Search found 1705 matches
- 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...
- 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...
- 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...
- 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 ...
- 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
Underrated post. Stack inserters move bulk, and bulk inserters move stacks. Why do game devs do this?TheKingOfFailure wrote: ↑Sat Jan 13, 2024 9:26 pmStack inserters move lots (a bulk load) of items, but do not stack items
Bulk inserters do stack items when moving them in bulk.
- 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...
- 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...
- 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 ...
- 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...
- 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.
- 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. ...
- 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.
Of course, neither approach is very useful for surviving an acid bath.
- 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.
- 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...
- 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'...
- 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.
- 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
Also
AAAAAAHHHHH KILL IT WITH FIRE AAAAAAHHHHHHH
- 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.
- 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.
- Tue Jul 07, 2020 3:06 am
- Forum: News
- Topic: Friday Facts #354 - Launch party and HR power switch
- Replies: 33
- Views: 20500