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by FuryoftheStars
Mon Jun 10, 2024 1:46 pm
Forum: News
Topic: Friday Facts #414 - Spoils of Agriculture
Replies: 397
Views: 52486

Re: Friday Facts #414 - Spoils of Agriculture

As a casual player who doesn't find much interest in off-screen, out-of-game math, Same, yet I don't really have an issue with it as is. A part of me would like a fridge mechanic, sure, but I don't think I'm not going to enjoy it without. As such, I find your numbers a wee bit more than a little bi...
by FuryoftheStars
Mon Jun 10, 2024 1:37 am
Forum: Ideas and Suggestions
Topic: Trains: Chain signals should factor in the length of the train
Replies: 55
Views: 13143

Re: Trains: Chain signals should factor in the length of the train

And having a single long train that never proceeds is better than the current system, where said long train is likely to try to proceed, get stopped somewhere such that it blocks an intersection, and then create a real deadlock situation where it cannot proceed because it is waiting for another tai...
by FuryoftheStars
Mon Jun 10, 2024 12:36 am
Forum: News
Topic: Friday Facts #414 - Spoils of Agriculture
Replies: 397
Views: 52486

Re: Friday Facts #414 - Spoils of Agriculture

Knuth wrote:
Sun Jun 09, 2024 9:59 pm
I can't seem to understand how spoilage improve optimizing. Optimizing need predict what will happen, maybe with some probability.
Actually, it doesn't. You can build unoptimized, then rebuild/tweak as you watch it in action.
by FuryoftheStars
Sun Jun 09, 2024 6:24 pm
Forum: Ideas and Suggestions
Topic: Trains: Chain signals should factor in the length of the train
Replies: 55
Views: 13143

Re: Trains: Chain signals should factor in the length of the train

The one thing about this idea that I'm unsure on, if you have a long train trying to pass through multiple busy intersections of smaller trains that don't have enough room between them for the larger one, you could end up with the larger train being deadlocked unable to proceed. In contrast, with si...
by FuryoftheStars
Sun Jun 09, 2024 6:11 pm
Forum: Ideas and Suggestions
Topic: [0.17] Global hotbars - Decouple hotbars from specific saves
Replies: 4
Views: 1825

Re: [0.17] Global hotbars - Decouple hotbars from specific saves

Am I like the only one who's constantly changing my toolbar layout and thus the layout from one minute to the next, let alone game, isn't the same and thus I feel this feature not worth while? :)
by FuryoftheStars
Sun Jun 09, 2024 6:08 pm
Forum: Ideas and Suggestions
Topic: Add an option to disable the black stripes in zoomed-in map view
Replies: 23
Views: 5718

Re: Add an option to disable the black stripes in zoomed-in map view

It doesn't bother me and I do like it, but an option for those it causes issues for I have nothing against.
by FuryoftheStars
Sat Jun 08, 2024 5:34 pm
Forum: Ideas and Suggestions
Topic: Change "Toggle filter" option name to more obvious and verbose
Replies: 3
Views: 417

Re: Change "Toggle filter" option name to more obvious and verbose

Koub wrote:
Sat Jun 08, 2024 5:59 am
"Lock quickbar slot"
or a longer "Lock item on a quickbar slot"
Except this is used for more than just the Quickbar, right?
by FuryoftheStars
Sat Jun 08, 2024 1:01 pm
Forum: News
Topic: Friday Facts #393 - Putting things on top of other things
Replies: 234
Views: 62061

Re: Friday Facts #393 - Putting things on top of other things

Belts follow a linear progression in speed (+15 each tier). How is that odd? I specifically explained how that's odd - it messes up the splitter math. The fact that blue isn't double of its lower tier (exponential growth) isn't "odd" and doesn't "mess" anything up. First, the fa...
by FuryoftheStars
Fri Jun 07, 2024 11:39 pm
Forum: Spread the Word
Topic: Factorio and the Human Condition
Replies: 4
Views: 805

Re: Factorio and the Human Condition

The cynical marketing tactics that make a game like Candy Crush successful, in my opinion, come down to exploiting our evolved instincts. Gambling, obviously, is the first thing that comes to mind. Many casino games have no depth, but they engage us nonetheless because we have an instinct that pref...
by FuryoftheStars
Fri Jun 07, 2024 11:30 pm
Forum: News
Topic: Friday Facts #413 - Gleba
Replies: 119
Views: 25830

