Search found 1705 matches

by bobucles
Sat Mar 09, 2024 7:55 pm
Forum: News
Topic: Friday Facts #401 - New terrain, new planet
Replies: 105
Views: 29590

Re: Friday Facts #401 - New terrain, new planet

I am still worried about the cliff explosives delay, but I am reassured to see at least an attempt to fix the more annoying things about cliffs as they are. Will have to wait and see how things turn out. Personally, I would still like an early game, somewhat expensive (and single use), manual use o...
by bobucles
Sun Jan 28, 2024 7:48 pm
Forum: News
Topic: Friday Facts #395 - Generic interrupts and Train stop priority
Replies: 138
Views: 25368

Re: Friday Facts #395 - Generic interrupts and Train stop priority

It causes no problems, because if you don't use it then it has no effect. For those that understand it it can be a convenient way to fine tune the workings of the factory. You are allowed to see the system as beyond your mental capacities and pass on using it if it would cause you more problems tha...
by bobucles
Sun Jan 28, 2024 4:13 pm
Forum: News
Topic: Friday Facts #395 - Generic interrupts and Train stop priority
Replies: 138
Views: 25368

Re: Friday Facts #395 - Generic interrupts and Train stop priority

A hard priority system follows the orders of the player. A soft priority system is a system which by definition will ignore the players intended behavior. Just set your priorities correctly and dynamically if fixed priorities is not aligned with your intended behavior. So what you're saying, is tha...
by bobucles
Sat Jan 27, 2024 11:27 pm
Forum: News
Topic: Friday Facts #395 - Generic interrupts and Train stop priority
Replies: 138
Views: 25368

Re: Friday Facts #395 - Generic interrupts and Train stop priority

Quick question about the priority system. Are they soft priorities, such that X task is given some kind of bonus multiplier to its priority? Or are they hard priorities, such that do all 51s first, then do all 50's next, then do all 49's next, etc.? A hard priority system is very predictable, but I ...
by bobucles
Thu Jan 18, 2024 10:05 pm
Forum: News
Topic: Friday Facts #393 - Putting things on top of other things
Replies: 234
Views: 62143

Re: Friday Facts #393 - Putting things on top of other things

TheKingOfFailure wrote:
Sat Jan 13, 2024 9:26 pm
Stack inserters move lots (a bulk load) of items, but do not stack items

Bulk inserters do stack items when moving them in bulk.
Underrated post. Stack inserters move bulk, and bulk inserters move stacks. Why do game devs do this?
by bobucles
Sat Jan 13, 2024 4:13 pm
Forum: News
Topic: Friday Facts #393 - Putting things on top of other things
Replies: 234
Views: 62143

Re: Friday Facts #393 - Putting things on top of other things

Ore has random icons and it looks cool. Why can't other items have random icons too? Most obvious one imo is the gear wheel. Rotate it a bit and it's a new icon. Plates might have various cookie cutter shapes (festive shapes?), circuits can have different wiring, science could have different beakers...
by bobucles
Thu Oct 05, 2023 12:45 am
Forum: News
Topic: Friday Facts #378 - Trains on another level
Replies: 339
Views: 100418

Re: Friday Facts #378 - Trains on another level

The train pathing system uses a cost system where trains try to find the fastest route. It's fairly robust on its own but obviously can not predict the future. Train junctions suffer diminishing returns as lanes get added. Consider a train crossing 8 lanes of traffic, it's effectively blocking 8 lan...
by bobucles
Tue Oct 03, 2023 8:05 pm
Forum: News
Topic: Friday Facts #378 - Trains on another level
Replies: 339
Views: 100418

Re: Friday Facts #378 - Trains on another level

Amazing FFF that sets expectations and then blows them out of the water. The factorio devs haven't run out of steam yet. I wonder if there will be light fixtures that can go on elevated rails. No particular reason, but it'd probably look cool. The big player issue will be trying to see underneath a ...
by bobucles
Tue May 11, 2021 10:00 pm
Forum: Balancing
Topic: Steam Engine should not "scale down" automatically.
Replies: 26
Views: 18399

Re: Steam Engine should not "scale down" automatically.

