Search found 112 matches

by computeraddict
Fri Nov 03, 2023 5:08 pm
Forum: News
Topic: Friday Facts #383 - Super force building
Replies: 172
Views: 30643

Re: Friday Facts #383 - Super force building

Hi all, I still don't see a clear information if water can be spawned (with pump installment) basically anywhere or just in the places, that were landfilled before. Any coments on that from devs much appreciated. This only removes landfill from water, it doesn't create water. Given water pumps can ...
by computeraddict
Fri Nov 03, 2023 3:27 pm
Forum: News
Topic: Friday Facts #383 - Super force building
Replies: 172
Views: 30643

Re: Friday Facts #383 - Super force building

Given water pumps can be landfilled over after placement, can I make a small request that they be placeable on landfill directly without removing the landfill first?

Great stuff tho.
by computeraddict
Fri Nov 03, 2023 3:17 pm
Forum: News
Topic: Friday Facts #382 - Logistic groups
Replies: 230
Views: 36656

Re: Friday Facts #382 - Logistic groups

How did you calculate the numbers? Did you take into consideration legendary inserters AND logistic bots at the same time? I stopped at legendary stack inserters moving chest to chest (in sufficiently long chains to reach labs/trains) with the assumption that the only thing being imported were 5 ty...
by computeraddict
Fri Nov 03, 2023 1:16 pm
Forum: News
Topic: Friday Facts #382 - Logistic groups
Replies: 230
Views: 36656

Re: Friday Facts #382 - Logistic groups

I see many people complaining about the maximum of one landing pad per planet. While I do not care about that myself because I don't build megabases (I only play to win the game), I do see their point AND also the developer's point, and I propose this solution: Only allow planets to have multiple l...
by computeraddict
Tue Oct 31, 2023 9:49 am
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 805
Views: 133577

Re: Friday Facts #375 - Quality

According to your approach, the reactor takes 8 second to build, therefore 1 assembly can build 7.5 per hour, meaning 1500 reactor during a 200 hour long game, and if you take 3% that still amount to 450 reactors. If you have legendary quality module, that still represent 25% that are legendary, so...
by computeraddict
Tue Oct 31, 2023 7:23 am
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 805
Views: 133577

Re: Friday Facts #375 - Quality

But where ? at the very begining first like the green circuit ? they are part of the loop ? You mean in the assembly first or in the recycler first ? And then which step of recycling is the better ? What if recycling is much faster than production ? If we consider tier 3 quality module, they are ma...
by computeraddict
Tue Oct 31, 2023 3:18 am
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 805
Views: 133577

Re: Friday Facts #375 - Quality

Imagine you have your first 4 to 10 quality module, would you put them in the inserter assembly ? the roboport ? the armor ? the reactor ? the spidertron ? something for the space platform ? I'd put them in the assembly loop for higher quality quality modules. There so many "last product"...
by computeraddict
Tue Oct 31, 2023 1:29 am
Forum: Modding discussion
Topic: Is there a place where we can see the base Factorio logic so we can mod it?
Replies: 1
Views: 417

Re: Is there a place where we can see the base Factorio logic so we can mod it?

AFAIK that's part of the unmoddable part of the engine and mods like Logistic Train Network manipulate a train's schedule to redirect trains.
by computeraddict
Tue Oct 31, 2023 1:06 am
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 805
Views: 133577

Re: Friday Facts #375 - Quality

Yes, it is better to obtain the superior qualities only with recipes that return raw materials and thus avoid the entire complicated process just to obtain a specific final product. You are assuming quality modules are free and have no opportunity cost, no? Using a quality module in place of a prod...
by computeraddict
Mon Oct 30, 2023 7:21 am
Forum: News
Topic: Friday Facts #382 - Logistic groups
Replies: 230
Views: 36656

Re: Friday Facts #382 - Logistic groups

Remember that the landing pad acts as a provider chest as well, opening up the possibility for crazy bot throughput. There will probably be crazy train station loading designs where the pad is surrounded by roboports to load nearby requester chests at stations. I was going to write a section on how...
by computeraddict
Mon Oct 30, 2023 12:52 am
Forum: News
Topic: Friday Facts #382 - Logistic groups
Replies: 230
Views: 36656

