Search found 16 matches
- Mon Nov 04, 2024 6:37 pm
- Forum: Ideas and Suggestions
- Topic: Applying beacon diminishing returns based on cumulative base effects
- Replies: 1
- Views: 176
Applying beacon diminishing returns based on cumulative base effects
As of release of 2.0/SA beacons feature diminishing returns. This is based purely on the number of beacons active on the receiving entity. There are some gripes and issues with this mechanic I will try to outline to segway into the suggestion. To be clear: this is not about the diminishing returns p...
- Sun Nov 03, 2024 11:44 pm
- Forum: Not a bug
- Topic: Beacons don't always improve crafting speed
- Replies: 5
- Views: 267
Re: Beacons don't always improve crafting speed
I read that FFF, but I don't fully agree that using the number of beacons as opposed to the cumulative effect before diminishing returns are applied is the optimal approach. Using beacon numbers alone hurts design freedom since it has negative impact when mixing modules, or using lower tier modules....
- Sun Nov 03, 2024 11:08 pm
- Forum: Not a bug
- Topic: Beacons don't always improve crafting speed
- Replies: 5
- Views: 267
Re: Beacons don't always improve crafting speed
But is it intended to go purely by the number of beacons? As pointed out in the post the issue is not the diminishing return per se, but the way they are applied that entails negative returns.
- Sun Nov 03, 2024 9:54 pm
- Forum: Not a bug
- Topic: Beacons don't always improve crafting speed
- Replies: 5
- Views: 267
Beacons don't always improve crafting speed
https://forums.factorio.com/download/file.php?mode=view&id=88900 I originally shared this on Reddit , however, I don't believe people fully understood the problem. To be clear: I understand that there are diminishing returns in 2.0 and that adding more beacons yields a progressively weaker effe...
- Thu Oct 31, 2024 5:28 pm
- Forum: Pending
- Topic: Copy-pasting assemblers with <4 modules will duplicate the existing ones
- Replies: 2
- Views: 165
Re: Copy-pasting assemblers with <4 modules will duplicate the existing ones
Just did a quick test. Disabled all mods. Loaded an old save (haven't really played SA without mods so far because I spend most time dabbling around in creative mode). In this save I could not reproduce this issue. I will see if it keeps happening with the creative mods on, and if needed I can provi...
- Wed Oct 30, 2024 8:35 pm
- Forum: Pending
- Topic: Copy-pasting assemblers with <4 modules will duplicate the existing ones
- Replies: 2
- Views: 165
Copy-pasting assemblers with <4 modules will duplicate the existing ones
I noticed this while re-designing a mall. For context this is 'sandbox', i.e. using creative mod. Assemblers that have 2 efficiency module 2s originally would always fill up to use 4. This happend when copy-pasting them with modules present, but not all slots filled. This applies to any modules. Whe...
- Tue Oct 29, 2024 2:51 pm
- Forum: Won't fix.
- Topic: [kovarex] [2.0.11] Interrupts: the [Station Name] is not full condition isn't parameterized
- Replies: 6
- Views: 848
Re: [kovarex] [2.0.11] Interrupts: the [Station Name] is not full condition isn't parameterized
If the interrupt is global it is a different thing, but I believe the main issue is the lack of generic 'next destination free/full' conditions, because a typical use case would be to re-direct a train to a waiting position to wait there. A workaround would be to repeat the interrupt using just a ti...
- Sun Oct 27, 2024 6:34 pm
- Forum: Ideas and Suggestions
- Topic: Splitter Improvements - Multi-filter and Circuit controls
- Replies: 2
- Views: 311
Splitter Improvements - Multi-filter and Circuit controls
Splitters are great, but they currently cannot be connected to the circuit network and only have one filter (unlike inserters). The notion is rather straightforward, and would be extremely useful in various context, especially for Space Age. Enable multiple filters (equivalent to inserters) - being ...
- Sat Oct 26, 2024 10:32 am
- Forum: Won't fix.
- Topic: [kovarex] [2.0.11] Interrupts: the [Station Name] is not full condition isn't parameterized
- Replies: 6
- Views: 848
Re: Interrupts: the [Station Name] is not full condition isn't parameterized
Thanks for adding the screenshots and blueprint. These are very useful to better explain the issue.
- Thu Oct 24, 2024 9:16 pm
- Forum: Won't fix.
- Topic: [kovarex] [2.0.11] Interrupts: the [Station Name] is not full condition isn't parameterized
- Replies: 6
- Views: 848
[kovarex] [2.0.11] Interrupts: the [Station Name] is not full condition isn't parameterized
Reproduction: Setup a train with an interrupt with the waiting condition of station not full (or full, this applies to both). Assign a station using a icon parameter Create a blueprint: parameterize the icon used in the station name assigned in the waiting condition Save an build Outcome: The Param...
- Thu Oct 24, 2024 9:02 pm
- Forum: Ideas and Suggestions
- Topic: Conditions: Stack size multiplier for values?
- Replies: 0
- Views: 123
Conditions: Stack size multiplier for values?
Struggling with this in the context of the generic Fuel(Any) interrupt, but technically this has wide application potential across circuits. The issue is that stack sizes vary widely. Using fuel as an example nuclear = 1, rocket = 10, coal = 50 etc. This makes setting a dynamic cutoff applicable to ...
- Thu Oct 24, 2024 8:27 pm
- Forum: Ideas and Suggestions
- Topic: Additional train interrupt conditions
- Replies: 12
- Views: 2940
Re: Additional train interrupt conditions
Especially for interrupts the following would be useful:
- Next destination is free
- Next destination is full
- Wed Oct 23, 2024 10:15 pm
- Forum: Ideas and Suggestions
- Topic: Circuits - options for ANY quality / SUM of quality / IGNORE quality?
- Replies: 3
- Views: 1170
Circuits - options for ANY quality / SUM of quality / IGNORE quality?
Quality is poised to be something you need to keep tight control over in a base since it potentially causes a lot of disruption if intermingled into normal production. One reason is that regular counts will no longer work. E.g. stacks get split (no full trains), recipes become incompatible, conditio...
- Wed Oct 23, 2024 9:45 pm
- Forum: Duplicates
- Topic: Train interrupts - insert temporary before current destination
- Replies: 1
- Views: 375
Train interrupts - insert temporary before current destination
I'm exploring the potential of train interrupts and blueprint parameters. Generally this is fantastic addition and offers a lot. A gripe with the system is that the temporary station is inserted after the station the train was heading to, and I believe this is the same when using shift/crtl+click to...
- Wed Oct 23, 2024 8:54 pm
- Forum: Questions, reviews and ratings
- Topic: Space Age - Creative Mod bugs
- Replies: 4
- Views: 1555
Re: Space Age - Creative Mod bugs
Just to clarify: creative mod is a mod that comes with tools that are great for sandboxing. You simply start a normal scenario and are then prompted to activate. This is what I use for testing and designing. The map editor also still exists, simply type /editor in the console chat.
- Mon Oct 21, 2024 11:04 pm
- Forum: Questions, reviews and ratings
- Topic: Space Age - Creative Mod bugs
- Replies: 4
- Views: 1555
Space Age - Creative Mod bugs
Hi, this will not be a complete list, but a few things I noticed (as of launch day) in the first hours toying around in the sandbox using Creative Mod: You cannot request quality items via logistics (but crafting them works) It is no longer possible to use the wand in the remote/map view The passive...