Search found 1036 matches
- Thu Oct 09, 2025 4:36 pm
- Forum: General discussion
- Topic: The Kids have won.
- Replies: 21
- Views: 2806
Re: The Kids have won.
[thoughful stuff]
Yeah, I hear you especially on the trains, who's going to see having the game do something like that for them as an improvement and who's going to mourn the loss of a (in this case truly great) puzzle is always going to be a real question for people making games.
For the ...
- Tue Oct 07, 2025 6:21 am
- Forum: General discussion
- Topic: The Kids have won.
- Replies: 21
- Views: 2806
Re: The Kids have won.
The short shelf lives of puzzles also forced them to have more depth, which I perceive as a good thing.
I suspect I've gotten far enough into the devs' heads that I understand enough about how they imagine and choose puzzles, that the new stuff I encountered in 2.0 just wasn't new enough to be a ...
- Tue Oct 07, 2025 3:05 am
- Forum: General discussion
- Topic: The Kids have won.
- Replies: 21
- Views: 2806
Re: The Kids have won.
Have you tried spoilage, scrap recycling, or quality? Rather than complaining about the obsoletion of your old skills, you can pick up new ones. Never blame the kids, chance is they're better than us at our old tricks and they just find them too boring. Been there, done that.
There's fair points ...
- Tue Oct 07, 2025 12:02 am
- Forum: General discussion
- Topic: The Kids have won.
- Replies: 21
- Views: 2806
Re: The Kids have won.
[…]Where exactly has Factorio been dumbed down, seriously?
While I don't agree that oil processing has been dumbed down, the three-fluids problem was still there and still not optional last I checked, a *lot* of things that used to require in-game cleverness now only require knowing which ...
- Sat Apr 05, 2025 6:06 pm
- Forum: Assigned
- Topic: [Hrusa] [2.0.20] Base 16 number with highest bit set saturates if used as constant in arithmetic and decider combinator
- Replies: 11
- Views: 1938
Re: [2.0.20] Base 16 number with highest bit set saturates if used as constant in arithmetic and decider combinator
Problem with that resolution is, hex is used to specify bits. The "best acceptable value" you're choosing doesn't have the specified bits.
In a game where the equipment uses signed-32-bit-wrap arithmetic (and for instance with filter setting the game mechanics *rely on it*) refusing to wrap input ...
In a game where the equipment uses signed-32-bit-wrap arithmetic (and for instance with filter setting the game mechanics *rely on it*) refusing to wrap input ...
- Sat Oct 05, 2024 9:49 am
- Forum: Gameplay Help
- Topic: Circuit design to switch on local power during global outage
- Replies: 6
- Views: 1482
Re: Circuit design to switch on local power during global outage
A canary accumulator on the main power net but not on the emergency net should do it, canary charge <25% throw the isolation switch and turn on the emergency power.
- Wed Jul 03, 2024 6:30 pm
- Forum: Releases
- Topic: Version 1.1.109
- Replies: 6
- Views: 19538
Re: Version 1.1.109
Maybe it lets you write your name on the ground.Watermelon_lover wrote: Tue Jul 02, 2024 4:13 pmI am both scared and intrigued as to what type of mod uses fluid handcrafting.
- Thu May 02, 2024 5:38 pm
- Forum: Off topic
- Topic: Techtonica makes me depressed. Factorio could be real 3D
- Replies: 26
- Views: 23997
Re: Techtonica makes me depressed. Factorio could be real 3D
If you think there might be some limit on how much a game can demand, then you have to also think the best games will push those limits, and what a game chooses to fill that capacity with, what it chooses to demand of its players and their rigs, will involve tradeoffs.
Satisfactory and Techtonica ...
Satisfactory and Techtonica ...
- Tue Apr 02, 2024 5:30 pm
- Forum: Technical Help
- Topic: New Gamer PC, poor factorio performance
- Replies: 10
- Views: 2900
Re: New Gamer PC, poor factorio performance
11.2/7 is 1.6, your 7800x3d is delivering 60% better performance, you were cruising at 70, the new rig blows by it at 112, kinda leaving it for dead. That's right in line with what you'd expect if the extra cache was not enough to tank most or all of the working set. So ~20% better core clock ...
- Fri Mar 15, 2024 4:20 pm
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 170
- Views: 61718
Re: Friday Facts #402 - Lightspeed circuits
All excellent. At the back of my mind I've had this hankering for circuit connections on rail segments, you could have red/green on each of the two rails, by default connected to every attached rail segment but with a switch controller, either an entity or a tool, that can connect/disconnect ...
