Search found 36 matches

by MrFaul
Wed Jul 01, 2026 1:36 pm
Forum: Combinator Creations
Topic: Fuel consumption control for thrusters in Space Age
Replies: 58
Views: 153125

Re: Fuel consumption control for thrusters in Space Age

This is with 2.1 now largely irrelevant.
You can now directly read the "fill percentage" from a single pipe behind the pump since they don't have a separate "buffer" fluid box anymore.
What's in the pipe, is the percentage in all thrusters.

All you have to do is calculate the desired fill ...
by MrFaul
Fri Jun 19, 2026 2:55 pm
Forum: Ideas and Suggestions
Topic: Make circuit connection behavior configurable per wire
Replies: 72
Views: 21534

Re: Make circuit connection behavior configurable per wire


Toldya!


It is still questionable if this is a rewrite or a "work around".
I never doubted that there is stuff coming they already confirmed changes a long while ago.

Frankly doing anything curcuit related modding wise is still a PITA and I was hoping that they started with a better more ...
by MrFaul
Tue Jun 16, 2026 4:48 am
Forum: Ideas and Suggestions
Topic: Make circuit connection behavior configurable per wire
Replies: 72
Views: 21534

Re: Make circuit connection behavior configurable per wire

They have, but more in a sense to cope with multi threading and not the underlying principle.
This often involves making a task chunkable that can run independently which circuit networks are by default.
Each network is a chunk, sort off.

To work reliably you have to collect all inputs first and ...
by MrFaul
Mon Jun 15, 2026 11:04 am
Forum: Ideas and Suggestions
Topic: Make circuit connection behavior configurable per wire
Replies: 72
Views: 21534

Re: Make circuit connection behavior configurable per wire

We probably know more next Friday and what exactly will be possible.

From what I understand from the collected information over the years that the implementation of the circuit system isn't straight forward and requires a lot of "work arounds".
So unless they rewrite the entire thing from scratch ...
by MrFaul
Fri May 29, 2026 1:44 pm
Forum: News
Topic: Friday Facts #440 - 2.1 plan
Replies: 75
Views: 23354

Re: Friday Facts #440 - 2.1 plan

Uhhh... Does the QoL update include the changes to circuits that where in discussion?

Like the ability to selected the output channel as either green or red?
by MrFaul
Mon Mar 30, 2026 9:17 pm
Forum: Ideas and Suggestions
Topic: Quality ingredients should boost fluid production.
Replies: 2
Views: 561

Re: Quality ingredients should boost fluid production.

I searched for similar topics for about 5min as a standard practice...

And I'm not sure if I won or lost the keyword bingo... since this somehow slipped through the cracks lol!
by MrFaul
Fri Mar 27, 2026 7:06 am
Forum: Ideas and Suggestions
Topic: Take proximity into account when prioritising storage chests for logistic bot drop off
Replies: 2
Views: 846

Re: Take proximity into account when prioritising storage chests for logistic bot drop off

This would probably tank Performance massively.
Since you have to sort stuff for every request by distance which needs to be calculated per request.

I suspect they don't pick directly "the most recent updated" one.
Instead they pick the first one on the stack that fits the criteria.
This is ...
by MrFaul
Thu Mar 26, 2026 12:40 pm
Forum: Ideas and Suggestions
Topic: Quality ingredients should boost fluid production.
Replies: 2
Views: 561

Quality ingredients should boost fluid production.

TL;DR
Currently when you use quality ingredients for fluid recipes they have the same output.
But fluids don't have quality, so instead boost productivity depending on quality input.


What?
Add a in-build productivity boost to fluid recipes with quality ingredients.
I don't know, so Legendary ...
by MrFaul
Sun Feb 09, 2025 8:02 am
Forum: Ideas and Suggestions
Topic: QOL: Time stamps for the ingame console.
Replies: 6
Views: 1697

Re: QOL: Time stamps for the ingame console.


You can do this with the ts utility from moreutils , as a piped command when launching the game, eg for a Headless Server.

Good luck!


Very valuable tip, not just for Factorio but for general server management. (That I already know)

I just want that in-game for the log/console/chat ;-)
A ...
by MrFaul
Sat Feb 08, 2025 8:56 am
Forum: Ideas and Suggestions
Topic: QOL: Time stamps for the ingame console.
Replies: 6
Views: 1697

QOL: Time stamps for the ingame console.

Please add UNIX time stamps to any entry in the console and let the client render those localized so we finally know when what happend.

