Search found 417 matches
- Sat Sep 16, 2023 9:57 pm
- Forum: News
- Topic: Friday Facts #376 - Research and Technology
- Replies: 364
- Views: 56641
Re: Friday Facts #376 - Research and Technology
Otherwise in order to have factory design flexibility we need to push onto belts and that feels like an unnecessary UPS killer. Alternatively, the resources could build up inside of the recycler and we can pull them from there. Contrary to popular beliefs, inserters are not that great VS loaders wh...
- Fri Sep 15, 2023 6:37 pm
- Forum: News
- Topic: Friday Facts #376 - Research and Technology
- Replies: 364
- Views: 56641
Re: Friday Facts #376 - Research and Technology
Just some idea how to show the quality differently. You can use different or same color all slices, not make it rounded but sharp pentagon shape (maybe just a little rounded but not completely sharp?), fade alpha inwards etc... It could be drawn around the entire object it is for, not small in the c...
- Fri Sep 15, 2023 4:47 pm
- Forum: News
- Topic: Friday Facts #376 - Research and Technology
- Replies: 364
- Views: 56641
Re: Friday Facts #376 - Research and Technology
I like the idea of NOT designing a full factory around specific ratios. When it's a continuous progress of monitoring and adapting to factory's needs it's less monotonous and refreshing to do megabasing.
- Sat Sep 09, 2023 3:13 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 805
- Views: 128882
Re: Friday Facts #375 - Quality
What I fear most is managing multiple tiers of everything in every inventory. If different quality tiers don't stack, then inventory bloat will be crazy. Unless you press F while standing on a belt of a quality-booster factory section, I don't see how you would end up with tons of different quality...
- Sat Sep 09, 2023 1:12 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 805
- Views: 128882
Re: Friday Facts #375 - Quality
... if used everywhere it indeed just becomes a tedium. but this design i think will cause: - we will not use quality for science packs. instead productivity, just like before. so the mass production bus will stay. (just upgraded over time) - we will built a first mall in normal quality which initi...
- Fri Sep 08, 2023 10:37 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 805
- Views: 128882
Re: Friday Facts #375 - Quality
I'm also skeptical of what this system is going to do to performance and save file size... The only part of the post i find maybe agreeable... The original post explained horizontal and vertical scalability. If there is a production that cannot be scaled vertically (beacons), then this whole mass r...
- Fri Sep 08, 2023 9:51 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 805
- Views: 128882
- Fri Sep 08, 2023 2:22 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 805
- Views: 128882
Re: Friday Facts #375 - Quality
I also have 1 favorite mod currently, Recipe Tweaker: https://mods.factorio.com/mod/recipe-tweaker It's perfect for the increased machine speeds and productivity. This lets me alter gear recipe for example from 2 iron plates -> 1 gear in 0.5 seconds into 20 iron plates -> 10 gears in 5 seconds And s...
- Fri Aug 25, 2023 2:15 pm
- Forum: News
- Topic: Friday Facts #373 - Factorio: Space Age
- Replies: 267
- Views: 70361
Re: Friday Facts #373 - Factorio: Space Age
but the player is quite omnipotent at the end of the vanila playthrough so we had to make some tough decisions I do hope the expansion will give better things to play with though, maybe productivity 4 modules, power armor mk3, better spidertron or higher tier equipment. In vanilla player is very fa...
- Thu Mar 02, 2023 6:54 pm
- Forum: Modding interface requests
- Topic: Mining drill real output slot
- Replies: 6
- Views: 1659
Re: Mining drill real output slot
I've fixed the drill so it won't delete the last item it is trying to output if mined before it happens (for the next release). Other changes can also be done but that is the root issue that I'm seeing. So is this why depleted mining drills are still holding ore in them? Maybe they shouldn't go for...
- Fri Dec 16, 2022 1:52 pm
- Forum: Not a bug
- Topic: [1.1.72] Mods menu allows confirm with conflicts
- Replies: 7
- Views: 1278
Re: [1.1.72] Mods menu allows confirm with conflicts
Space Exploration isn’t loaded in this scenario, because it has a conflict with bobpower. Space Exploration Postprocess is loaded, and makes the message appear because it can detect that bobpower is enabled and SE isn’t. I don’t think this is a bug. The bug report isn't about SE but mods in general...
