Search found 419 matches

by Zaflis
Tue Sep 19, 2023 5:05 pm
Forum: News
Topic: Friday Facts #376 - Research and Technology
Replies: 367
Views: 77415

Re: Friday Facts #376 - Research and Technology

All I see are two ships passing each other in the night. Nothing of what you posted seems to mean anything except to you. You can't understand what you don't read, maybe if you give it another try you would realize that it makes sense and was adressed to you but not only ? There could have been in ...
by Zaflis
Sat Sep 16, 2023 10:09 pm
Forum: News
Topic: Friday Facts #376 - Research and Technology
Replies: 367
Views: 77415

Re: Friday Facts #376 - Research and Technology

Omg, the idea of triggers is HORRIBLE!!! Why would I want to craft random amounts of res to unlock random tech? That doesn't make any sense and it is highly annoying. Speedrunners will def have problems with it, as many other players who just put some techs on auto research from the get go. Now it ...
by Zaflis
Sat Sep 16, 2023 9:57 pm
Forum: News
Topic: Friday Facts #376 - Research and Technology
Replies: 367
Views: 77415

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...
by Zaflis
Fri Sep 15, 2023 6:37 pm
Forum: News
Topic: Friday Facts #376 - Research and Technology
Replies: 367
Views: 77415

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...
by Zaflis
Fri Sep 15, 2023 4:47 pm
Forum: News
Topic: Friday Facts #376 - Research and Technology
Replies: 367
Views: 77415

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.
by Zaflis
Sat Sep 09, 2023 3:13 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 826
Views: 181323

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...
by Zaflis
Sat Sep 09, 2023 1:12 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 826
Views: 181323

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...
by Zaflis
Fri Sep 08, 2023 10:37 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 826
Views: 181323

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...
by Zaflis
Fri Sep 08, 2023 9:51 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 826
Views: 181323

Re: Friday Facts #375 - Quality

Ohz wrote:
Fri Sep 08, 2023 6:14 pm
The different power poles are going to kill OCD people lol
No they're not, because you have the tools to mass produce specific X quality power poles.
by Zaflis
Fri Sep 08, 2023 2:22 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 826
Views: 181323

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...
by Zaflis
Fri Aug 25, 2023 2:15 pm
Forum: News
Topic: Friday Facts #373 - Factorio: Space Age
Replies: 269
Views: 90189

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...
by Zaflis
Thu Mar 02, 2023 6:54 pm
Forum: Modding interface requests
Topic: Mining drill real output slot
Replies: 6
Views: 2008

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...
by Zaflis
Fri Dec 16, 2022 1:52 pm
Forum: Not a bug
Topic: [1.1.72] Mods menu allows confirm with conflicts
Replies: 7
Views: 1674

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...
by Zaflis
Fri Dec 16, 2022 12:42 pm
Forum: Not a bug
Topic: [1.1.72] Mods menu allows confirm with conflicts
Replies: 7
Views: 1674

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...
by Zaflis
Fri Dec 16, 2022 12:17 pm
Forum: Not a bug
Topic: [1.1.72] Mods menu allows confirm with conflicts
Replies: 7
Views: 1674

[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...
by Zaflis
Fri Jul 15, 2022 2:04 pm
Forum: Railway Setups
Topic: 3 and 4 way intersections
Replies: 302
Views: 187164

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 ...
by Zaflis
Wed Jul 13, 2022 6:26 pm
Forum: Railway Setups
Topic: 3 and 4 way intersections
Replies: 302
Views: 187164

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.
by Zaflis
Fri May 27, 2022 5:05 pm
Forum: Railway Setups
Topic: 3 and 4 way intersections
Replies: 302
Views: 187164

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...
by Zaflis
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: 12873

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...
by Zaflis
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: 12873

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?

Go to advanced search