Search found 146 matches

by morsk
Sat Sep 09, 2023 1:37 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 364839

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 annoying on purpose. The ...
by morsk
Sat Sep 09, 2023 1:25 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 364839

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 are N*M ...
by morsk
Fri Sep 08, 2023 4:39 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 364839

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: 838
Views: 364839

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" is ...
by morsk
Fri Sep 08, 2023 2:37 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 364839

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" where I ...
by morsk
Fri Sep 08, 2023 2:22 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 364839

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 ...
by morsk
Fri Sep 08, 2023 1:38 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 364839

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" themed if people ...
by morsk
Fri Sep 08, 2023 1:10 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 364839

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 ...
by morsk
Fri Sep 08, 2023 11:47 am
Forum: Ideas and Suggestions
Topic: Choose What's Included in "Alt" vs. Always On
Replies: 13
Views: 4337

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: 33350

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: 24620

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 ...
by morsk
Mon Aug 24, 2020 12:06 am
Forum: General discussion
Topic: 4 years worth of stupid!
Replies: 10
Views: 6774

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: 10967

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 ...
by morsk
Thu Jun 18, 2020 12:00 am
Forum: Ideas and Suggestions
Topic: Choose What's Included in "Alt" vs. Always On
Replies: 13
Views: 4337

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

TL;DR

factorio-alt-toggle.png

What ?

I want it to be like the debug options (F4, F5) where we choose what we want always on, vs. what's toggled on.

Why ?

Seeing recipes on machines helps make machines look different. I never don't want to see the recipes. Maybe a dev taking screenshots ...
by morsk
Fri May 22, 2020 9:41 am
Forum: Releases
Topic: Version 0.18.26
Replies: 45
Views: 33890

Re: Version 0.18.26

New options do NOT appear in the config.ini until a setting has been changed, within the Factorio GUI, and "confirm" is clicked. You can't just click on confirm because if nothing changed, it doesn't write to config.ini. That triggers a rewrite of the config.ini, and then POOF, new options appear ...
by morsk
Tue May 19, 2020 3:24 am
Forum: Ideas and Suggestions
Topic: Ability to show UPS of the server
Replies: 9
Views: 4593

Re: Ability to show UPS of the server

This feature is needed to counter widespread misunderstanding. I've seen admins of major multiplayer maps not understand that the server is below 60 UPS. This month, I saw an IT professional recommend running Factorio as a server to improve UPS, because he believed he was getting 60 UPS in ...
by morsk
Mon May 18, 2020 11:09 am
Forum: Technical Help
Topic: save files replaced??
Replies: 8
Views: 3133

Re: save files replaced??

I would like to know how this happens, as it would effect the kinds of suggestions I make. It's popular to request complete overhauls of the save system, but I'd rather hear the real and specific ways people misuse the system, and consider if they could be avoided, not imagine up entire new systems.
by morsk
Tue May 12, 2020 2:16 am
Forum: General discussion
Topic: When did landfill get changed to ugly brown?
Replies: 4
Views: 2816

Re: When did landfill get changed to ugly brown?

The grass could also be ugly if it clashed with the terrain it was placed in.

More significant is that landfill absorbs 0 pollution now. It used to absorb the same as grass, which was slightly more or less than water, depending on the patch.
by morsk
Sun May 10, 2020 1:02 pm
Forum: Technical Help
Topic: Where is my blueprint's menu
Replies: 1
Views: 1152

Re: Where is my blueprint's menu

In 0.18, we use the shortcut bar. If you don't have a shortcut bar, you will get it by researching bots. Or you can get it early by typing /unlock-shortcut-bar .
shortcut-bar.png
shortcut-bar.png (624.82 KiB) Viewed 1133 times

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