Search found 204 matches

by Hexicube
Wed Jan 30, 2019 12:31 pm
Forum: Ideas and Suggestions
Topic: Advanced Nuclear fuel reprocessing
Replies: 17
Views: 4162

Re: Advanced Nuclear fuel reprocessing

It should be possible to implement this as a mod, as the recipes themselves are pretty simple and the only real addition is plutonium as a pure intermediate item. Based on a search for "enrichment", this actually seems to be a convenient hole in the market if you want to capitalise on it. ...
by Hexicube
Wed Jan 30, 2019 12:14 pm
Forum: Not a bug
Topic: [0.16.51] Refinery can't be loaded with iserters
Replies: 5
Views: 1496

Re: [0.16.51] Refinery can't be loaded with iserters

This is likely related to the problem I had with furnace-type assemblers outputting a fluid backing up and sending the inserter to sleep, but not waking it back up.
by Hexicube
Mon Jan 28, 2019 1:19 am
Forum: Mod portal Discussion
Topic: [Suggestion] Image improvements
Replies: 0
Views: 841

[Suggestion] Image improvements

1. An option to mark an image as hidden Would be useful for images intended to be used as the preview in lists, as well as for #3 below. 2. An option to mark an image as pixel-perfect (or non-scaling) Would make smaller images look far better, as the scaling can often completely ruin an image. 3. So...
by Hexicube
Sun Jan 27, 2019 2:58 am
Forum: Ideas and Suggestions
Topic: Productivity modules boundaries
Replies: 6
Views: 2094

Re: Productivity modules boundaries

If I'm not mistaken, the current productivity limitations are that you can use them on anything in intermediates except barrels and enrichment, the latter of which is fixed for 0.17 as it was a catalyst issue.
by Hexicube
Sat Jan 26, 2019 11:16 pm
Forum: Ideas and Suggestions
Topic: Smaller and more informative achievement pins
Replies: 0
Views: 625

Smaller and more informative achievement pins

Right now the pins are a massive icon, sometimes with a progress bar, and that's it.
It'd be a lot nicer if the pins had the name, description, and a smaller icon.

Here's a quick mock-up of my idea:
Image
by Hexicube
Sat Jan 19, 2019 9:08 pm
Forum: Implemented Suggestions
Topic: Support for mod packs
Replies: 40
Views: 14429

Re: Support for mod packs

Going to revive this topic instead of making a new one; modpacks would be a really nice addition to the portal.
by Hexicube
Sat Jan 19, 2019 1:14 pm
Forum: Modding discussion
Topic: Removing fluid temperature - thoughts?
Replies: 94
Views: 30120

Re: Removing fluid temperature - thoughts?

How will this affect steam engines and turbines? Currently turbines only draw double the steam but produce far more power due to the vastly increased temperature, and engines attempting to use that 500C steam will be inefficient. My assumption is that the output rate of exchangers and input rate of ...
by Hexicube
Tue Jan 15, 2019 7:39 pm
Forum: Not a bug
Topic: [0.16.51] Science lab buffers do not respect the speed of the lab
Replies: 1
Views: 751

[0.16.51] Science lab buffers do not respect the speed of the lab

https://i.imgur.com/mzSTTl7.png The left lab has +250% speed, the right lab has +2000% speed. Both labs are being fed by a stack size 1 inserter. The labs are off due to not having all packs for the tech picked. Both labs stop being fed when there are 2 packs. In most cases this is fine, but it can...
by Hexicube
Thu Sep 20, 2018 2:46 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [15.35] [Mods] Inserter stops feeding furnace-type assembler
Replies: 8
Views: 2772

Re: [Rseding91] [15.35] [Mods] Inserter stops feeding furnace-type assembler

Sorry for the large delay, forgot about the issue. Relevant mod: https://mods.factorio.com/mods/Hexicube/Hexi_Inline_Ore_Processing (tested with v0.5.1 in 0.16.51) Save is attached. In the top example, I added the inserter before attaching the acid feed, and it initially operated fine. If it happens...
by Hexicube
Wed Sep 19, 2018 11:42 am
Forum: Ideas and Suggestions
Topic: [FFF 260] Pipe junctions should merge, for reduced calculations
Replies: 7
Views: 2782

Re: [FFF 260] Pipe junctions should merge, for reduced calculations

you say it makes sense, and that it is logical, but then you have to think about... what constitutes a junction merge? 1 pipe section between 2 junctions? Those Underground junctions would count as 2 pipes between them, so do you limit it to 2 pipes between junctions to merge them? Maximum 2 non-ju...
by Hexicube
Sun Sep 16, 2018 2:47 pm
Forum: Ideas and Suggestions
Topic: [FFF 260] Pipe junctions should merge, for reduced calculations
Replies: 7
Views: 2782