- Fri Mar 08, 2024 3:09 pm
- Forum: News
- Topic: Friday Facts #401 - New terrain, new planet
- Replies: 105
- Views: 49365
Re: Friday Facts #401 - New terrain, new planet
How about an up-around-km-or-maybe-ten-scale low-level noise around the settings, so as you travel you'll go through subtle undulating more, less than the sliders say? You could do that with ore densities too.
So overall the map has what the sliders say, but you'll find regions where iron's scarcer ...
So overall the map has what the sliders say, but you'll find regions where iron's scarcer ...
- Fri Feb 23, 2024 7:40 am
- Forum: Minor issues
- Topic: [1.1.104] Priority Splitter producing gaps with full input
- Replies: 8
- Views: 2984
Re: [1.1.104] Priority Splitter producing gaps with full input
It's going to happen. If the left belt ore is one or two ticks ahead of the right belt ore, the splitter can start passing the left ore, see the right ore and have to decide which belt to send it to. Since the left belt's currently busy (in that lane), it sends it out the right belt. But then there ...
- Mon Feb 19, 2024 5:58 pm
- Forum: General discussion
- Topic: Remove conveniences in favour of circuit networks
- Replies: 12
- Views: 4768
Re: Remove conveniences in favour of circuit networks
no player has an actual use for circuit networks
Clocking inserters and logistics requests to cut ups cost per production. Kovarex buffer control to get your '235 production up and running ASAP. Sushi-belt malls and resupply. Compact multiple-item belt cleaners. More for shits-n-giggles but hey ...
Clocking inserters and logistics requests to cut ups cost per production. Kovarex buffer control to get your '235 production up and running ASAP. Sushi-belt malls and resupply. Compact multiple-item belt cleaners. More for shits-n-giggles but hey ...
- Fri Feb 09, 2024 7:50 pm
- Forum: Ideas and Suggestions
- Topic: \data\core\backers.json file
- Replies: 16
- Views: 6605
Re: \data\core\backers.json file
It's moddable now. building entities fires an event, if the built thingy's got a backer name and you don't like it, sub in one you do like.
- Sun Jan 21, 2024 11:32 pm
- Forum: Ideas and Suggestions
- Topic: Add a way to have null fields in game.table_to_json() function
- Replies: 3
- Views: 1090
Re: Add a way to have null fields in game.table_to_json() function
This is a straightforward `jq` filter, object addition defaults to the field values on the left if they're missing on the right so just supply your defaults that way. No point reimplementing existing tools.
- Sat Jan 20, 2024 6:57 pm
- Forum: Ideas and Suggestions
- Topic: Concrete is a silly feature... and I want more!
- Replies: 11
- Views: 4730
Re: Concrete is a silly feature... and I want more!
I would actually like more uses for concrete; like more advanced buildings require the higher tier concrete on the ground before you can place the buildings.
For instance, centrifuges and nuclear reactors require refined concrete to be placed on the ground before the building can be placed ...
- Tue Jan 16, 2024 7:21 am
- Forum: Gameplay Help
- Topic: Automated train stations. How do I "store" my idle trains?
- Replies: 13
- Views: 7472
Re: Automated train stations. How do I "store" my idle trains?
You can do it with one wire carrying the summed product amounts + station counts, then the below-average stations can disable themselves with a single combinator, but really? Disable at LTL quantities, have at least one more outpost than you really need, set an alarm on it. If any train ever reaches ...
- Mon Jan 15, 2024 6:52 pm
- Forum: Gameplay Help
- Topic: Automated train stations. How do I "store" my idle trains?
- Replies: 13
- Views: 7472
Re: Automated train stations. How do I "store" my idle trains?
Don't disable stations at a hard limit, disable a station if it has less than the other stations.
- Fri Jan 05, 2024 2:01 pm
- Forum: News
- Topic: Friday Facts #392 - Parametrised blueprints
- Replies: 145
- Views: 74206
Re: Friday Facts #392 - Parametrised blueprints
I like it, I've had this hankering for a "fusable constants" combinator, just like a constant combinator but with a special condition you can set, if that condition ever matches the combinator latches its inputs and becomes a constant combinator with those values forever more. Here's one use for ...
- Mon Dec 18, 2023 6:16 pm
- Forum: General discussion
- Topic: Performance optimization - post your saves
- Replies: 446
- Views: 354396
Re: Performance optimization - post your saves
Bots, trains and biters is what's killing your performance. You're using bots to carry ores long (for bots) distances to trains that run on congested routes to depots that use bots to carry them even longer distances to the smelters. You're averaging well over forty thousand bots in the air. Cut the ...