96921

Re: Friday Facts #416 - Fluids 2.0



There's nothing you can do about the 4,8k flow being the max flow (pipe to pump to pipe) and if you wanted more flow, you just had to have more parallel pipes. This isn't a challenge, just repetitive actions. And also some jank was necessary too because you needed a pump after every pipe in your ...
by functional
Tue Jun 25, 2024 3:18 am
Forum: News
Topic: Friday Facts #416 - Fluids 2.0
Replies: 464
Views: 96921

Re: Friday Facts #416 - Fluids 2.0


However in the new system, a single pipe can supply a whole base, which removes the logistic challenge. I still believe that a proper solution exists.


It actually doesn't. Routing those pipes is far more annoying in my opinion than solving the problem with trains to begin with. You may disagree ...
by functional
Tue Jun 25, 2024 3:00 am
Forum: Energy Production
Topic: Nuclear Power Plant from the future
Replies: 105
Views: 14922

Re: Nuclear Power Plant from the future (FFF416/RANT)



Arguably even OP's nuclear power plant is too complex. Nuclear power is so extremely efficient that once you learn kovarex enrichment, there's no real point to add that whole buffer because having the nuclear reactor 24/7 on barely consumes a resource that is practically infinite anyway. Only in ...
by functional
Mon Jun 24, 2024 6:30 pm
Forum: Energy Production
Topic: Nuclear Power Plant from the future
Replies: 105
Views: 14922

Re: Nuclear Power Plant from the future (FFF416/RANT)

Arguably even OP's nuclear power plant is too complex. Nuclear power is so extremely efficient that once you learn kovarex enrichment, there's no real point to add that whole buffer because having the nuclear reactor 24/7 on barely consumes a resource that is practically infinite anyway. Only in ...
by functional
Mon Jun 24, 2024 5:51 pm
Forum: News
Topic: Friday Facts #416 - Fluids 2.0
Replies: 464
Views: 96921

Re: Friday Facts #416 - Fluids 2.0



A question came up when I read the description a good beginning.

This simplifies a feature of the base game. Is the base game going to receive any of the improvements/complexity substitutions that this allows, or will they all be reserved for the paid add-on?


It's not explicitly stated in ...

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