Re: Friday Facts #413 - Gleba

Ah, found it: That is not the source i thought of, which i couldn't find anyway, it was a screenshot. It could be that it was hand painted for the picture as a concept art planned for the last planet, that would be water-based and snow planet at the same time depending on the weather or region. Fro...
by FuryoftheStars
Fri Jun 07, 2024 5:20 pm
Forum: News
Topic: Friday Facts #414 - Spoils of Agriculture
Replies: 397
Views: 52486

Re: Friday Facts #414 - Spoils of Agriculture

If we look at the images provided it seems they can stack just fine together. I imagine the system works by averaging the total spoilage of a stack, likely keeping count of the highest spoilage value of each stack as to avoid players refreshing the spoilage with new product. That's true. For some r...
by FuryoftheStars
Fri Jun 07, 2024 4:24 pm
Forum: News
Topic: Friday Facts #414 - Spoils of Agriculture
Replies: 397
Views: 52486

Re: Friday Facts #414 - Spoils of Agriculture

My first thoughts after hearing about spoilage were about how you would implement this efficiently. My guess is, that every spoilable item needs to remember the time it was created? Also, spoilage only needs to be evaluated whenever the item is "touched" or looked at, meaning when it inte...
by FuryoftheStars
Fri Jun 07, 2024 4:06 pm
Forum: Duplicates
Topic: Random freeze when in game
Replies: 7
Views: 821

Re: Random freeze when in game

Does it do this without any mods?
by FuryoftheStars
Fri Jun 07, 2024 3:40 pm
Forum: News
Topic: Friday Facts #414 - Spoils of Agriculture
Replies: 397
Views: 52486

Re: Friday Facts #414 - Spoils of Agriculture

Halting is different from Slowing though. If you have to put each product (multiples/ a stack) in belt-able container (like barrels), which slow the decay but not stop it. Allows for extension of transport ranges. But not for stockpiling of thousands of fruit/plant matter (which is questionable pro...
by FuryoftheStars
Fri Jun 07, 2024 1:07 pm
Forum: News
Topic: Friday Facts #414 - Spoils of Agriculture
Replies: 397
Views: 52486

Re: Friday Facts #414 - Spoils of Agriculture

It is likely a crude harvester. It's not sophisticated enough to just reach into the branches and pull out only the fruit without causing serious damage to the tree itself, so it's better to just rip the whole thing down and then replant. Which would imply that a more sophisticated harvester could ...
by FuryoftheStars
Fri Jun 07, 2024 1:00 pm
Forum: News
Topic: Friday Facts #414 - Spoils of Agriculture
Replies: 397
Views: 52486

Re: Friday Facts #414 - Spoils of Agriculture

Spoiling materials/resources create a need to be prompt with using them. Seeing spoilage times being even minutes, as stated in the FF, creates in my a sense of urgency, racing. Factorio has never been about racing to a goal, it's always been "take my time to design something". That seems...
by FuryoftheStars
Fri Jun 07, 2024 12:54 pm
Forum: News
Topic: Friday Facts #414 - Spoils of Agriculture
Replies: 397
Views: 52486

Re: Friday Facts #414 - Spoils of Agriculture

Hmm, interesting. I will admit a part of my brain is wanting refrigerators now, but maybe the timers won't be as bad as I'm fearing. I do hope, though, that you expand the harvesting/planting mechanic to Nauvis, too, and then give us some basic uses for the wood, like wood gasification. ------------...
by FuryoftheStars
Fri Jun 07, 2024 12:14 pm
Forum: News
Topic: Friday Facts #413 - Gleba
Replies: 119
Views: 25830

Re: Friday Facts #413 - Gleba

Hmm, I could've sworn I read somewhere that the snow at least was all done after the fact (ie, not actual in game content) or as a similar special one-off specifically for that picture, but I can't seem to find it right now. I think i remember someone posted on the forum about Earendel saying so on...
by FuryoftheStars
Thu Jun 06, 2024 11:49 pm
Forum: News
Topic: Friday Facts #413 - Gleba
Replies: 119
Views: 25830

Re: Friday Facts #413 - Gleba

Though, now that I think about it, if the last planet ends up being Artic, and that image back in last December was an in-game screenshot. We COULD actually see something related to weather fully affecting gameplay, maybe even to the same degree as you described with slower belts and rougher train ...

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