Search found 15 matches

by elfstone
Tue Nov 19, 2024 6:36 pm
Forum: Ideas and Suggestions
Topic: Better reach for quality big electric poles
Replies: 1
Views: 68

Re: Better reach for quality big electric poles

It matters a lot on fulgora.
by elfstone
Tue Nov 19, 2024 6:35 pm
Forum: Ideas and Suggestions
Topic: improve artillery damage
Replies: 16
Views: 494

Re: improve artillery damage

destroying a 3500hp nest with one shot requires approximately level 10 technology ( 2.046m science pack! ). this is obviously unreasonable Is it obvious? You can just build twice as many turrets and shells in the meantime. Then when you finally reach that one-shot level, it feels awesome, like gett...
by elfstone
Thu Nov 07, 2024 8:53 am
Forum: Ideas and Suggestions
Topic: Train condition progress should look clearer when at 100%
Replies: 11
Views: 573

Re: Train condition progress should look clearer when at 100%

+1

Maybe you could also write the percentage in white into the bar? E.g. 98% or 100%.
by elfstone
Thu Nov 07, 2024 7:30 am
Forum: Ideas and Suggestions
Topic: Auto-launching of mixed rockets
Replies: 27
Views: 4908

Re: Auto-launching of mixed rockets

+1 I really love the design of Factorio which often lets you have a simple, inefficient solution and allows for more complex and sutomated magic if you want to. In this case we only get the simple version of the manual version. I think mixed rockets don't need to be easy, I would be fine with some b...
by elfstone
Fri Nov 01, 2024 6:16 am
Forum: Ideas and Suggestions
Topic: Improve 'Set Recipe' throughput/simplicity
Replies: 22
Views: 1450

Re: Set Recipe throughput

I agree with OP. We made a design where only assemblers with the same ingredient used set recipe, which made it less generic but with a very high throughput. I think the suggested behavior is not just a buff to set recipe, but also allows a greater variety in builds which makes set recipe more inter...
by elfstone
Fri Mar 15, 2024 12:18 pm
Forum: News
Topic: Friday Facts #402 - Lightspeed circuits
Replies: 170
Views: 35410

Re: Friday Facts #402 - Lightspeed circuits

For Space Exploration it was absolutely crucial to send signals from surface to surface to create a complex interplanetary logistic. I'm not sure if that is not necessary in Space Age in the first place, or if there are other solutions, but some way to have interplanetary circuit networks would be r...
by elfstone
Fri Sep 29, 2023 6:08 pm
Forum: News
Topic: Friday Facts #378 - Trains on another level
Replies: 342
Views: 105717

Re: Friday Facts #378 - Trains on another level

You mentioned in to different FFF that it is necessary that trains don't deadlock and ressource production runs smoothly while you're offworld, because you can't fix it.
Will it be possible to fix stuff via satellite view like in SE?
by elfstone
Mon Feb 15, 2021 5:35 pm
Forum: Logistic Train Network
Topic: Too many trains at the depot
Replies: 9
Views: 4870

Re: Too many trains at the depot

If you hover over one of the trains stuck there, where do they want to go? Do they actually want to go to one of the occupied depots or are they already re-routed to another free depot? If it's the latter, you can create an empty pass-through-line in your depot, so that trains that entered the depot...
by elfstone
Mon Feb 08, 2021 6:03 pm
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 439
Views: 225619

Re: Parrallel processing in games & applications

Are there any plans to revisit Multithreading for the DLC (or whatever comes next?) In case the DLC will be based on Space Exploration (which could be, now that Earendel has joined the team) it might be possible to run different surfaces on different cores, since events on one surface don't interact...
by elfstone
Sun Feb 07, 2021 8:54 am
Forum: General discussion
Topic: CPU performance benchmarks
Replies: 169
Views: 95361

Re: CPU performance benchmarks

Does anyone have any experience with RAM Speeds beyoned 3600? There are (expensive) sets available with speeds of up to 4400 MhZ, will they bring a similar speed bost as going from 3200 to 3600? I'm currently planning to build a new PC with a Ryzen 5900, but since it probably won't be available for ...
by elfstone
Sat Aug 26, 2017 8:51 am
Forum: Angels Mods
Topic: Can i disable Converter Recipies later?
Replies: 2
Views: 1601

Can i disable Converter Recipies later?

Hi, I just started a game with angel and bob, and I unchecked the "hide converter recipies", because I thought I'd need them when I run both mods. Turns out I dont need them, now I want to get rid of them. Is there any way to do this, after starting the game? In the mod-options I cant chan...
by elfstone
Mon Jul 03, 2017 1:42 pm
Forum: General discussion
Topic: [Feature Request] Ghost place things easily
Replies: 3
Views: 1768

Re: [Feature Request] Ghost place things easily

That is the Blog post I mentioned. However, when I want to build an inserter, I do not want to add an inserter to my tool-box first, and then ghost-build the inserter (that is the solution mentioned in the blog post). It would be easier to point to an existing inserter and press q to be allowed to g...
by elfstone
Sun Jul 02, 2017 4:57 pm
Forum: General discussion
Topic: [Feature Request] Ghost place things easily
Replies: 3
Views: 1768

[Feature Request] Ghost place things easily

Hi there, I hope this is the right place to put feature requests. There is one thing that has been bothering me a long time: You can only ghost-place things, when you actually have them. With robots it is often very convenient to place things, that are only available in the logicstic networks. I rea...
by elfstone
Fri May 26, 2017 10:33 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.14] Crash when cancelling deconstruction of beacon
Replies: 2
Views: 1571

Re: [0.15.14] Crash when cancelling deconstruction of beacon

In my case there were no beacons involved, but maybe it's the same root cause? Since its not reproducable, I can't verify or reject the hypothesis that it has been fixed. I'll post again if it happens a second time though.
by elfstone
Fri May 26, 2017 7:25 pm
Forum: Duplicates
Topic: [Crash] 0.15.14
Replies: 1
Views: 849

[Crash] 0.15.14

Hi, I just got a hard crash. I have version 0.15.14, and directly after the crash the auto-updater updated to 0.15.15, so I don't know if it would have been reproducable in 0.15.14. I have no mods, and I had a blueprint of 10 blue express belts in my hand and was playing this a lot on the map, when ...

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