1. Fluids are confusion and Wube are working on a new fluid physics model
2. You can use the Closest first mod. https://mods.factorio.com/mod/ClosestFirst
Search found 289 matches
- Sun Mar 17, 2019 7:07 am
- Forum: Gameplay Help
- Topic: A Question About 0.17 Pumps
- Replies: 3
- Views: 688
- Sat Mar 16, 2019 7:06 am
- Forum: News
- Topic: Friday Facts #286 - Pollution cleanup
- Replies: 72
- Views: 28444
Re: Friday Facts #286 - Pollution cleanup
On the topic of pollution and biters. Now sure what the future holds in regards to pollution. But personally i feel kinda sad that pollution is so superficial imo. I think it would be cool and interesting if it was more visual, instead of having to look at a map and see a red circle, which supposed...
- Mon Feb 04, 2019 8:50 pm
- Forum: News
- Topic: Friday Facts #280 - Visual Feedback is the king
- Replies: 243
- Views: 73679
Re: Friday Facts #280 - Visual Feedback is the king
Precise positioning is pretty hard when you walk 2 tiles just by pressing a movement button for a very short time. You just walk too much with 6 or more exo skeletons in that time. ^^ The function from The progressive running mod should go vanilla https://mods.factorio.com/mods/binbinhfr/Progressiv...
- Sat Feb 02, 2019 9:35 pm
- Forum: News
- Topic: Friday Facts #280 - Visual Feedback is the king
- Replies: 243
- Views: 73679
Re: Friday Facts #280 - Visual Feedback is the king
How about reducing the size of the 'Add' buttons to make them less prominent, so that the stop name and conditions stand out more, something like this: https://i.imgur.com/b4Dt2Gx.png I made them approximately the same size as the slightly raised dark portions of the GUI where no information is pre...
- Sun Jan 20, 2019 4:43 pm
- Forum: News
- Topic: Friday Facts #278 - The new quickbar
- Replies: 176
- Views: 54905
Re: Friday Facts #278 - The new quickbar
For Ctrl it would be reaching the 5 Key and the strain you get doing it. You are rotating your Hand quite Unnatural. So you press Shift + Ctrl with your Pinky and 1-5 with your index finger. Don’t they teach you kids anything these days? Use two hands, the right shift modifies the keys on the left ...
- Sun Jan 06, 2019 9:29 am
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 126722
Re: Friday Facts #275 - 0.17 Science changes
I had a nerdgasm of the "OMG I CAN FINALLY PLAY AngelBobSpaceX despite the fact FNEI MOD ISN'T ENOUGH TO MAKE IT PLAYABLE" sort. I dreamed the 2000+ hours worth of playthru I am committed to once this roadmap addition is in: "Recipe tree GUI (Oxyd). This should be the foundation of s...
- Mon Dec 24, 2018 2:31 pm
- Forum: News
- Topic: Friday Facts #274 - New fluid system 2
- Replies: 166
- Views: 61540
Re: Friday Facts #274 - New fluid system 2
Guys, keep in mind that the 0.05 is a limit for EVERY fluidbox in the system. It don't need to apply to fluid boxes inside assembly machines and boilers... 0.05 is a very small amount so i think it's OK. Modders out there don't do as super high value low volume fluid. Picker extended have a delete ...
- Sat Dec 22, 2018 1:10 pm
- Forum: News
- Topic: Friday Facts #274 - New fluid system 2
- Replies: 166
- Views: 61540
Re: Friday Facts #274 - New fluid system 2
The FFF says "pipes to ground won’t help you with throughput anymore" Correct me if i'm wrong, but there is still argument for using pipe-to-ground as much as possible from a megabase performance perspective right? I'm not sure about the exact number in vanilla anymore, but one pipe-to-gr...
- Fri Dec 21, 2018 1:56 pm
- Forum: News
- Topic: Friday Facts #274 - New fluid system 2
- Replies: 166
- Views: 61540
Re: Friday Facts #274 - New fluid system 2
I am happy that the new fluid mechanics works and have better performance 
- Fri Dec 21, 2018 1:55 pm
- Forum: News
- Topic: Friday Facts #274 - New fluid system 2
- Replies: 166
- Views: 61540
Re: Friday Facts #274 - New fluid system 2
It's in the debug options F4. And represent's amount and flow of fluids.
