Search found 432 matches

by foamy
Wed Nov 11, 2020 7:58 pm
Forum: Ideas and Suggestions
Topic: Powered logic devices (combinators, inserters, etc.) should behave consistently under low power
Replies: 68
Views: 14645

Re: Powered logic devices (combinators, inserters, etc.) should behave consistently under low power

What 'depth' does fixing this remove? The depth in combinators is in their logic, and for that depth to be genuinely explored it needs to behave in a deterministic and predictable way. I'm going to stop you right there. Factorio is literally deterministic. If it weren't then multiplayer would not w...
by foamy
Wed Nov 11, 2020 9:30 am
Forum: Ideas and Suggestions
Topic: Powered logic devices (combinators, inserters, etc.) should behave consistently under low power
Replies: 68
Views: 14645

Re: Powered logic devices (combinators, inserters, etc.) should behave consistently under low power

I think this would take away some nice details and a lot of depth for playing with combinators What 'depth' does fixing this remove? The depth in combinators is in their logic, and for that depth to be genuinely explored it needs to behave in a deterministic and predictable way. I won't say nobody ...
by foamy
Tue Nov 10, 2020 9:57 pm
Forum: Ideas and Suggestions
Topic: Powered logic devices (combinators, inserters, etc.) should behave consistently under low power
Replies: 68
Views: 14645

Re: Powered logic devices (combinators, inserters, etc.) should behave consistently under low power

Jap2.0 wrote:
Tue Nov 10, 2020 8:44 pm
I think I get the general idea, but can someone succinctly say what's inconsistent about this? Every other entity in the game works slower when not receiving full power; combinators do the exact same thing.
It's inconsistency among logic devices even when powered at the same level.
by foamy
Tue Nov 10, 2020 8:23 pm
Forum: General discussion
Topic: Help! We are running out of bug reports!
Replies: 13
Views: 5207

Re: Help! We are running out of bug reports!

AmericanPatriot wrote:
Sat Nov 07, 2020 7:32 am
there are lots of "wont fix" and "minor issues" they can work on.
This.
by foamy
Tue Nov 10, 2020 8:19 pm
Forum: Ideas and Suggestions
Topic: Powered logic devices (combinators, inserters, etc.) should behave consistently under low power
Replies: 68
Views: 14645

Re: Powered logic devices (combinators, inserters, etc.) should behave consistently under low power

I'm with ikkru here; a problem being present doesn't mean it's an interesting addition, even to a problem solving game. I'm not super fond of 'oh well it's something for the player to solve, that makes it interesting' as an answer to inconsistent or unexpected behaviours; it's right up there with di...
by foamy
Tue Nov 10, 2020 2:39 am
Forum: Ideas and Suggestions
Topic: Nuclear Thermal Furnaces
Replies: 3
Views: 1554

Re: Nuclear Thermal Furnaces

T''heck with UPS, give me neat synergies like this one!
by foamy
Tue Nov 10, 2020 2:36 am
Forum: Ideas and Suggestions
Topic: Text plates
Replies: 46
Views: 9323

Re: Text plates

I'd love an implementation in vanilla somehow because the mod is just so handy for labelling stuff. Sure, there's the map, too, and that's nice, but I like the physicality. One possibility, that could avoid the monospacing issue, would be to have specific sizes of entity -- 1x5, 2x10, etc -- which y...
by foamy
Tue Nov 10, 2020 2:31 am
Forum: Ideas and Suggestions
Topic: Powered logic devices (combinators, inserters, etc.) should behave consistently under low power
Replies: 68
Views: 14645

Re: Powered logic devices (combinators, inserters, etc.) should behave consistently under low power

[...]There are ways to prepare backup power via steam engines or steam turbines that only kick in once accumulator charge is low.[...] The irony is, I encountered this problem when trying to design this very thing; the logic for my nuclear setup was behaving strangely when I tried to boot it up (an...
by foamy
Mon Nov 09, 2020 8:50 am
Forum: Show your Creations
Topic: Lube-Only-Production
Replies: 24
Views: 17520

Re: Lube-Only-Production

... And of course there's no waste at all in a single-product petroleum gas plant. There's a Chance i didnt get it, but petroleum from advanced oil plus cracking yields more per crude oil than Basic oil. That's what i call wasteful for Basic oil. On the other Hand it needs more space and pipes. And...
by foamy
Sun Nov 08, 2020 10:15 pm
Forum: Show your Creations
Topic: Lube-Only-Production
Replies: 24
Views: 17520