Re: Friday Facts #382 - Logistic groups

Time to do the math on what 1 landing pad per surface means for megabasing. Depending on the size of the building, we'll have some number of spots to stick stack inserters around it. With current max research, stack inserters can move 27.69 items per second. With legendary quality, this increases to...
by computeraddict
Sun Oct 29, 2023 5:37 pm
Forum: News
Topic: Friday Facts #382 - Logistic groups
Replies: 230
Views: 36656

Re: Friday Facts #382 - Logistic groups

1 landing pad per world seems fine for non-mega bases, and mega bases are the only ones that can afford infinite research. I'd say it makes perfect sense for the limit of landing pads to be increasable via infinite research, as earlier in the game you're forced to use just one, and in the late game...
by computeraddict
Fri Oct 27, 2023 9:47 pm
Forum: News
Topic: Friday Facts #382 - Logistic groups
Replies: 230
Views: 36656

Re: Friday Facts #382 - Logistic groups

Regarding rocket capacity: Now you’ve identified the ignored problem of the player carrying multiple tons of equipment. I don’t want you to limit player inventory, but this is a major inconsistency. I'm already imagining the masochism mods that will apply this system to all containers and it's maki...
by computeraddict
Fri Oct 27, 2023 6:08 pm
Forum: News
Topic: Friday Facts #373 - Factorio: Space Age
Replies: 267
Views: 72207

Re: Friday Facts #373 - Factorio: Space Age

I'll be following for sure, but it just seems backward that I have the technology to launch a rocket but can't make a cliff explosive. I really like having the cliff explosives to shape the land the way I see fit. I realize we can go over the cliffs, but I don't really want to. I guess I can just p...
by computeraddict
Fri Oct 27, 2023 5:01 am
Forum: General discussion
Topic: Quality level names poll
Replies: 92
Views: 8941

Re: Quality level names poll

Fluids will have a separate quality-like mechanic called purity, ranked in grades: Bulk grade Technical grade Laboratory grade Reagent grade Snake oil grade These will be produced in the Woodshed Still in a manner similar to the recycler, but volume loss will only be an estimated 10% per grade incre...
by computeraddict
Thu Oct 26, 2023 5:33 pm
Forum: News
Topic: Friday Facts #381 - Space Platforms
Replies: 209
Views: 43821

Re: Friday Facts #381 - Space Platforms

varundevan wrote:
Thu Oct 26, 2023 10:02 am
one of the things that makes Factorio a good teacher is that how close the game is to the real world scenarios.
Eh?

https://alt-f4.blog/ALTF4-35/
by computeraddict
Thu Oct 26, 2023 8:38 am
Forum: General discussion
Topic: Quality level names poll
Replies: 92
Views: 8941

Re: Quality level names poll

Can I vote for "chipped, flawed, regular, flawless, perfect"? ;)
by computeraddict
Thu Oct 26, 2023 8:33 am
Forum: Ideas and Suggestions
Topic: Not zoom to cursor
Replies: 41
Views: 3781

Re: Not zoom to cursor

Yeah, but if you have moved your view so the items are centered and you then zoom in to details then the view gets moved if your cursor is resting on the GUI at the edge. So then you have to move again, after every zoom adjustment. Not all zoom ins are followed by a zoom out with no action in betwe...
by computeraddict
Thu Oct 26, 2023 2:52 am
Forum: Resolved Requests
Topic: EntityWithHealthPrototype resistances field is a singular rather than array?
Replies: 4
Views: 564

Re: EntityWithHealthPrototype resistances field is a singular rather than array?

From the completely working Space Exploration mod, resistances of the thruster suit are defined like this: resistances = { { percent = 30, type = "physical" }, { decrease = 0, percent = 30, type = "acid" }, { decrease = 0, percent = 30, type = "explosion" }, { decrease ...
by computeraddict
Wed Oct 25, 2023 8:37 pm
Forum: Ideas and Suggestions
Topic: Not zoom to cursor
Replies: 41
Views: 3781

Re: Not zoom to cursor

And it's good for accessibility, if you have a setup where you hardly have to move the mouse to play, being forced to recenter the mouse to zoom to avoid moving the view around isn't accessible. The building can be played in remote view by moving the view with keyboard mainly instead of moving the ...

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