Search found 16 matches

by 4wry
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...
by 4wry
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....
by 4wry
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.
by 4wry
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...
by 4wry
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...
by 4wry
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...
by 4wry
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...
by 4wry
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 ...
by 4wry
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.
by 4wry
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...
by 4wry
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 ...
by 4wry
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
by 4wry
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...
by 4wry
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...
by 4wry
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.
by 4wry
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...

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