[FFF 260] Pipe junctions should merge, for reduced calculations

In the most recent FFF the new proposed system is effectively turning the entire pipe network into single pipe segments connected with junctions. This is an improvement in theory, but it mentions junctions would be a little more CPU intensive...and then it shows the last image: https://eu1.factorio....
by Hexicube
Mon Aug 20, 2018 3:47 am
Forum: Pending
Topic: [0.16.51] Splitter has noticeable wobble at exactly 1x zoom
Replies: 2
Views: 1082

[0.16.51] Splitter has noticeable wobble at exactly 1x zoom

I assume this only happens with high graphics (double res), and is additionally only there in specific orientations. The problem is a lot harder to see at other zoom levels, except for 0.5x where it is exacerbated. I can see it in fast splitters facing right and down, but not left and up. When looki...
by Hexicube
Sun Aug 19, 2018 4:32 pm
Forum: Not a bug
Topic: [0.16.51] Large save for potential map load/save optimising
Replies: 1
Views: 980

[0.16.51] Large save for potential map load/save optimising

Note: I am not actually reporting a bug, but since this is where performance problems go, I figured this is the best place. I have a 350MB save where I explored 125k tiles to the right, and it takes a long time to load/save as expected. I've decided to offer it as an optimisation target, to see if e...
by Hexicube
Wed Aug 15, 2018 10:16 pm
Forum: Ideas and Suggestions
Topic: Numbers precision (in production window) / Display 3 significant/relevant numbers / Full precision when hover numbers
Replies: 36
Views: 6429

Always use 3 s.f. when showing shortened numbers

Currently it's a little inconsistent, it will show 3 s.f. if the abbreviation needs 100s and will show 2 s.f. otherwise. This is what it currently looks like: https://i.imgur.com/Tq4Vnoi.png "1.0k" "10k" "100k" In order to squeeze enough space for this extra digit (sinc...
by Hexicube
Fri Jun 22, 2018 7:24 pm
Forum: Implemented mod requests
Topic: Burner generator entity for modded
Replies: 5
Views: 1719

Burner generator entity for modded

Re-suggesting this in light of FFF #248, and also since there's no clean way to do this with the entities available. Right now if I want to implement a burner generator in modded I have to create the following: - A water generator - A steam engine - If I want a burn result, an extra entity to extrac...
by Hexicube
Sat Jun 02, 2018 9:02 pm
Forum: Balancing
Topic: [FOR 0.17] Recipe changes to high-tech/prod packs
Replies: 2
Views: 1378

[FOR 0.17] Recipe changes to high-tech/prod packs

In light of the announced 0.17 science pack tech nodes (for clarity to new players), I have a proposal to go with it for 0.17: - Production and high-tech packs are made cheaper - Techs that currently require prod/ht packs become more expensive to compensate; alternatively, make blue packs more expen...
by Hexicube
Wed May 30, 2018 12:57 pm
Forum: Not a bug
Topic: s3tc compressing atlases takes up to half a minute
Replies: 12
Views: 3255

Re: s3tc compressing atlases takes up to half a minute

We might also make an option to use lower-res sprites for shadows. And last but not least lot of shadow sprites could be cropped more because they contain also parts that is always occluded by machine that is casting the shadow. Honestly, for shadows, you could probably get away with something like...
by Hexicube
Tue Apr 17, 2018 7:07 pm
Forum: Ideas and Suggestions
Topic: Tech tree improvements (missing dependencies, empty techs)
Replies: 3
Views: 1223

Tech tree improvements (missing dependencies, empty techs)

There's a few annoying cases inside the tech tree that I would like to be resolved: - Advanced material processing 2 is not required, directly or indirectly, by tech that needs the production pack unlocked by it - Portable solar don't require the solar panel tech, same issue as above - Energy shield...
by Hexicube
Tue Feb 20, 2018 7:51 am
Forum: Won't fix.
Topic: [16.25] [Mods] Accumulator drain does not function correctly
Replies: 1
Views: 962

[16.25] [Mods] Accumulator drain does not function correctly

When adding drain to accumulators via a mod, it is added to the accumulator but does not always drain power. It appears to only drain power when not connected to a network. A bare-bones mod is attached for reproducing the problem. The only thing it does is give accumulators 5kW drain. Steps to repro...

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