Search found 268 matches

by pleegwat
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?
by pleegwat
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...
by pleegwat
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.
by pleegwat
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...
by pleegwat
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.
by pleegwat
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...
by pleegwat
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...
by pleegwat
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.
by pleegwat
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 ...
by pleegwat
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...
by pleegwat
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 ...
by pleegwat
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.
by pleegwat
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...
by pleegwat
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...
by pleegwat
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?
by pleegwat
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.
by pleegwat
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

Terrahertz wrote:
Fri Jan 05, 2024 12:39 pm
One thing seems to be missing: Getting the amount of an ingredient.
And stack size. And number of items per rocket.
by pleegwat
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...
by pleegwat
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.
by pleegwat
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.

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