viewtopic.php?f=6&t=52584&p=307506&hili ... ry#p307506
viewtopic.php?f=6&t=51846&p=302677&hili ... ry#p302677
Thanks for this awesome game already, I wouldn't know what to do with my time otherwise
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
Code: Select all
#define NORTH 0x08
#define WEST 0x04
#define EAST 0x02
#define SOUTH 0x01
case NORTH | WEST | EAST | SOUTH:
display 4way;
break;
...
case NORTH | SOUTH:
case NORTH:
case SOUTH:
case 0:
display north-south pipe;
break;
0.17 hype starting!!kovarex wrote:Yes, the next FFF will be about that (although it is for 0.17).maniak1349 wrote:Little things like this actually are what makes Factorio what it is. Looking forward for loads of those in 0.16.
Also can we expect anytime soon in depth FFF about UI changes that are under way?
Actually I hope they rework the Adjacency system altogether in the future to make different setups other than 2*n setups also viable. Because currently everything that doesn't follow the 2*n scheme is completely inefficient and not even worth trying except if you have so much Uranium that you simply don't care about wasting it.Peter34 wrote:3. A re-think of Fission Power to make the ratios less arcane. I don't mind the Adjacency stuff, +100% and +200% and even +300%, that's fun, but all those decimal value multipliers...
Please may the devs add tutorials for these ! Also for logic circuits ! There's plenty of potential on tutorials, but unused !MeduSalem wrote:Actually I hope they rework the Adjacency system altogether in the future to make different setups other than 2*n setups also viable. Because currently everything that doesn't follow the 2*n scheme is completely inefficient and not even worth trying except if you have so much Uranium that you simply don't care about wasting it.Peter34 wrote:3. A re-think of Fission Power to make the ratios less arcane. I don't mind the Adjacency stuff, +100% and +200% and even +300%, that's fun, but all those decimal value multipliers...
Also I've already seen several people having trouble understanding the current adjacency system in the first place... either they didn't know that the reactors have to align perfectly with one another or that the efficiency increases the more reactors are placed into the 2*n scheme. So it lacks some straight-forward clarity about the mechanic as well.
If it would work similar to how Beacons boost nearby buildings then I guess it would be easier to understand.
Actually beacons suffer from the exact same problem of a too rigid bonus system. Everything that is not straight lines of beacons interleaved with straight lines of assemblers is inefficient. But the only way to "fix" this would be to remove the stackability of beacon bonuses, so that every assemblers only gets the bonus once.MeduSalem wrote: *snip*
Actually I hope they rework the Adjacency system altogether in the future to make different setups other than 2*n setups also viable. Because currently everything that doesn't follow the 2*n scheme is completely inefficient and not even worth trying [...]
*snip*
If it would work similar to how Beacons boost nearby buildings then I guess it would be easier to understand.
And when they came on Tuesday to hang him, boy was he surprised!ske wrote:A logical riddle:
A prisoner was sentenced to death and the judge said "You will be hanged next week but the exact day of your death will come as a surprise to you." The prisoner was devastated when he heard that and they brought him back to his cell. But later that night he was sound asleep and awoke joyfully the next morning stating: "I know I won't be hanged."
"How so?" the guard asked.
The prisoner replied: "Simple. If I'm not hanged by thursday I'll have to be hanged on friday. But then I know that and it won't be a surprise anymore. The judge said it will be a surprise so it can't be Friday. Also, by the same logic, it can't be Thursday, Wednesday, Tuesday or Monday. It can't be on any day. I will walk free by next week."
That will be possible when the new inventory system comes, where your hotbar don't contain items anymore. You then can put anything in there even if you don't have it in your inventory. It then also shows how many of them you have in your inventory.Jap2.0 wrote:I strongly support some way to blueprint with stuff you don't have. This is a bit of an extreme example, but what if you want to build a nuclear power plant, but all the reactors are int the logistics system? You wither have to craft one by hand (and you probably don't have 500 of each red circuits, copper, steel, and concrete on you), find it's location in the logistics network, or request it via bot. It would be nice if there was a much more simple way to do that.
I sign that as wellFasterJump wrote:I think mirrored blueprints would be a nice QoL improvement.