Search found 221 matches
- Fri Jun 28, 2024 10:53 pm
- Forum: News
- Topic: Friday Facts #417 - Space Age development
- Replies: 103
- Views: 24652
Re: Friday Facts #417 - Space Age development
Cool to have this 'vertical slice'. I'm hyped by most content and QoL. I trust that devs will do their magic and make simple yet powerful UIs for trains, planets, etc. 1m spm? I hope making a megabase isn't mandatory to finish space age. At the same time, I welcome complexity and playtime. Still sa...
- Wed Jun 26, 2024 4:23 pm
- Forum: News
- Topic: Friday Facts #416 - Fluids 2.0
- Replies: 461
- Views: 67275
Re: Friday Facts #416 - Fluids 2.0
I believe that these changes are rushed, and I am against it because it removes the "thoughput" puzzle element from the fluid system. Also, the longer the pipe, the more throughput it will have, even if it's 1 tile wide: it doesn't makes sense. This is one of the rare FFF I disagree with. ...
- Mon Jun 24, 2024 11:11 pm
- Forum: News
- Topic: Friday Facts #416 - Fluids 2.0
- Replies: 461
- Views: 67275
Re: Friday Facts #416 - Fluids 2.0
And lastly, as someone mentioned before, in real life a pipeline does NOT behave like an aqueduct, these things are filled once and then whenever you pressurize on one side, nets you in pressure on the other side. That's convincing. However in the new system, a single pipe can supply a whole base, ...
- Sat Jun 22, 2024 10:30 am
- Forum: News
- Topic: Friday Facts #416 - Fluids 2.0
- Replies: 461
- Views: 67275
Re: Friday Facts #416 - Fluids 2.0
A rewrite was needed, but this seems rather disappointing. Teleporting fluids over unlimited distance looks like giving up to the pipe throughput problem. This to nullifies the throughput challenge. It would also nullify the challenge of building a nuclear reactor setup. As others have noted, you ju...
- Sat Jun 08, 2024 1:33 pm
- Forum: News
- Topic: Friday Facts #414 - Spoils of Agriculture
- Replies: 397
- Views: 53763
Re: Friday Facts #414 - Spoils of Agriculture
Will it be possible to regrow trees on Nauvis?
- Sat May 04, 2024 11:42 am
- Forum: News
- Topic: Friday Facts #409 - Diminishing beacons
- Replies: 180
- Views: 33552
Re: Friday Facts #409 - Diminishing beacons
So if I add a beacon with speed modules, production speed will increase. And if I add a beacon with efficiency modules, production speed will decrease, because the speed beacon will be less powerful? I'm okay with it actually, even if it makes computations just a bit more complicated.
- Fri May 03, 2024 1:34 pm
- Forum: News
- Topic: Friday Facts #409 - Diminishing beacons
- Replies: 180
- Views: 33552
Re: Friday Facts #409 - Diminishing beacons
I like to build my end-game design to optimize the energy cost per craft (assuming maximum productivity modules). In 1.1, that means rows of beacons and machines (1:8 and 8:1), which is boring. The diminishing ratios sounds great. But I'm afraid that the most efficient designs will still be rows of ...
- Fri Apr 26, 2024 9:12 pm
- Forum: News
- Topic: Friday Facts #408 - Statistics improvements, Linux adventures
- Replies: 156
- Views: 25274
Re: Friday Facts #408 - Statistics improvements, Linux adventures
Could we please have the precision remain at 3 digits when production is over 1k, as mentikned in a reddit comment? Currently, 851 reads as 851, but 1051 reads as 1.1k. I suggest to make 1051 read as 1.05k. 13579 can read as 13.6k, ans 123579 can read as 124k. Or even better, allow us to set how man...
- Fri Mar 29, 2024 5:41 pm
- Forum: News
- Topic: Friday Facts #404 - Frustration not found
- Replies: 112
- Views: 22149
Re: Friday Facts #404 - Frustration not found
Awesome stuff! I hope I don't forget these shortcuts when the expansion is released. Hopefully it's not gonna be buried in the patch note!
- Wed Mar 27, 2024 7:57 pm
- Forum: Off topic
- Topic: Please dont release the dlc during/near exam times
- Replies: 5
- Views: 3743
Re: Please dont release the dlc during/near exam times
I'm sure crypticcoder is not the only one with an upcoming exam period. I've been there, I sympathize.
