o_o That's nice one!
I believe it would make more sense in a form of dedicated "dump truck" like wagon though.
(seems perfect for transporting single type of items in bulk, as in real world)
Search found 52 matches
- Sat Dec 23, 2023 9:04 am
- Forum: Ideas and Suggestions
- Topic: Trains and furnaces
- Replies: 2
- Views: 629
- Sat Dec 23, 2023 8:52 am
- Forum: Outdated/Not implemented
- Topic: Diminishing returns on parallel research
- Replies: 12
- Views: 2262
Re: Diminishing returns on parallel research
Why ? Past the very early game, adding new labs to consume more flasks in parallel is cheap and easy. The consequence is that reseach speed per flask doesn't matter much: you can research almost as fast as you want by adding more labs to research in parallel. The real bottleneck, what really matter...
- Sat Dec 23, 2023 8:42 am
- Forum: Ideas and Suggestions
- Topic: The Productivity Cap and why the FFF #375 recycler shouldn't be introduced
- Replies: 42
- Views: 5802
Re: The Productivity Cap and why the FFF #375 recycler shouldn't be introduced
TL;DR The recycler shouldn't be introduced since it forces a cap on productivity bonuses, which go against the very nature of "the factory must grow" I'm under impression that Recycler introduction is not the most pressing matter to which Productivity cap attends to... We don't know enoug...
- Sat Dec 23, 2023 8:28 am
- Forum: General discussion
- Topic: Maximum throughput of a rail line
- Replies: 83
- Views: 13576
Re: Maximum throughput of a rail line
Does anyone have a formula for the maximum throughput of a rail line? Hot take: Purely speed-derived train throughput means nothing if cargo is not being actually delivered anywhere. For usual cargo max throughput is 27.69 items per second per stack inserter working, in ideal case (12 inserters) it...
- Sat Dec 23, 2023 7:54 am
- Forum: General discussion
- Topic: The big question: Are you going to try v2?
- Replies: 30
- Views: 6160
Re: The big question: Are you going to try v2?
About 2 seconds after release, a mod will come out moving cliff explosives back to earlier in the tree. + mod that tailors Quality naming to particular tastes, + mod which will allow switching to old Drone logics. Maybe more. I don't think that it's a sign of some problem with the game design. I th...
- Mon Dec 04, 2023 1:19 pm
- Forum: Releases
- Topic: Version 1.1.100
- Replies: 12
- Views: 17789
Re: Version 1.1.100
[*]Fixed bad pumpjack drain logic related to yield. (https://forums.factorio.com/110005) Didn't knew that oil spills rich enough can have more than 2/s yield minimum. Good to know! (might come handy for making dedicated Legendary fuel factories in the future...) The minimum is being calculated usin...
- Tue Nov 14, 2023 12:11 pm
- Forum: General discussion
- Topic: My issue with Factorio and how the 2.0 Space Age expansion is going to fix it (i hope)
- Replies: 13
- Views: 4385
Re: My issue with Factorio and how the 2.0 Space Age expansion is going to fix it (i hope)
My personal playstyle is prevention for some reason. I have this part which says "if you cause too big of an attack, you may fail to handle it so don't cause attacks" And this really slows down my progress. I end up wasting so much time on looking at the pollution and the debug to see if ...
- Wed Nov 08, 2023 8:04 pm
- Forum: Releases
- Topic: Version 1.1.96
- Replies: 9
- Views: 10978
Re: Version 1.1.96
Lot of "fixed when mod [defines absurdly huge value for something]" in there. :lol: No laughing matter here. As "base" game is technically a mod-like bunch of content definitions on top of exceptionally refined engine (riiiiight? In-game UI sends mixed messages in regard to this...
- Fri Nov 03, 2023 9:52 am
- Forum: General discussion
- Topic: The big question: Are you going to try v2?
- Replies: 30
- Views: 6160
Re: The big question: Are you going to try v2?
Is there any point in NOT trying v2?
Drone IQ upgrade alone warrants some extra hours investment. Just to give it a spin.
More convenient rails? Twice as nice!
And there's probably more.
Drone IQ upgrade alone warrants some extra hours investment. Just to give it a spin.
More convenient rails? Twice as nice!
And there's probably more.
- Tue Oct 31, 2023 6:10 am
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 813
- Views: 172941
Re: Friday Facts #375 - Quality
^ which once again confirms that Quality feature is a great decision which stimulates creativity on one more level. The problem is, while the developers basically did teased more or less precise numbers, exact Quality effect list is still due to appear. And, to a degree I am aware of, ANY informatio...
