Search found 133 matches

by morsk
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...
by morsk
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

wobbycarly wrote:
Tue Sep 12, 2023 9:05 am
Alt-mode could be extended to allow the player to choose what to include/exclude, like the mini-map options.
I made a suggestion about this once in 2020. I don't know if there are others. It's here:

Choose What's Included in "Alt" vs. Always On
by morsk
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...
by morsk
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...
by morsk
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...
by morsk
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 ...
by morsk
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....
by morsk
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 ...
by morsk
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 ...
by morsk
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.
by morsk
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...
by morsk
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"...
by morsk
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...
by morsk
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...
by morsk
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...
by morsk
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.
by morsk
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.
by morsk
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...
by morsk
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?
by morsk
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...

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