Surely we'll just get the game when it's ready, I hope for early-mid summer!
Surely we'll just get the game when it's ready, I hope for early-mid summer!
- Sat Mar 23, 2024 12:22 am
- Forum: Implemented in 2.0
- Topic: Fluid Mechanics Still Broken, 6 Years Later?
- Replies: 84
- Views: 12260
Re: Fluid Mechanics Still Broken, 6 Years Later?
This is an interesting topic, and I might to do some testing with beaconed manifold setups. With the new refineries and chemical plants from the water planet coming in the expansion (just joking, I don't know if refineries and chemical plants are coming and if there is a new water planet, but this i...
- Wed Mar 20, 2024 10:58 am
- Forum: Ideas and Suggestions
- Topic: Stacked Belts should be their own item.
- Replies: 15
- Views: 1929
Re: Stacked Belts should be their own item.
I don't share OP views. I like the idea of unlocking stack/bulk inserter as presented in the FFF (and without having to replace 1438 belt segments in my base). What would be the point of having to manually replace each belt by their "stack-compatible" counterpart? We already do it from yel...
- Wed Mar 20, 2024 10:24 am
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 170
- Views: 33687
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...
- Sat Mar 16, 2024 11:32 pm
- Forum: General discussion
- Topic: How do YOU use mining drills?
- Replies: 96
- Views: 14760
Re: How do YOU use mining drills?
I don't understand where your "90%" and "150%" numbers comes from. Do you have a source?
I believe that resource drain % and productivity % are not additive.FFF-387 wrote:Legendary quality a Big mining drill only drains the resource 17% of the time
- Sat Mar 16, 2024 11:15 pm
- Forum: General discussion
- Topic: How do YOU use mining drills?
- Replies: 96
- Views: 14760
Re: How do YOU use mining drills?
[...]the devs already confirmed elsewhere that "50%" does not mean half the ore is dug up[...] The sources I found doesn't match what you're saying. I agree with mmmPI, I think that 50% resource drain reduction means that half the ore is deducted from the ore patch. 16.67% ressource drain...
- Fri Mar 15, 2024 10:39 pm
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 170
- Views: 33687
Re: Friday Facts #402 - Lightspeed circuits
Multiple chanels would be a solution for a problem that nobody encountered (show me a vanilla base where there are multiple red/green cables running accross the map). I'm being the devil advocate here, I don't mind multiple chanels really, and I'm not an advanced circuit user, so take my arguments w...
- Fri Mar 15, 2024 9:38 pm
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 170
- Views: 33687
Re: Friday Facts #402 - Lightspeed circuits
One chanel is 2 cables (red and green) and each cable can transmit around 200 signals (1 signal per item icon)... I think that 1 chanel (400 signals) are enough. Why would you need more than that? Most players will need 0 anyway since the train system handles cargo logic by itself (that's even more ...
- Wed Mar 13, 2024 8:55 am
- Forum: General discussion
- Topic: How do YOU use mining drills?
- Replies: 96
- Views: 14760
Re: How do YOU use mining drills?
My post draw some attention :) I'll try answering my own challenge. Assumptions are: Energy is free oil/water/sulphur is free All machines (assemblers, etc.) have Prod 3 modules (when their recipe allows it) All machines (assemblers, etc.) are affected by 4 beacons with speed modules (this means tha...
- Mon Mar 11, 2024 12:23 pm
- Forum: General discussion
- Topic: Article Series About Smooth Factory Function and Factory Optimization Techniques
- Replies: 11
- Views: 2187
Re: Article Series About Smooth Factory Function and Factory Optimization Techniques
Not sure if that's already been said, but linear optimisation could help. Although the typical case is more for scenarios like the game Satisfactory, where you can make different products from materials, or products from different materials. Factorio is simpler because there are few alternative reci...
- Mon Mar 11, 2024 12:05 pm
- Forum: General discussion
- Topic: How do YOU use mining drills?
- Replies: 96
- Views: 14760
Re: How do YOU use mining drills?
No one uses productivity modules? Even if you have +140% productivity via research, the +30% are still 12.5% more ore, that's not so negligeable. Of course it means you have to build your mining outpost twice, to allow space for speed beacon, so you don't waste power, but I think ~ +10% is good. Alt...