- Fri Dec 14, 2018 7:00 pm
- Forum: News
- Topic: Friday Facts #273 - Cutscene controller & Localisation plan
- Replies: 79
- Views: 27992
Re: Friday Facts #273 - Cutscene controller & Localisation plan
The result of the questionnaire will be skewed towards people who is reading English and the FFF.
- Wed Dec 12, 2018 12:14 pm
- Forum: News
- Topic: Friday Facts #271 - Fluid optimisations & GUI Style inspector
- Replies: 122
- Views: 42690
Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector
Looks like it is running an if-else structure on shaders. Does that mean shaders can handle conditional branching? If so then the shaders might end up in different places in the code. Does that mean shaders are not SIMD ? Has the GPU system left the SIMD system? That doesn't make sense because both...
- Mon Dec 10, 2018 7:52 am
- Forum: News
- Topic: Friday Facts #272 - Mod GUI
- Replies: 78
- Views: 28354
Re: Friday Facts #272 - Mod GUI
What i'd really like (despite there being built in dependencies etc) is a mod load order option. Why? Because some mods are big and some are small. Mod order is defined by dependencies and that is why "optional dependencies" is important, to define the load order. There are different part...
- Sun Dec 09, 2018 3:34 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 176584
Re: Friday Facts #266 - Cleanup of mechanics
I mostly play vanilla. Which means 99 percent of the time I would play the game as you intended. Without the pickaxe. I do not mind any other change you did but one. The pickaxe. Not because I like the mods with it but because I love the Mod/DIY spirit of the community and this is basically saying:...
- Sun Dec 09, 2018 8:39 am
- Forum: News
- Topic: Friday Facts #272 - Mod GUI
- Replies: 78
- Views: 28354
Re: Friday Facts #272 - Mod GUI
Couldn't a mod pack just be an "empty" mod with dependencies?
The feature to easily download and activate all the dependencies for a mod would anyhow be welcome.
The feature to easily download and activate all the dependencies for a mod would anyhow be welcome.
- Sat Dec 08, 2018 9:33 am
- Forum: News
- Topic: Friday Facts #272 - Mod GUI
- Replies: 78
- Views: 28354
Re: Friday Facts #272 - Mod GUI
- occasionally servers will modify mods to suite their needs but will not upload that version to the portal because it is not approved with the original owner/license or they change the mod for each new map. I would say this is bad practice and that the devs don't need to support that. I have chang...
- Fri Dec 07, 2018 5:35 pm
- Forum: News
- Topic: Friday Facts #272 - Mod GUI
- Replies: 78
- Views: 28354
Re: Friday Facts #272 - Mod GUI
How about download automatically the required mods from a gameserver to join easy and dont search all the mods manually? is it planned or already implemented in 0.17? sorry 4 this english, german is still my motherlanguage :o Yes, it is done, As long as that mod is on the mod portal, you will autom...
- Tue Dec 04, 2018 10:42 pm
- Forum: News
- Topic: Friday Facts #271 - Fluid optimisations & GUI Style inspector
- Replies: 122
- Views: 42690
Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector
Kovarex has earlier stated that they haven't optimized for multi threading because they have always found easier solutions that have a bigger impact at performance. I think you refer to FFF #215 Multithreading issues . If you read closely, one of the proposed reasons why it didn't increase performa...
- Tue Dec 04, 2018 4:17 pm
- Forum: News
- Topic: Friday Facts #271 - Fluid optimisations & GUI Style inspector
- Replies: 122
- Views: 42690
Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector
Interesting that both Factorio and Oxygen Not Included have announced they're doing this within a month of each other. Really hope its a result of colaboration, if so everyone wins. I think the answer lies with team red and team blue. If you look at CPU development, there is one major bottleneck: m...
- Tue Dec 04, 2018 8:24 am
- Forum: News
- Topic: Friday Facts #271 - Fluid optimisations & GUI Style inspector
- Replies: 122
- Views: 42690
Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector
words... Now the only "problem" is that I haven't really run into UPS problems myself, making me wonder how much of a megabase I need to build before I can tell a difference. For me personally, my biggest wish is for the game to not run the graphics update (side scrolling, regardless of i...