Re: Lube-Only-Production

Single-product refineries are significantly easier to balance out than multi-product ones, and easier to tile, generally. :cry: and boring and wasteful. Not wasteful, especially. There's a little bit of overhead for rocket fuel, since some of the solid fuel is coming from petroleum gas instead of p...
by foamy
Sun Nov 08, 2020 10:14 am
Forum: Show your Creations
Topic: Lube-Only-Production
Replies: 24
Views: 17520

Re: Lube-Only-Production

My own preference is to reserve oil purely for petroleum gas and rocket fuel, and make lubricant from coal (which is the least-used ore on the map once you transition away from boiler power). Excess LO/petroleum gas from the lubricant chain is then fed back into the boilers for the liquefication. Ex...
by foamy
Fri Nov 06, 2020 8:40 am
Forum: Combinator Creations
Topic: Using one turbine to control an arbitrarily large number of nuclear reactors
Replies: 15
Views: 7593

Re: Using one turbine to control an arbitrarily large number of nuclear reactors

Very clever, I'm definitely going to use this trick. I have a few notes about it I'd like to share. Your blueprints don't include the actual mechanism for resetting the memory cell. I don't see why the flow meter and memory cell shouldn't already be connected in a single blueprint. During the time ...
by foamy
Thu Aug 13, 2020 5:25 pm
Forum: Balancing
Topic: Productivity module balance
Replies: 27
Views: 9259

Re: Productivity module balance

Well.... again, not quite. Mechanically the problem with just increasing the speed penalty is that you still get the synergistic effects. In fact you make adding beacons and speed modules even more necessary to make prod modules worthwhile. And while you don't get the absolute increase on silos goi...
by foamy
Tue Aug 11, 2020 7:31 pm
Forum: Ideas and Suggestions
Topic: Power Switch with meter
Replies: 5
Views: 1291

Re: Power Switch with meter

The information exists -- you can read it off power poles -- so being able to read from some entity the supply and demand for the connected electrical grids ought to be possible . There's some issues, though, that I can see. First, using a power switch means you're overloading the circuit toggle, so...
by foamy
Tue Aug 11, 2020 5:48 pm
Forum: Balancing
Topic: Productivity module balance
Replies: 27
Views: 9259

Re: Productivity module balance

So, for example, say we're working with gears. Two belts of iron in, 1.4 belts of gears out in either scenario. But: To get those 1.4 belts, with the current productivity setup, you need 22.5 crafting speed (aggregated among the assemblers). To get it with my proposed change, you'd need 40% more --...
by foamy
Tue Aug 11, 2020 4:19 pm
Forum: Gameplay Help
Topic: Entity tier list for UPS
Replies: 35
Views: 7489

Re: Entity tier list for UPS

The reason why blocking the input/output of assemblers puts them to sleep is because the assemblers will register with the fluid box or inserter to be told when the blockage is resolved. Why couldn't power switches (or rather electrical networks) have that same "register" capability? The ...
by foamy
Tue Aug 11, 2020 4:08 am
Forum: Balancing
Topic: Productivity module balance
Replies: 27
Views: 9259

Re: Productivity module balance

That's an interesting idea. Using P. Mods would then require some system for filtering out and recycling the extra inputs, right? (I'm assuming they are "produced" by the machine along with the product) Maybe. I'd be more inclined to simply add the items to the assembler/whatever's input ...
by foamy
Tue Aug 11, 2020 1:34 am
Forum: Ideas and Suggestions
Topic: Changing behavior of logistic network with items lower than 100% condition
Replies: 10
Views: 1844

Re: Changing behavior of logistic network with items lower than 100% condition

It's especially screwy because while a machine won't accept a damaged item, an inserter will happily try to add one to it -- a behaviour that jams the inserters in a fashion that can't occur in any other setup. I've had it hit with both belts and walls and it's a real pain to actually track the caus...
by foamy
Tue Aug 11, 2020 1:17 am
Forum: Balancing
Topic: Productivity module balance
Replies: 27
Views: 9259

Re: Productivity module balance

Yeah, but you can't really easily alter that without fundamentally altering the mechanics. As long as the speed penalties and bonuses are additive and productivity modules give you extra outputs, it's going to work out that way. Actually if the speed penalty from P. Modules was bumped back up to 20...
by foamy
Mon Aug 10, 2020 11:39 pm
Forum: Balancing
Topic: Productivity module balance
Replies: 27
Views: 9259

Re: Productivity module balance

*mentions example with 20 beacons with speed module 3s* *complains that only productivity modules are ever used* Haha, funny, but that's not really what I'm saying. What I'm saying is that it doesn't make sense that removing a (speed-reducing) productivity module and replacing it with a (speed-incr...

Go to advanced search