Search found 289 matches

by FasterJump
Wed Aug 21, 2024 7:17 am
Forum: General discussion
Topic: I came to a realization surrounding 2.0
Replies: 2
Views: 5243

Re: I came to a realization surrounding 2.0

Cool post!

Rather than joining random multiplayer games, you could play solo or with your family, or with people who try to find online people who does't mindlessly spam blueprints (which require to discuss and align the strategy with the other players).

I also regret that al trees in the game ...
by FasterJump
Wed Aug 21, 2024 6:45 am
Forum: General discussion
Topic: Trains, Outposting and other things that annoys me in Factorio
Replies: 6
Views: 5276

Re: Trains, Outposting and other things that annoys me in Factorio

Congrats on the achievements!

I play in "train world" settings, and I feel like ore patches are big enough. I just have to maintain 2 early game, 3 mid-game, and maybe 4-5 max in a 1k spm base (iron/copper only). It's a bit repetitive but blueprints helps. Also, there are massive train network ...
by FasterJump
Mon Aug 19, 2024 9:57 am
Forum: News
Topic: Friday Facts #424 - Gleba Pentapod Enemies
Replies: 205
Views: 94205

Re: Friday Facts #424 - Gleba Pentapod Enemies

To add a precision, I think that the biochamber concept is cool, but maybe just mention in the flavor text that the wrigglers are maintained unconscious. Or even better, mention that the wriggler inside is artificially grown, like synthetic meat (hence doesn't have a functional nervous system ...
by FasterJump
Mon Aug 19, 2024 6:30 am
Forum: News
Topic: Friday Facts #424 - Gleba Pentapod Enemies
Replies: 205
Views: 94205

Re: Friday Facts #424 - Gleba Pentapod Enemies



I think eggs will be produced in the biochamber... so in theory you have to harves one manually to craft a biochamber and then with that chamber you can produe more. The issue is that if you don't process them fast enough they will hatch on your belts and thus cause damage. That part of factory ...
by FasterJump
Fri Jul 26, 2024 11:41 am
Forum: News
Topic: Friday Facts #421 - Optimizations 2.0
Replies: 109
Views: 49761

Re: Friday Facts #421 - Optimizations 2.0

What if the logistic robot has a curved path (chasing a mobile entity like the player or spidertron)?
by FasterJump
Fri Jul 19, 2024 11:59 pm
Forum: News
Topic: Friday Facts #420 - Fusion Reactor
Replies: 108
Views: 55452

Re: Friday Facts #420 - Fusion Reactor

How much more power can fusion generate? Let's compare it with Fission.

Base power: fission 40MW, fusion 100MW
Number of average adjacent reactors in ideal (near-infinite) setup: fission 3(+300%), fusion 4 (+400%)
Average energy generated per reactor: fission 160MW, fusion 500MW
Energy necessary to ...
by FasterJump
Fri Jul 19, 2024 12:43 pm
Forum: News
Topic: Friday Facts #420 - Fusion Reactor
Replies: 108
Views: 55452

Re: Friday Facts #420 - Fusion Reactor

The fusion system looks great!

I don't really understand the semi-closed cycle of the coolant (is the plasma made of coolant?), but I'm sure that it will make sense later.

I like the idea of playing with the coolent temperature: some real life generators (from coal to nuclear) have fluids to ...
by FasterJump
Fri Jul 05, 2024 6:44 pm
Forum: News
Topic: Friday Facts #418 - Space Age release date
Replies: 185
Views: 97411

Re: Friday Facts #418 - Space Age release date

Hype!

It looks like the last planet will necessitate the inclusion of lights in our blueprints. Since it will be dark, I anticipate a planet with an ocean (because we already had fire, air, earth themed planets) and dark land patches. Maybe a metallic planet like Core Prime ? I don't think that ...
by FasterJump
Fri Jun 28, 2024 10:53 pm
Forum: News
Topic: Friday Facts #417 - Space Age development
Replies: 103
Views: 54866

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 ...
by FasterJump
Wed Jun 26, 2024 4:23 pm
Forum: News
Topic: Friday Facts #416 - Fluids 2.0
Replies: 464
Views: 203925

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. For the ...
by FasterJump
Mon Jun 24, 2024 11:11 pm
Forum: News
Topic: Friday Facts #416 - Fluids 2.0
Replies: 464
Views: 203925

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 ...
by FasterJump
Sat Jun 22, 2024 10:30 am
Forum: News
Topic: Friday Facts #416 - Fluids 2.0
Replies: 464
Views: 203925

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 ...
by FasterJump
Sat Jun 08, 2024 1:33 pm
Forum: News
Topic: Friday Facts #414 - Spoils of Agriculture
Replies: 397
Views: 163507

Re: Friday Facts #414 - Spoils of Agriculture

Will it be possible to regrow trees on Nauvis?
by FasterJump
Sat May 04, 2024 11:42 am
Forum: News
Topic: Friday Facts #409 - Diminishing beacons
Replies: 180
Views: 82942

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.
by FasterJump
Fri May 03, 2024 1:34 pm
Forum: News
Topic: Friday Facts #409 - Diminishing beacons
Replies: 180
Views: 82942

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 ...
by FasterJump
Fri Apr 26, 2024 9:12 pm
Forum: News
Topic: Friday Facts #408 - Statistics improvements, Linux adventures
Replies: 161
Views: 76345

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 ...
by FasterJump
Fri Mar 29, 2024 5:41 pm
Forum: News
Topic: Friday Facts #404 - Frustration not found
Replies: 115
Views: 58879

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!
by FasterJump
Wed Mar 27, 2024 7:57 pm
Forum: Off topic
Topic: Please dont release the dlc during/near exam times
Replies: 5
Views: 8734

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!
by FasterJump
Sat Mar 23, 2024 12:22 am
Forum: Implemented Suggestions
Topic: Fluid Mechanics Still Broken, 6 Years Later?
Replies: 84
Views: 33176

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 ...
by FasterJump
Wed Mar 20, 2024 10:58 am
Forum: Ideas and Suggestions
Topic: Stacked Belts should be their own item.
Replies: 15
Views: 8387

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 yellow to ...

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