Search found 1036 matches

by quyxkh
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 ...
by quyxkh
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 ...
by quyxkh
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 ...
by quyxkh
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 ...
by quyxkh
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 ...
by quyxkh
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.
by quyxkh
Wed Jul 03, 2024 6:30 pm
Forum: Releases
Topic: Version 1.1.109
Replies: 6
Views: 19538

Re: Version 1.1.109

Watermelon_lover wrote: Tue Jul 02, 2024 4:13 pm
thermomug wrote: Fri Jun 07, 2024 6:35 pm
KillerAnt wrote: Fri Jun 07, 2024 6:23 pm Who in their sane mind crafts items with fluids? Isn't crafting of these items blocked?
It probably is about mods
I am both scared and intrigued as to what type of mod uses fluid handcrafting.
Maybe it lets you write your name on the ground.
by quyxkh
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 ...
by quyxkh
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 ...
by quyxkh
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 ...
by quyxkh
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 ...
by quyxkh
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 ...
by quyxkh
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 ...
by quyxkh
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

darkfrei wrote: Wed Feb 15, 2017 1:16 pm I don't like it too. Can it be moddable in future?
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.
by quyxkh
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.
by quyxkh
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 ...
by quyxkh
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 ...
by quyxkh
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.
by quyxkh
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 ...
by quyxkh
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 ...

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