Search found 112 matches
- Mon Dec 04, 2023 9:11 am
- Forum: Implemented Suggestions
- Topic: Adding gps tags/map pings with code
- Replies: 18
- Views: 1782
Re: Adding gps tags/map pings with code
Whitespace is a terrible example for the point you're trying to make (since it actually isn't adding or removing anything, it's just switching alphanumeric characters for whitespace characters). And that saying has a very obvious implied "and it still be usable" at the end. Whitespace is ...
- Sun Dec 03, 2023 11:23 pm
- Forum: Gameplay Help
- Topic: How can people play without infinite resource mod?
- Replies: 10
- Views: 2079
- Sun Dec 03, 2023 9:40 pm
- Forum: Implemented Suggestions
- Topic: Adding gps tags/map pings with code
- Replies: 18
- Views: 1782
Re: Adding gps tags/map pings with code
"Perfection is reached, not when there is nothing more to add, but when there is nothing more to take away." Counterpoint: https://en.m.wikipedia.org/wiki/Whitespace_(programming_language) There's a right amount of abstraction for a given task and two directions of wrong amount. Writing a...
- Sun Dec 03, 2023 9:12 pm
- Forum: News
- Topic: Friday Facts #387 - Swimming in lava
- Replies: 170
- Views: 40946
Re: Friday Facts #387 - Swimming in lava
The planet is generated from single tile that can be flipped and rotated to create multiple variations. The only random input is how these rotations and flips will be arranged next to each other. If I understood the last FFF correctly there will be no small island with ore unless the devs decided t...
- Fri Dec 01, 2023 1:06 am
- Forum: News
- Topic: Friday Facts #386 - Vulcanus
- Replies: 124
- Views: 25979
Re: Friday Facts #386 - Vulcanus
I only see the use of calcite in the production of better concrete and as a polarizing prism for lasers to increase their power. Don't forget that H2SO4 + CaCO3 -> CaSO4 + CO2 + H2O. I'm guessing we'll have to synthesize our water on Vulcanus by mining calcite to neutralize the acid from our sulfur...
- Wed Nov 29, 2023 10:41 pm
- Forum: Ideas and Suggestions
- Topic: Preorder of Factorio 2.0 DLC and get NEW RAILS EARLY!
- Replies: 7
- Views: 3038
Re: Preorder of Factorio 2.0 DLC and get NEW RAILS EARLY!
You had me going for a minute
- Mon Nov 27, 2023 5:15 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 329
- Views: 47706
Re: Friday Facts #384 - Combinators 2.0
Request: TICK DELAY. A TICK DELAY option assigned a single numeric value. Its purpose would be to to delay the combinator updating its output for a given amount of in game ticks. Tick sensitive circuits can be really tricky and often are encumbered by "blank" tick passthrough combinators ...
- Mon Nov 27, 2023 4:06 am
- Forum: Modding help
- Topic: Help w/ inserters, drop target, etc.
- Replies: 4
- Views: 536
Re: Help w/ inserters, drop target, etc.
From what I'm reading of the drop_target field, you can write to it. I'd try just iterating through the inserters and setting drop_target = box and doing whatever else you were going to do and see if anything breaks.
- Sun Nov 26, 2023 9:28 pm
- Forum: Not a bug
- Topic: [1.0.0] more trains fit between signals than the preview shows on c
- Replies: 17
- Views: 3802
Re: [1.0.0] more trains fit between signals than the preview shows on c
As I understand it the discrepancy comes from the rail cars being visually longer than the space they take up in a block, and the block visualizer using the visual bounding box instead of the pathfinding bounding box. Could the visualizer cheat and squish the previewed bounding boxes by a fraction s...
- Sat Nov 25, 2023 11:06 am
- Forum: Gameplay Help
- Topic: Tips for NEW players
- Replies: 15
- Views: 3969
Re: Factorio Fans - Tips for Beginners?
Hey Factorio enthusiasts! Just started playing and feeling a bit overwhelmed. Any tips for a newbie trying to navigate the world of Factorio? Share your wisdom and help a fellow player out! ππ οΈ All big problems in Factorio are just a bunch of little problems flying in close formation. If a problem ...
