Search found 133 matches
- Wed Sep 13, 2023 10:37 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 826
- Views: 181338
Re: Friday Facts #375 - Quality
I can't support this. Let's say you're making copper wire. My trains pick up a specific amount because I have them keyed to certain ratios. Now all of that is going to be thrown out the window if I enable this. People are going to have to babysit their boxes at all times until they unlock logistics...
- Tue Sep 12, 2023 1:30 pm
- Forum: Ideas and Suggestions
- Topic: Seperate Overlay for Building Rarity
- Replies: 4
- Views: 872
Re: Seperate Overlay for Building Rarity
I made a suggestion about this once in 2020. I don't know if there are others. It's here:wobbycarly wrote: ↑Tue Sep 12, 2023 9:05 amAlt-mode could be extended to allow the player to choose what to include/exclude, like the mini-map options.
Choose What's Included in "Alt" vs. Always On
- Mon Sep 11, 2023 6:13 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 826
- Views: 181338
Re: Friday Facts #375 - Quality
I would like to point out a disassembler loop is a brute-force method of getting quality items. Alternatives exist; you can have the main science factory create quality components as a by-product and shunt them off to a specific part of the base ready to buffer and process these components; or reve...
- Mon Sep 11, 2023 1:20 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 826
- Views: 181338
Re: Friday Facts #375 - Quality
They should lock "quality on intermediaries" behind a tech, if it's such a trap. The FFF warns us not to do it, and a dev on Discord mentioned a tester who tried it and quit the expansion 3 days later. This is worse than bots before Advanced Oil. Not everyone has their own tester to spend...
- Sun Sep 10, 2023 2:54 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 826
- Views: 181338
Re: Friday Facts #375 - Quality
When I started reading this, I was left wondering what they were rambling on about and what this had to do with Factorio, until they explicitly mentioned wanting to introduce MMO loot drops into the game. Yes, there's randomness with uranium, but U-238 and U-235 are completely separate materials wi...
- Sat Sep 09, 2023 8:03 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 826
- Views: 181338
Re: Friday Facts #375 - Quality
Why do you think the devs have emphasized so much the optional nature of the system? Why do you think it already hides the UI elements in the base 2.0 binary, and only reveals them once quality is researched in the expansion? It would make sense to get the most out of the care already taken, given ...
- Sat Sep 09, 2023 6:10 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 826
- Views: 181338
Re: Friday Facts #375 - Quality
Still, please consider multiplayer interaction in light of the polarizing nature of this system. Making quality not just optional per-map but actually per-player (allowing each player to choose when to engage with it individually and also leave it behind as desired) in terms of UI would help a lot....
- Sat Sep 09, 2023 1:37 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 826
- Views: 181338
Re: Friday Facts #375 - Quality
Meanwhile over on Steam it's "This is awful, how dare you ruin the game", "I want a refund if you implement this", "why do the devs suck so much OMG?!" Steam is dominated by hate-followers who try to get the first reply to a post, so they can get forum icons for being ...
- Sat Sep 09, 2023 1:25 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 826
- Views: 181338
Re: Friday Facts #375 - Quality
I agree "bad but optional" is bad marketing for anything. They should focus on how this lets us have upgraded buildings without N*M recipes, which would be too spammy and couldn't happen. The system lets us have a greater variety of upgrades than would be possible otherwise. And yes there ...
- Fri Sep 08, 2023 4:39 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 826
- Views: 181338
Re: Friday Facts #375 - Quality
Will mods be able to change the requirements for quality tiers, or is it always the module system?
I think it would be interesting if there were a unique catalyst used at each upgrade level. Maybe too complex for vanilla, but it would be nice to try accessing "quality" in different ways.
I think it would be interesting if there were a unique catalyst used at each upgrade level. Maybe too complex for vanilla, but it would be nice to try accessing "quality" in different ways.
