Search found 379 matches

by foamy
Sun Jan 03, 2021 10:04 am
Forum: Ideas and Suggestions
Topic: Redo functionality
Replies: 42
Views: 3746

Re: Redo functionality

Or so: The ugliest situation for me as player is when I hit undo and nothing happens. Was it just outside of my screen, did I overlook it, because the change was so small, did I hit the key correctly or did it undo nothing? See, that's just the scenario a redo button would help: You hit it and see ...
by foamy
Fri Jan 01, 2021 2:19 am
Forum: Ideas and Suggestions
Topic: Redo functionality
Replies: 42
Views: 3746

Re: Redo functionality

That's a different topic on the same subject and you didn't quote it; how the heck was anyone supposed to know that's what you were replying to? Not sure what you mean. It is not the same subject, otherwise it had been joined together. But they are quite similar. I clearly quoted SoShootMe. SoShoot...
by foamy
Thu Dec 31, 2020 7:07 am
Forum: Gameplay Help
Topic: Lessons learned. Please tell me more.
Replies: 11
Views: 1449

Re: Lessons learned. Please tell me more.

My own refinery preference is to pick somewhere well out of the way (refineries are big, right up there with chip farms and smelting arrays) but with direct access to water. If there's a large enough lake I'll probably build it out with landfill, even. Bring in oil, by pipe at first but by train as ...
by foamy
Wed Dec 30, 2020 8:05 pm
Forum: Ideas and Suggestions
Topic: Redo functionality
Replies: 42
Views: 3746

Re: Redo functionality

Redo doesn’t help you with that problem. Helpful for this is something, which shows you what you have undone (and what might be next). Yeah it does, because you can just hit *redo* until you get back to where you were expecting. See https://forums.factorio.com/viewtopic.php?p=529435#p529435 the las...
by foamy
Sun Dec 27, 2020 3:10 am
Forum: General discussion
Topic: Landfill, Stone, gear production issues
Replies: 6
Views: 996

Re: Landfill, Stone, gear production issues

If my landfill needs grow beyond the abilities of an unbeaconed assembler, I'll just put down another. It's a helluva lot cheaper than trying to push one as far as possible, although I guess that's a neat engineering challenge. You can even just have a train unload directly into 'em; three stack ins...
by foamy
Sat Dec 26, 2020 7:36 pm
Forum: Gameplay Help
Topic: Why would I care about pollution?
Replies: 11
Views: 1284

Re: Why would I care about pollution?

I tend to compromise; I like the production efficiency of speed + prod mod synergizing (beaconed or otherwise), but I will usually slap triple eff-1s in my miners. Since mining patches are the ones that wind up having to move and be placed closer to biter nests, it reduces their local pollution (and...
by foamy
Sat Dec 26, 2020 7:30 pm
Forum: Ideas and Suggestions
Topic: Allow recipes to be chosen as blueprint icons.
Replies: 10
Views: 637

Re: Allow recipes to be chosen as blueprint icons.

GotLag wrote:
Sat Dec 26, 2020 1:27 pm
This is a good idea. The current design is a bad one - map and blueprint icons are not signals, they are icons, and as such should be allowed to select the full range of icons.

Yeah, it'd be nice. You can do some hacky workarounds, but they're *hacky*.
by foamy
Wed Dec 23, 2020 1:21 am
Forum: Ideas and Suggestions
Topic: Belt building alternative to the 1.1 forced straight line fix
Replies: 7
Views: 509

Re: Belt building alternative to the 1.1 forced straight line fix

I know a lot of people have said they are having issues with this, but I personally have stopped really noticing it. It I want to place many belts in a row, I just copy-paste. It can be annoying. I already had saved blueprints for 4-wide belts & 4-wide turns, though, so I've dodged a lot of it.
by foamy
Mon Dec 21, 2020 9:25 am
Forum: Gameplay Help
Topic: Power satisfaction bug?
Replies: 4
Views: 793

Re: Power satisfaction bug?

I wonder -- maybe it's because the beacons are trying to make up their entire power pool at once, and so are trying to draw more than their rated fixed power? I dynamically turn off beaconed sections of my plant via switch, and one of the things I've noticed in the power graphs is that, when a secti...
by foamy
Mon Dec 21, 2020 9:18 am
Forum: Ideas and Suggestions
Topic: Redo functionality
Replies: 42
Views: 3746

Re: Redo functionality

ssilk wrote:
Mon Dec 21, 2020 4:52 am
Redo doesn’t help you with that problem. Helpful for this is something, which shows you what you have undone (and what might be next).
Yeah it does, because you can just hit *redo* until you get back to where you were expecting.


