Search found 2733 matches
- Mon Mar 25, 2024 6:49 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: It's nice when things come together [utitility-science-pack]
- Replies: 6
- Views: 1366
Re: It's nice when things come together [utitility-science-pack]
A second station will have a second train loading copper and on the way in parallel. It's similar to having a train limit of 2. The layout of the train tracks just don't allow for a station with 2 trains as limit without blocking the main line. It's similar but having a better rail layout allowing ...
- Mon Mar 25, 2024 2:52 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: It's nice when things come together [utitility-science-pack]
- Replies: 6
- Views: 1366
Re: It's nice when things come together [utitility-science-pack]
Didn't have beacons and very few modules. It's not mend to scale, just work for now. Ah that make sense, i was in editor mode so it was easy for me to have the modules and beacons to make some improvements. It found it helps a lot as yellow science is expensive and late game enough that i don't bui...
- Mon Mar 25, 2024 9:36 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: It's nice when things come together [utitility-science-pack]
- Replies: 6
- Views: 1366
Re: It's nice when things come together [utitility-science-pack]
I have been playing with this blueprint this WE and i found out, although it is very beautiful there are quite some ways to improve it : 1) This blueprint doesn't use module instead different tier of assembly are necessary to achieve ratios, this means it doesn''t scale well in the future. 2) This b...
- Sun Mar 24, 2024 4:14 am
- Forum: Ideas and Suggestions
- Topic: 64-bit integer limit
- Replies: 12
- Views: 599
Re: 64-bit integer limit
this issue also arises however when wanting to store a particularly large value. Say, the amount of power your base is producing/consuming, One can't read that on circuit though, it's only the accumulator charge. or how many seconds your base has been working for, or how many iron plates you have m...
- Sat Mar 23, 2024 11:44 pm
- Forum: Ideas and Suggestions
- Topic: Automate Biter clearing - Robot army
- Replies: 11
- Views: 569
Re: Automate Biter clearing - Robot army
A visually interesting and automated way to clear the map of biters. TL:DR - Clearing biter nests gets boring, gimme a visually interesting automated way of dealing with it. o7 I don't know if it's fit for all factorio game, but one can use those two mods together : https://mods.factorio.com/mod/Sp...
- Sat Mar 23, 2024 9:09 pm
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 299
- Views: 154279
Re: 3 and 4 way intersections
Thank you for your time testings and sharing the results
- Sat Mar 23, 2024 12:33 pm
- Forum: News
- Topic: Friday Facts #403 - Train stops 2.0
- Replies: 129
- Views: 16616
Re: Friday Facts #403 - Train stops 2.0
I think most of what avatars allow will be allowed by remote control from map view, whereas teleporter allow you to also teleport your inventory. On a distant planet, or outpost, you could do a few back and forth trip with teleporters to help the building process. Maybe i wasn't able to properly mak...
- Fri Mar 22, 2024 11:20 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 328
- Views: 45365
Re: Friday Facts #384 - Combinators 2.0
With mods I have a stacksize for e.g. Landfill of 1000. Which means the division is limited to values up to 2 million, which my store of ore can exceed quite easily. So not even a general solution for computing stacks. I'd be curious to know why so much ore stockpile and how you deal with the divis...
- Fri Mar 22, 2024 4:10 pm
- Forum: General discussion
- Topic: Quality level run-off poll
- Replies: 31
- Views: 1777
Re: Quality level run-off poll
FuryoftheStars wrote: ↑Fri Mar 22, 2024 3:52 pmWhy? Because this is the same logic already employed in the game with Assemblers and Modules. If you used a new system, it would just be confusing.
There is the visual information ! that's what i meant
- Fri Mar 22, 2024 3:49 pm
- Forum: General discussion
- Topic: Quality level run-off poll
- Replies: 31
- Views: 1777
Re: Quality level run-off poll
As for Q1-Q5 names, I still don't know if Q1 is the best or the worst on that spectrum :P Maybe there should be some campain where the arguments for each list could be heard before people vote :) Q5 is obvisously better than Q4 for me, because 5>4 ! but really for me the idea was to have the number...