- Fri Sep 08, 2023 3:20 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 826
- Views: 181338
Re: Friday Facts #375 - Quality
Radars have larger reveal ranges. This is pushing the limits. Currently radar reveals to 14, and players generate 20 chunks into the black area, slowly. It leaves 0-6 chunks of black, depending on how much time the player spends on the edges of the factory. Most people think "about 3 chunks&qu...
- Fri Sep 08, 2023 2:37 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 826
- Views: 181338
Re: Friday Facts #375 - Quality
I am a little torn, but ready to try it out. In our world there are also quality differences, so it would make sense that higher quality parts are able to produce higher quality products that perform better. The only thing I don't like are the names. They are too "MMO / World of Warcraft"...
- Fri Sep 08, 2023 2:22 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 826
- Views: 181338
Re: Friday Facts #375 - Quality
I'm really having a hard time wrapping my head around why this feature is eliciting such a divided response. It's bringing a very commonly accepted feature from countless other modern games and causing factorio players to think about how to deal with automating it. Having to do the math around if i...
- Fri Sep 08, 2023 1:38 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 826
- Views: 181338
Re: Friday Facts #375 - Quality
Names & colors are a direct copy from World of Warcraft. I am not seeing people notice this. I prefer this to changing them for no reason. Baldurs Gate 3 changes Epic to Very Rare but otherwise uses them exactly. I don't mind changing them to something more "manufacturing quality" them...
- Fri Sep 08, 2023 1:10 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 826
- Views: 181338
Re: Friday Facts #375 - Quality
I will take any mechanic that isn't just more 12-beaconing. We've already played Factorio: Beacon Age and I don't need any more of it in my forward light cone. So many beautiful and interesting belt mechanics and layouts get clobbered by the space restrictions of mass beacons. People are going to fi...
- Fri Sep 08, 2023 11:47 am
- Forum: Ideas and Suggestions
- Topic: Choose What's Included in "Alt" vs. Always On
- Replies: 7
- Views: 2117
Re: Choose What's Included in "Alt" vs. Always On
Re-upping this because the "Quality" in the coming expansion adds yet another thing we might want to toggle in/out of. Alt mode could be a useful toggle between 2 ways we like to look at the game.
- Wed Sep 22, 2021 2:09 pm
- Forum: Releases
- Topic: Version 1.1.40
- Replies: 38
- Views: 25952
Re: Version 1.1.40
I don't want to know how this works; I hope no one ever learns how it works.
Large communities don't need this; they have teams of moderators, ban lists, and Discord integration. It's random people who just want to turn their map public, spontaneously, who need Wube to be offering them a ban list.
Large communities don't need this; they have teams of moderators, ban lists, and Discord integration. It's random people who just want to turn their map public, spontaneously, who need Wube to be offering them a ban list.
- Mon Jan 18, 2021 6:02 am
- Forum: Tools
- Topic: Format of level.dat and blueprint.dat?
- Replies: 9
- Views: 20810
Re: Format of level.dat and blueprint.dat?
I've decoded the blueprint-storage.dat format -- you can see the code here: GitHub: Factorio Blueprint Decoder . The tool transforms the file into a JSON structure of a blueprint-book. The JSON can be encoded into a standard import/export string. I just heard about this from reddit! I spent a lot o...
- Mon Aug 24, 2020 12:06 am
- Forum: General discussion
- Topic: 4 years worth of stupid!
- Replies: 10
- Views: 5110
Re: 4 years worth of stupid!
Did you notice the GJ value of nuclear fuel yet?
- Mon Aug 17, 2020 8:18 pm
- Forum: Modding help
- Topic: on_player_created bug?
- Replies: 17
- Views: 7864
Re: on_player_created bug?
This leads me to a new question though: How to make it work with both freeplay and sandbox (and other scenarios)? Does it mean I need to duplicate my insertion code, so keeping using on_player_created event for sandbox, and using the dedicated remote interface of freeplay or on_cutscene_cancelled e...