- Sat Nov 25, 2023 11:02 am
- Forum: News
- Topic: Friday Facts #386 - Vulcanus
- Replies: 124
- Views: 25979
Re: Friday Facts #386 - Vulcanus
Vul-can-us. Don't let the A be long or let the c get grouped with the first syllable
- Fri Nov 24, 2023 11:08 pm
- Forum: Ideas and Suggestions
- Topic: Linear serial blueprints
- Replies: 2
- Views: 320
Re: Linear serial blueprints
Linear tileable blueprints are definitely a thing. Take a look at the size and snap settings in the blueprint creation menu if you haven't already.
- Fri Nov 24, 2023 10:18 pm
- Forum: News
- Topic: Friday Facts #386 - Vulcanus
- Replies: 124
- Views: 25979
Re: Friday Facts #386 - Vulcanus
The planet looks neat, and I'm excited that there are new resources. but they are difficult to build on until you get cliff explosives Ugh. Cliffs have got to be one of the most complained about features in the base game, to the point where many people simply turn them off. I hope the devs will con...
- Fri Nov 24, 2023 8:09 pm
- Forum: News
- Topic: Friday Facts #386 - Vulcanus
- Replies: 124
- Views: 25979
Re: Friday Facts #386 - Vulcanus
Nanolathe mod whenEpisode922 wrote: βFri Nov 24, 2023 8:00 pmThe first video transport me in the past with the good old TOTAL ANNIHILATION.
I want to kiss a lava worm ! NOW
- Fri Nov 24, 2023 3:59 pm
- Forum: News
- Topic: Friday Facts #386 - Vulcanus
- Replies: 124
- Views: 25979
Re: Friday Facts #386 - Vulcanus
Being also a dwarf fortress fan, would love to have the ability to contain, move, and channel lava and other liquids. Any plans for terraforming controls that would allow us to channel the soil and let the fluids flow? Would be fun to allow for emergent gameplay, like "open the lava floodgates...
- Tue Nov 21, 2023 6:03 pm
- Forum: Technical Help
- Topic: New Gamer PC, poor factorio performance
- Replies: 10
- Views: 962
Re: New Gamer PC, poor factorio performance
Hi everyone, Our old PC was running a massive Factorio factory running at 7.0/7.0 FPS/UPS respectively. the specs were the following: i7-6700K @ 4.0Ghz 32Gb Ram @ 2133Mhz GTX1080 (forgot how much VRam) Game installed on a traditional HDD (Windows 10) Our replacement machine is now running the same ...
- Mon Nov 20, 2023 10:05 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 805
- Views: 133890
Re: Friday Facts #375 - Quality
It'll be interesting to see how quality interacts with productivity research. Might math out some hypotheticals later... I think it wouldn't change much, it's like putting quality modules in the machines, with the difference that you can have 4 quality modules There's a breakpoint where the margina...
- Mon Nov 20, 2023 9:40 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 805
- Views: 133890
Re: Friday Facts #375 - Quality
Your end goal, ultimately, will be making everything as Q5, anyway, so it's never going to be "worthless" I doubt this is a viable strategy. From my understanding, the way quality is designed, it's meant to be used only on a very limited part of the factory, where extreme optimisation is ...
- Sun Nov 19, 2023 11:45 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 805
- Views: 133890
Re: Friday Facts #375 - Quality
Don't produce them without a plan.Ranakastrasz wrote: βSun Nov 19, 2023 12:30 amWhat are you supposed to do with the occasional higher quality materials you can't match with others?
- Sat Nov 18, 2023 1:15 am
- Forum: Ideas and Suggestions
- Topic: [SA] Turret modes and defensive designs
- Replies: 2
- Views: 381
Re: Idea for factorio space expansion: Turret modes and defensive designs
Configureable firing arc and reaction speed research are things that I definitely found myself wanting in Space Exploration mod. We've yet to see what the new weapons are that they've been hinting at, though, so we'll have to hang on and see if this winds up being addressed.