A redo stack would be superb and I've wanted it plenty of times.
by foamy
Mon Dec 21, 2020 9:16 am
Forum: General discussion
Topic: Come up with new infinite research
Replies: 34
Views: 3104

Re: Come up with new infinite research

I'd like a. Either replacing 'Follower robot count' with something that makes those follower robots more useful, or removing follow robots from the game entirely. The Spidertron does everything they do, better, and they're a massive UI pain to do en-masse. Swap the infinite research to strengthening...
by foamy
Mon Dec 21, 2020 8:12 am
Forum: Balancing
Topic: Inserter power usage (aka don't use fast inserters)
Replies: 16
Views: 1759

Re: Inserter power usage (aka don't use fast inserters)

Foamy, that’s actually a great idea, I’ve never thought about that. Feed boiler area with high speed belts to increase quantity of boilers but break off to small yellow belt sections to feed burner or regular inserters so they can grab it. It seems so obvious now that I type it out... ;) I just alw...
by foamy
Sun Dec 20, 2020 12:23 am
Forum: Balancing
Topic: [1.1.5] slow stickers - player and spidertron
Replies: 20
Views: 1903

Re: [1.1.5] slow stickers - player and spidertron

Yeah. The slow effect coupled with the DoT is absolutely brutal . The player can (sort of) deal with it because a player with MkII armour and the correct mods is a hepped up jackrabbit with a pocket nuke launcher, but with things like the car, tank, and spidertron they're all much more ponderous and...
by foamy
Sat Dec 19, 2020 10:48 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: GC "The Fish": Compact tileable beaconed belt-based green circuits
Replies: 3
Views: 1331

Re: GC "The Fish": Compact tileable beaconed belt-based green circuits

Very cool. I'll try this out sometime soon. I was building something like this, but this is much better. Have you measured it for "in use %". Ie, how often are the the assemblers waiting on input / output? Are there ever any gaps in the compressed belts? Also, are the medium electric pole...
by foamy
Sat Dec 19, 2020 10:51 am
Forum: Balancing
Topic: Inserter power usage (aka don't use fast inserters)
Replies: 16
Views: 1759

Re: Inserter power usage (aka don't use fast inserters)

The advantage of regular inserters is only given as long as they do not need to pick up from red oder blue belts -which only fast inserters can do relieably? Or is this deprecated? Nah, it's still true. You can even manage to mess up fast inserters if they're pulling from undergrounds and the belt ...
by foamy
Sat Dec 19, 2020 6:26 am
Forum: Gameplay Help
Topic: How is the filtered-stack-inserter filter chosen?
Replies: 2
Views: 299

Re: How is the filtered-stack-inserter filter chosen?

It's done by the internal signal index order, which corresponds, I believe, to the order in which items are listed in your crafting screen. For example, a U-235 signal will always override a U-238 one.
by foamy
Thu Dec 17, 2020 2:06 am
Forum: Releases
Topic: Version 1.1.6
Replies: 26
Views: 23565

Re: Version 1.1.6

On the other hand, both reprocessing and nuclear fuel production are very slow processes, so the payback time for high-level productivity modules is long – long enough to wonder whether it is really worth doing. Honestly, it isn't. Uranium is dirt cheap, especially if you start grinding out the inf...
by foamy
Wed Dec 16, 2020 10:21 am
Forum: Gameplay Help
Topic: how to avoid inserters with partial hand contents when refueling trains
Replies: 4
Views: 786

Re: how to avoid inserters with partial hand contents when refueling trains

The only thing I can think that would fix that would be to filter every train wagon that could get that fuel, to not allow that fuel to be put in it. Honestly, if they're single-cargo wagons (which is pretty common) you should be filtering them anyway, just as a firebreak against contamination. @to...
by foamy
Tue Dec 15, 2020 8:58 pm
Forum: Ideas and Suggestions
Topic: Concrete should make Spidertron faster
Replies: 5
Views: 378

Re: Concrete should make Spidertron faster

I honestly thought it did. And if it doesn't, it should.
by foamy
Tue Dec 15, 2020 8:33 pm
Forum: Releases
Topic: Version 1.1.6
Replies: 26
Views: 23565

Re: Version 1.1.6

Allowed to use productivity module on nuclear fuel production + nuclear fuel reprocessing. On a related note, I'd like to see further additional usages for efficiency modules, particularly say in roboports and radars. Currently these modules don't really have many valid reasons to be used other tha...

Go to advanced search