Search found 268 matches
- Fri Feb 23, 2024 5:22 pm
- Forum: News
- Topic: Friday Facts #399 - Trash to Treasure
- Replies: 289
- Views: 41819
Re: Friday Facts #399 - Trash to Treasure
How come the Engineer can build towers to support aerial railways, but not to support power lines?
- Sun Feb 18, 2024 2:55 pm
- Forum: Ideas and Suggestions
- Topic: Player Inventory Width Setting/Value
- Replies: 17
- Views: 2046
Re: Player Inventory Width Setting/Value
Seems more like a good argument for allowing UI/client-side only modding, because I can almost guarantee this won't be the last thing that someone can think of where one person might want one thing changed in the UI whereas someone else doesn't. I have long felt Factorio would be well served with a...
- Fri Feb 16, 2024 12:29 pm
- Forum: News
- Topic: Friday Facts #398 - Fulgora
- Replies: 114
- Views: 26537
Re: Friday Facts #398 - Fulgora
Interesting post, though I'm almost thinking it would have worked better as a single video with voiceover.
- Sun Feb 11, 2024 3:18 pm
- Forum: Ideas and Suggestions
- Topic: add new signal RGB (Friday Facts #388)
- Replies: 24
- Views: 1565
Re: add new signal RGB (Friday Facts #388)
Our eyes and brains use RGB That's not true, it's just a useful fiction. We have (most commonly) three kind of colour receptors (cones) each of which is sensitive to different (but overlapping) parts of the visual spectrum; RGB is simply a reasonable approximation of displaying all colours. Light i...
- Sun Feb 11, 2024 11:33 am
- Forum: News
- Topic: Friday Facts #397 - Factoriopedia
- Replies: 119
- Views: 19361
Re: Friday Facts #397 - Factoriopedia
For inserters, you could put in that it transfers "Up to N items/sec", thus implying that it won't reach that in practical situations where belts are involved.
- Sat Feb 10, 2024 11:03 pm
- Forum: News
- Topic: Friday Facts #396 - Sound improvements in 2.0
- Replies: 98
- Views: 14800
Re: Friday Facts #396 - Sound improvements in 2.0
But since factorio trains use solid rather than liquid fuels, they are clearly external heat engines Are they, though? I mean, as you pointed out, locomotives (and cars and tanks, etc) don't take water. Could be a simplification, could be advanced tech. But they do take what we conceivably would se...
- Sat Feb 10, 2024 6:22 pm
- Forum: News
- Topic: Friday Facts #397 - Factoriopedia
- Replies: 119
- Views: 19361
Re: Friday Facts #397 - Factoriopedia
That looks really great. Tho if I may, I'd suggest a name change to Factoripedia. Just easier on the tongue. I'd go with one of these: Encyclopedia Factoria If you're going that route, you gotta spell Encyclopædia . Encyclopædia Factœria Nah. I really like Encyclopedia Factoria tho. You have my sup...
- Sat Feb 10, 2024 2:28 pm
- Forum: Implemented Suggestions
- Topic: Rollback Netcode?
- Replies: 7
- Views: 771
Re: Rollback Netcode?
Factorio does use something like this; they call it latency hiding.
- Sat Feb 10, 2024 2:21 pm
- Forum: News
- Topic: Friday Facts #396 - Sound improvements in 2.0
- Replies: 98
- Views: 14800
Re: Friday Facts #396 - Sound improvements in 2.0
Oh and lastly (and certainly most importantly), can we get horns?! If only just for manual use, I wanna beep at the biters! (Also could include an automatic horn that plays if a player is close to train tracks whilst a train is approaching... then again making deaths by your own trains more easily ...
- Fri Feb 09, 2024 5:03 pm
- Forum: News
- Topic: Friday Facts #397 - Factoriopedia
- Replies: 119
- Views: 19361
Re: Friday Facts #397 - Factoriopedia
Instead of just clicking each item individually from the recipes, could there be a button to show a tree of all the sub-components, sub-sub-components, etc? Like, if you click on green circuits, it should show iron plates and copper wire, which expand into a lower level of iron ore and copper plate...