- Fri Mar 22, 2024 3:38 pm
- Forum: News
- Topic: Friday Facts #403 - Train stops 2.0
- Replies: 129
- Views: 16616
Re: Friday Facts #403 - Train stops 2.0
I like the flintstone mechanic, it is necessary for elevated rails in my mind, if you run out of fuel above water, but it wasn't necessary to also make it available for single wagon and i like the extra details. I like the ability to copy color and limits by naming the station the same a an existing...
- Fri Mar 22, 2024 11:03 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: It's nice when things come together [utitility-science-pack]
- Replies: 6
- Views: 1366
Re: It's nice when things come together [utitility-science-pack]
It is very beautiful indeed.
- Thu Mar 21, 2024 8:53 pm
- Forum: Ideas and Suggestions
- Topic: Skip mod loading
- Replies: 5
- Views: 360
Re: Skip mod loading
Short of a button you can achieve the result by editing/removing the mod list file located in this directory by default : C:\Users\[yourusername]\AppData\Roaming\Factorio\mods\mod-list.json ctrl F replace all "true" by "false" would also work, you could also move the file out of ...
- Wed Mar 20, 2024 2:29 pm
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 168
- Views: 22740
Re: Friday Facts #402 - Lightspeed circuits
Obviously belts and pipes should not be drawn over an inserter arm, and a regular assembler is debatable. Etc, etc. Had it been obvious to me i would have made the boss harder the first time ! inserter drawing logic boss lvl 3001.jpg This one has radar , and inserter located north of belts to make ...
- Wed Mar 20, 2024 12:19 pm
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 168
- Views: 22740
Re: Friday Facts #402 - Lightspeed circuits
It's actually more trivial than that. You can just decide that any object with an y coordinate "higher" than the foundry's top position appears behind it, and everything else appears in front of it. Is there a reason this can't be done? That looks simple enough.Why not render sprites from...
- Wed Mar 20, 2024 9:08 am
- Forum: Combinator Creations
- Topic: Average troughput for the last second using memory
- Replies: 7
- Views: 545
Re: Average troughput for the last second using memory
it's an average of 1 second of time, it's also an exact count but it doesn't make it less of an average throughput, the average of every tick over 1 second I gave it second or third thought, and for it to be an average i'd expect a division, 15/second is not average over 1 second of every tick, tha...
- Wed Mar 20, 2024 8:34 am
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 168
- Views: 22740
Re: Friday Facts #402 - Lightspeed circuits
And then we get posts pointing at any 3D engine showing that such situation could be properly rendered to get it moved out of "can't fix". Or on how to attach height information to every sprite and moving part and use the fixed perspective to reduce the ordering problem to minimizing y + ...
- Tue Mar 19, 2024 11:42 pm
- Forum: Combinator Creations
- Topic: Average troughput for the last second using memory
- Replies: 7
- Views: 545
Re: Average troughput for the last second using memory
all your understanding is correct. It's an exact troughput, my bad. Thanks you, but MY bad you were correct, i think Nidan's wordings made me realize, it's an average of 1 second of time, it's also an exact count but it doesn't make it less of an average throughput, the average of every tick over 1...
- Tue Mar 19, 2024 6:35 pm
- Forum: Questions, reviews and ratings
- Topic: AAI Progamable Structure - Issue with combinator
- Replies: 5
- Views: 299
Re: AAI Progamable Structure - Issue with combinator
From what i have tested the blueprint should work if there are ressources tiles in a distance less than the number in the left most constant combinator. I went to editor mod and created a gigantic copper patch, and placed the blueprint inside with a distance of only 5 tiles, so that i would be sure ...
- Tue Mar 19, 2024 2:10 pm
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 168
- Views: 22740
Re: Friday Facts #402 - Lightspeed circuits
If there was a distinction between "can't fix" and "wont fix", i think there would be room for arguments about the technical viabilities of the suggestions. It's probably not recommended, because there could be many arguments asking to move from one to the other, and devs couldn'...