Search found 112 matches
- 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 ...
- 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.
Great stuff tho.
- 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...
- 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...
- 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...
- 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...
- 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"...
- 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.
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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
Eh?varundevan wrote: ↑Thu Oct 26, 2023 10:02 amone of the things that makes Factorio a good teacher is that how close the game is to the real world scenarios.
https://alt-f4.blog/ALTF4-35/
- 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"?
- 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...
- 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 ...
- 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 ...