- Sun Oct 29, 2023 3:32 am
- Forum: Ideas and Requests For Mods
- Topic: Pump Filter for Fluids
- Replies: 6
- Views: 1029
Re: Pump Filter for Fluids
Why don't pumps have filters for fluids? See official thorough explanation . Well, it tilts towards eplanation of technical details behind that decision, but still... Official and exhaustive. Anyone want to take a stab at this? What's the ultimate goal for this feature? Given that it will NOT impro...
- Sun Oct 29, 2023 3:19 am
- Forum: Spread the Word
- Topic: Can i send Wube some money?
- Replies: 7
- Views: 4004
- Sun Oct 29, 2023 3:13 am
- Forum: Ideas and Requests For Mods
- Topic: [Idea] Circuit network connectable object that pauses game
- Replies: 11
- Views: 1565
Re: [Idea] Circuit network connectable object that pauses game
You basically lose your entire save if there is no unpause. Permanent pause = bad. I don't see how it can be deduced from Include a mod option to set the timeout for how often pauses can be triggered with this item. , honestly. Especially, since my response implies some form of unpause already and ...
- Sat Oct 28, 2023 3:24 pm
- Forum: Ideas and Requests For Mods
- Topic: [Idea] Circuit network connectable object that pauses game
- Replies: 11
- Views: 1565
Re: [Idea] Circuit network connectable object that pauses game
Additional notes Include a mod option to set the timeout for how often pauses can be triggered with this item. This is to prevent pause from being fired continuously, and can give some padding of however many seconds/minutes/hours you want that acts as a timer for the next time pause can be trigger...
- Sat Oct 28, 2023 3:13 pm
- Forum: Ideas and Requests For Mods
- Topic: [Mod Request] Narrow Gauge Railway
- Replies: 5
- Views: 1100
Re: [Mod Request] Narrow Gauge Railway
I'd take a liberty to ask a really hard question about whole concept. Since "early bus" have finite lifespan anyway (because starter resource patches are slim) and as proper base building starts after unlocking most key technologies (advanced oil processing, nuclear / solar energy, etc-etc...
- Sat Oct 28, 2023 3:04 pm
- Forum: Ideas and Requests For Mods
- Topic: GPS tracker for entities (mostly trains)
- Replies: 1
- Views: 610
Re: GPS tracker for entities (mostly trains)
Can you elaborate on the goal you'd like to accomplish [with global train network stats like that]? Analysis is nice - but it's done for analysis's sake seldom. And, for most cases I can imagine on the spot, the feature is present already in a form of rail signal logistics circuit network output, wh...
- Sat Oct 28, 2023 2:08 pm
- Forum: Ideas and Requests For Mods
- Topic: Factorio as a training ground for AI agents
- Replies: 1
- Views: 595
Re: Factorio as a training ground for AI agents
So you'd like to implement a sort of "golem mode" showcased in some old classic rogue-likes? You know, where you generate the character then let AI play it instead of player. While I have no experience with Factorio modding API yet, I assume that Factorio <-> AI "bridge mod" boil...
- Fri Oct 27, 2023 7:35 pm
- Forum: General discussion
- Topic: DLC Early Access / Beta / any other means for being among first enjoyers?
- Replies: 10
- Views: 2602
Re: DLC Early Access / Beta / any other means for being among first enjoyers?
The fact that you have been banned from so many as you claim is also suspicious and leans towards a tendency of not being able to follow the rules and/or other issues, which may not be looked upon favorably for closed beta testing. Just curious. Is recommendation letter from such small-scale indie ...
- Fri Oct 27, 2023 5:21 pm
- Forum: General discussion
- Topic: Quality level names poll
- Replies: 92
- Views: 13102
Re: Quality level names poll
As of liquids, I did asked in announcement comments. No response yet. Since in either case (Liquids have quality vs Liquids don't have quality) there are a lot of impactful game design decisions to make, I can wait. Maybe there'll be a dedicated FFF about how Quality would gonna interact with Liquid...
- Thu Oct 26, 2023 8:07 pm
- Forum: General discussion
- Topic: Quality level names poll
- Replies: 92
- Views: 13102
Re: Quality level names poll
Chipped Barrel of Chipped Lubricant.computeraddict wrote: βThu Oct 26, 2023 8:38 amCan I vote for "chipped, flawed, regular, flawless, perfect"?
This is ridiculous.
And I'm not even starting on Perfect...
P. S. Crude Crude Oil, anyone?