- Fri Dec 16, 2022 12:42 pm
- Forum: Not a bug
- Topic: [1.1.72] Mods menu allows confirm with conflicts
- Replies: 7
- Views: 1278
Re: [1.1.72] Mods menu allows confirm with conflicts
Space Exploration isn’t loaded in this scenario, because it has a conflict with bobpower. Space Exploration Postprocess is loaded, and makes the message appear because it can detect that bobpower is enabled and SE isn’t. I don’t think this is a bug. The bug report isn't about SE but mods in general...
- Fri Dec 16, 2022 12:17 pm
- Forum: Not a bug
- Topic: [1.1.72] Mods menu allows confirm with conflicts
- Replies: 7
- Views: 1278
[1.1.72] Mods menu allows confirm with conflicts
1) The mods list lets me click "Confirm" to restart game even if there are conflicting mods enabled. It will even load all the way to main menu as long as there aren't LUA errors. There was this specific notice in the main menu by SE but i assume it's specific to SE and wouldn't show other...
- Fri Jul 15, 2022 2:04 pm
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 299
- Views: 154634
Re: 3 and 4 way intersections
4 Way 2 Lane Unbuffered intersection. You can optimize the east and west going exiting rail signals by replacing the chain signals with them, otherwise it should run good. Afternote, i think it's not vertically symmetric. Try placing the blueprint over itself after rotating it 180 degrees. Edit: I ...
- Wed Jul 13, 2022 6:26 pm
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 299
- Views: 154634
Re: 3 and 4 way intersections
How does a pair of T-intersections actually compare to compact 4-way intersections? Mainly thinking 2-lane (1 rail per direction). There is 1 such design in the buffered category but none in the compact.
- Fri May 27, 2022 5:05 pm
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 299
- Views: 154634
Re: 3 and 4 way intersections
Testbench v4.2.1, Factorio v1.1.46 3-Way, 2-Lane, Unbuffered, spacing is 4 everywhere. Currently better than the only thing listed on that section. R452736.png 0eNqtmU9vm0AQxb9KtGccMfsfzj303GsVVdhGCRLGFsZpLcvfvTiOCCbjMDPK0Rh+vN19M/uAk1rWh3LXVk2n8pOqVttmr/LfJ7WvnpuivhzrjrtS5arqyo1KVFNsLr/aoqrVOVFVsy...
- Sat Apr 30, 2022 3:18 pm
- Forum: Ideas and Suggestions
- Topic: Bulk transferring items from player inventory into a limited chest (red slots) and vice versa
- Replies: 51
- Views: 10704
Re: Bulk transferring items from player inventory into a limited chest (red slots) and vice versa
I repeat: it looks useful, but might never be implemented, because players should use automation instead of manual interaction. See 2 posts above. You can't avoid that at all with malls, modded playthroughs and buffer chests. And those things are not something that people will stop using even if it...
- Fri Apr 29, 2022 2:20 pm
- Forum: Ideas and Suggestions
- Topic: Bulk transferring items from player inventory into a limited chest (red slots) and vice versa
- Replies: 51
- Views: 10704
Re: Restricted Storage Interaction
Just bumping this up, since it is possibly the most important QoL feature that game is still missing.
I was even thinking today if it would be possible to override the behavior with a mod?
I was even thinking today if it would be possible to override the behavior with a mod?
- Thu Mar 31, 2022 5:54 pm
- Forum: Ideas and Suggestions
- Topic: Engine licensing for a full 3D factory game?
- Replies: 1
- Views: 1142
Re: Engine licensing for a full 3D factory game?
There are too big downsides to the way Factorio is written in regards to multiplayer sync and limitations in potential scale of the factory. I wouldn't wish to see Factorio 3D done like that. Take the starting point that you want it to handle 100 planets and you'll very quickly realize this engine i...
- Wed Dec 22, 2021 1:54 am
- Forum: General discussion
- Topic: Alt-F4 #55 - The Dark Alleys of Modding
- Replies: 6
- Views: 3409
Re: Alt-F4 #55 - The Dark Alleys of Modding
I can share one issue i had with VehicleSnap. I'm still not 100% on why it worked like this but it's probably some weird case of internal vehicle physics. If you drove a vehicle towards a coastline or cliff at an angle that was not along a snap axis, for example 11, 70, 350... or you name it - degre...