- Sat Feb 03, 2024 1:21 pm
- Forum: News
- Topic: Friday Facts #396 - Sound improvements in 2.0
- Replies: 98
- Views: 14800
Re: Friday Facts #396 - Sound improvements in 2.0
Oh and lastly (and certainly most importantly), can we get horns?! If only just for manual use, I wanna beep at the biters! (Also could include an automatic horn that plays if a player is close to train tracks whilst a train is approaching... then again making deaths by your own trains more easily ...
- Sun Jan 28, 2024 9:40 pm
- Forum: Ideas and Suggestions
- Topic: add new signal RGB (Friday Facts #388)
- Replies: 24
- Views: 1565
Re: add new signal RGB (Friday Facts #388)
It would make more sense to add an option to the lamp to make it treat a user-picked signal (or three) as RGB or HSV values.
- Sat Jan 20, 2024 5:46 pm
- Forum: News
- Topic: Friday Facts #394 - Assembler flipping and circuit control
- Replies: 134
- Views: 23733
Re: Friday Facts #394 - Assembler flipping and circuit control
Until you beacon it of course. Or would it be more efficient to beacon in the perpendicular direction? It's not more beaconable with 1 tile gaps. If you want room for beacons on both sides, then you can still alternate them with mirror to fit them closer together and use fewer beacons. You can stil...
- Sat Jan 20, 2024 10:35 am
- Forum: News
- Topic: Friday Facts #394 - Assembler flipping and circuit control
- Replies: 134
- Views: 23733
Re: Friday Facts #394 - Assembler flipping and circuit control
Whoever wrote the FFF missed an important trick with mirroring. In the picture of refineries on the bottom, that's not even close to optimal. To make full use of mirroring, you mirror all the buildings next to one another, then you don't need to leave a 1 tile space between the adjacent buildings l...
- Sat Jan 06, 2024 10:18 pm
- Forum: Ideas and Suggestions
- Topic: Disable construction near enemies/fire
- Replies: 23
- Views: 4734
Re: Robot repairs / builds disable on attacks - Save (construction) robots from their doomed fate!
I'd expect detecting (of biters) to be on the radar, not on the roboport. Probably only in the inner/permanent scan range?
- Sat Jan 06, 2024 9:36 pm
- Forum: Ideas and Suggestions
- Topic: Disable construction near enemies/fire
- Replies: 23
- Views: 4734
Re: Robot repairs / builds disable on attacks - Save (construction) robots from their doomed fate!
Somehow I feel the solution to this should involve the circuit network.
- Fri Jan 05, 2024 1:01 pm
- Forum: News
- Topic: Friday Facts #392 - Parametrised blueprints
- Replies: 134
- Views: 26840
Re: Friday Facts #392 - Parametrised blueprints
And stack size. And number of items per rocket.Terrahertz wrote: ↑Fri Jan 05, 2024 12:39 pmOne thing seems to be missing: Getting the amount of an ingredient.
- Wed Jan 03, 2024 10:21 am
- Forum: News
- Topic: Friday Facts #391 - 2023 recap
- Replies: 60
- Views: 12117
Re: Friday Facts #391 - 2023 recap
1.) On the "explore" tab, a category "mods that have a dependency on any of your active mods and mods your active mods have an optional dependency on". This would automagically list mods that are related to what one currently has, as well as mods that harmonise with them. Perhap...
- Sun Dec 17, 2023 5:18 pm
- Forum: Won't implement
- Topic: LuaGameScript.small_tick
- Replies: 6
- Views: 843
Re: LuaGameScript.small_tick
And even 2^52 microseconds (that is, a million UPS) is well over a hundred years.
- Fri Dec 15, 2023 4:29 pm
- Forum: Ideas and Suggestions
- Topic: Circuit wires in red science tier
- Replies: 7
- Views: 887
Re: Circuit wires in red science tier
Having a research for circuit wires (possibly one of the new-style ones which doesn't cost science) gives you an opportunity to actually introduce new players to them. Perhaps trigger it when 4 assembly machines have been built.