I like to know when people connect / disconnect to my game because I often run the game idle in the background as a OP screen saver 🀣
(Watching trains doing their ...
by MrFaul
Sun Feb 02, 2025 9:09 pm
Forum: Combinator Creations
Topic: Fuel consumption control for thrusters in Space Age
Replies: 58
Views: 153125

Re: Fuel consumption control for thrusters in Space Age

Uhm...
Just use a tank behind the pump to measure the fuel level.
Then set the pump(s if its a bigger ship, still only one tank to measure) to turn of at the desired % of 1k.
Then make a test flight to dial in offset for the sweet spot of your ship and your good to go.

This is a self regulating ...
by MrFaul
Fri Jan 24, 2025 5:41 pm
Forum: Ideas and Suggestions
Topic: Make circuit connection behavior configurable per wire
Replies: 72
Views: 21534

Re: Please, PLEASE make circuit connection behavior configurable per wire

Any news on this?
Because it would reduce headaches a lot...
by MrFaul
Tue Oct 22, 2024 2:12 pm
Forum: Ideas and Suggestions
Topic: Auto-launching of mixed rockets
Replies: 78
Views: 59272

Re: Auto-launching of mixed rockets

You can set a custom rocket load out on the space platform, there is a option for that.
But I think it's still only a single type of item that gets send, so the rocket is mostly empty.

You're supposed to automate that with the circuit network.
And honestly I think it's fine that way, it's still ...
by MrFaul
Fri Jul 19, 2024 1:10 pm
Forum: News
Topic: Friday Facts #420 - Fusion Reactor
Replies: 108
Views: 61635

Re: Friday Facts #420 - Fusion Reactor

I think it looks absolutely awesome.
But I don't like the mechanics, they feel way to similar to fission, rather repetitive.

I'd would love to seen something akin to Helions approach, directly using the magnetic field of the plasma to generate electricity.
This way the generator would be pulsed ...
by MrFaul
Fri Feb 23, 2024 4:08 pm
Forum: News
Topic: Friday Facts #399 - Trash to Treasure
Replies: 295
Views: 173293

Re: Friday Facts #399 - Trash to Treasure


- You have to build defensive coverage everywhere you build - check, although this time it seem you don't get a planet-wide solution, but HAVE to do it on every point. Can't wait to have additional entiities on mining outposts which have to be delivered and stamped down in a grid.


This is the ...
by MrFaul
Fri Sep 29, 2023 11:52 am
Forum: News
Topic: Friday Facts #378 - Trains on another level
Replies: 342
Views: 237898

Re: Friday Facts #378 - Trains on another level

Spaghetti trains, hell yeah.
With the new ability to Route trains over the base a lot of possibilities open up.

I wonder how much awesome stuff is left, surely you can't keep this up until release.
That would be one hell of a ride.

Also, can I make a wish?
Hopper/Funnel unloader:
To dump stuff ...
by MrFaul
Sat Jun 20, 2020 6:27 pm
Forum: News
Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Replies: 199
Views: 136005

Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing

https://forums.factorio.com/viewtopic.php?p=488255#p488255
I love you guys, you are by far my favorite developer studio.

And I wonder shouldn't pipes that are not connected to any I/O or storage be flushed automatically?
Sure it's a waste, but honestly as somebody who witnessed idiots putting a ...
by MrFaul
Sun Apr 05, 2020 10:15 am
Forum: News
Topic: Friday Facts #339 - Beacon HR + Redesign process
Replies: 216
Views: 158342

Re: Friday Facts #339 - Beacon HR + Redesign process

I don't like the "tower" idea of the beacon.

But I think this design is going somewhere
https://cdn.factorio.com/assets/img/blog/fff-339-beacon-anim-test.gif

Lose the pin on top, sink it deeper into the hole to reduce the complexity.
Basically a hole in the ground with mysterious suspended ...
by MrFaul
Fri Jul 26, 2019 2:33 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 589733

Re: Friday Facts #305 - The Oil Changes

Hm I don't know about the flamethrower ammo, just using crude oil doesn't feel right.
Crude oil is very viscose and actually hard to ignite (don't get it burning so), it just doesn't fit as ammo.

I'd have it rather if you would need a recipe change to require:
1x crude oil barrel
2x petroleum ...
by MrFaul
Fri May 03, 2019 5:05 pm
Forum: News
Topic: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan
Replies: 124
Views: 104000

Re: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan

Jo I would buy a really expensive limited special edition with a high quality hand made hard cover book that includes:

All accumulated Friday Facts up to this point
Art work
Maybe Popular blueprints with description (and a exchange string QR Code)
Tips and tricks
Factorio dev history
Lore
3 ...

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