The steam engine ramping down is a good thing for difficulty. Why? Because boilers make pollution, and pollution brings in biters. If the player builds too many boilers, they'd drown in biter spam regardless of their actual factory production. Skilled players would see very little gameplay change, b...
by bobucles
Wed Jan 13, 2021 1:25 pm
Forum: Ideas and Suggestions
Topic: Don't make a spot on the map when an atomic bomb is used
Replies: 11
Views: 3328

Re: Don't make a spot on the map when an atomic bomb is used

Why not fix the land with some landfill? Bulldoze the waste, replace with good land. It'd be a simple and handy mod.
by bobucles
Wed Jan 13, 2021 12:51 pm
Forum: General discussion
Topic: Game optimization and playability
Replies: 44
Views: 18770

Re: Game optimization and playability

Factory production in Factorio is incredibly fast paced. Most objects produce in seconds, and fractions of a second with beacons. Inventory space is large and trains have monolithic item transporting rates. Frankly, if you want more factory or train networks, it makes sense to start nerfing things. ...
by bobucles
Thu Oct 08, 2020 2:59 pm
Forum: Ideas and Suggestions
Topic: Electric Discharge Defense trigger on melee damage
Replies: 7
Views: 4415

Re: Electric Discharge Defense trigger on melee damage

Even if a knockback effect proves troublesome, a stun effect would be very useful for mitigating melee damage.

Of course, neither approach is very useful for surviving an acid bath.
by bobucles
Wed Sep 02, 2020 12:06 pm
Forum: Ideas and Suggestions
Topic: Make reactors glow brighter based on adjacency bonus
Replies: 4
Views: 1477

Re: Make reactors glow brighter based on adjacency bonus

It would probably make more sense to have the connectors between the power plants be altered in some way. Visual clues are the best clues, and a clue directly between adjacent plants is a pretty good clue.
by bobucles
Mon Aug 31, 2020 1:56 pm
Forum: Outdated/Not implemented
Topic: Personal robots prioritizing nearest first
Replies: 206
Views: 68214

Re: Personal robots prioritizing nearest first

I think roboport priorities can be best resolved by letting players set their desired roboport radius. A tighter radius definitely launches bots on shorter errands and they work more efficiently as a result. Some quick modding with -5 radius on the mk.1 and mk.2 definitely gets the bots working more...
by bobucles
Mon Aug 31, 2020 1:45 pm
Forum: Ideas and Suggestions
Topic: Boop- Combinator based button presser
Replies: 0
Views: 827

Boop- Combinator based button presser

Currently there are two major types of remotes in the game, one to launch artillery and one to control the spidertron. Currently these remotes must be used manually, but what if the remotes themselves could be automated? Enter the booper, a device made strictly for pushing buttons on the remote. It'...
by bobucles
Sat Aug 15, 2020 8:09 pm
Forum: General discussion
Topic: Spidertron facts
Replies: 5
Views: 2930

Re: Spidertron facts

Personal roboports only make green zones, they don't make orange zones.
by bobucles
Sat Aug 15, 2020 1:20 pm
Forum: News
Topic: Friday Facts #120 - Spidertron
Replies: 123
Views: 122660

Re: Friday Facts #120 - Spidertron

I love it.
Also
AAAAAAHHHHH KILL IT WITH FIRE AAAAAAHHHHHHH
by bobucles
Wed Aug 05, 2020 1:52 am
Forum: News
Topic: Friday Facts #358 - Alien decoratives & Polluted water
Replies: 71
Views: 36494

Re: Friday Facts #358 - Alien decoratives & Polluted water

Ooh, a reason to rush out those efficiency modules. Playing a pure green style is a challenge all its own, but it's not impossible to avoid dealing serious damage to the environment. At least, it is quite doable until you start cranking up the marathon death world settings.
by bobucles
Fri Jul 10, 2020 11:41 am
Forum: News
Topic: Friday Facts #355 - High resolution updates
Replies: 27
Views: 16918

Re: Friday Facts #355 - High resolution updates

I'm a bit surprised that so much of the land mine is left behind considering that, you know, they're kinda supposed to explode.
by bobucles
Tue Jul 07, 2020 3:06 am
Forum: News
Topic: Friday Facts #354 - Launch party and HR power switch
Replies: 33
Views: 20500

Re: Friday Facts #354 - Launch party and HR power switch

ske wrote:
Sat Jul 04, 2020 10:53 am
Why does the "plug" in the power switch have two prongs while there is only one wire on the poles?
It's a proper 3 wire system if the red and green signal wires are used. But obviously gameplay trumps all.

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