Search found 307 matches

by MEOWMI
Fri Apr 05, 2024 7:05 pm
Forum: News
Topic: Friday Facts #405 - Whole belt reader, New logistics GUI
Replies: 137
Views: 13930

Re: Friday Facts #405 - Whole belt reader, New logistics GUI

Part of me wonders if the logistic network browser won't be in the way sometimes, if it's forced to be visible on the remote view screen. Or perhaps you already did add a way to hide it. I like what you did with the belt graphics for the whole belt reader, as well as the change to the rocket silo an...
by MEOWMI
Fri Mar 29, 2024 12:47 pm
Forum: News
Topic: Friday Facts #404 - Frustration not found
Replies: 111
Views: 14260

Re: Friday Facts #404 - Frustration not found

Calling it the 'RTS tool' is a bit absurd, but otherwise these are good changes. Great, even.
by MEOWMI
Fri Mar 22, 2024 12:13 pm
Forum: News
Topic: Friday Facts #403 - Train stops 2.0
Replies: 129
Views: 16195

Re: Friday Facts #403 - Train stops 2.0

I love all these features. In particular being able to operate so much from the map feels really convenient and pleasant, especially when it makes sense that you should be able to!
by MEOWMI
Fri Mar 15, 2024 2:10 pm
Forum: News
Topic: Friday Facts #402 - Lightspeed circuits
Replies: 168
Views: 22284

Re: Friday Facts #402 - Lightspeed circuits

I'm so glad you made these additions. So many game devs just wouldn't bother, yet these were some fairly substantial bumps that you just smoothed out.
by MEOWMI
Tue Mar 12, 2024 9:53 am
Forum: Ideas and Suggestions
Topic: Rename nuclear fuel to reduce ambiguity
Replies: 4
Views: 358

Re: Rename nuclear fuel to reduce ambiguity

The slot inside the reactor will, if hovered over, specify that it can only take "Uranium fuel cell", but this discrepancy is a little odd. What's extra weird is the capitalization (or lack of its consistency). I checked in another language, and the same issue is present. It's as if it's i...
by MEOWMI
Fri Mar 08, 2024 3:42 pm
Forum: News
Topic: Friday Facts #401 - New terrain, new planet
Replies: 102
Views: 19735

Re: Friday Facts #401 - New terrain, new planet

Although being different in nature, I always very much enjoyed the beauty of the Alien Biomes mod, so I'm very happy that you got to work on improving the Nauvis terrain.
by MEOWMI
Fri Feb 23, 2024 12:19 pm
Forum: News
Topic: Friday Facts #399 - Trash to Treasure
Replies: 289
Views: 34607

Re: Friday Facts #399 - Trash to Treasure

Amped and electrified for sure!

Developing it behind closed doors is and has been the completely correct solution, I think.
by MEOWMI
Fri Jan 26, 2024 1:17 pm
Forum: News
Topic: Friday Facts #395 - Generic interrupts and Train stop priority
Replies: 138
Views: 16816

Re: Friday Facts #395 - Generic interrupts and Train stop priority

Great stuff. I hope that you can improve the existing train tutorials, because that will really be needed. Even with just the chain signals, the current tutorial feels a bit short. You could accidentally beat it, or beat it without really internalizing the meaning, and even right now it would need a...
by MEOWMI
Fri Jan 19, 2024 2:35 pm
Forum: News
Topic: Friday Facts #394 - Assembler flipping and circuit control
Replies: 133
Views: 20725

Re: Friday Facts #394 - Assembler flipping and circuit control

The entity flipping and assembler circuitry are amazing. I think you demonstrate well just how worthwhile it is in the long run to focus on doing things properly.

Also, I think you've made the right decision with regards to the inserter naming.
by MEOWMI
Wed Jan 10, 2024 1:38 am
Forum: General discussion
Topic: Landmines, the underestimated weapon against Biters
Replies: 8
Views: 1772

Re: Landmines, the underestimated weapon against Biters

The sole fact, that I saw speedrunners highly utilize mines for deathworld runs, has made me see how absurdly strong they are. I didn't even know they were this cheap! They're even amazing offensively! Heck, they're even amazing when placed in mass next to nests!
by MEOWMI
Fri Jan 05, 2024 4:19 pm
Forum: News
Topic: Friday Facts #392 - Parametrised blueprints
Replies: 131
Views: 24027

Re: Friday Facts #392 - Parametrised blueprints

The only thing that confuses me at first glance is the "Value" and "Ingredient of" fields. It's not quite clear what they refer to, but I'm sure you could get used to it quickly.
by MEOWMI
Sat Dec 30, 2023 1:11 pm
Forum: Gameplay Help
Topic: Worker robot speed (Is the research tree correct?)
Replies: 9
Views: 894

Re: Worker robot speed (Is the research tree correct?)

Somewhat relevant, but the logistics chests research also requires no purple science while requiring yellow science, and it is also robotics related. That's why in my mind, yellow science is always related to robotics (even aside from the fact that it uses a robot frame in the recipe).
by MEOWMI
Wed Dec 20, 2023 9:20 am
Forum: Ideas and Requests For Mods
Topic: [REQUEST] Per-spawner evolution
Replies: 16
Views: 3080

Re: [REQUEST] Per-spawner evolution

If you can detect when attacks are triggered (maybe like a wave as a whole, that shouldn't be very expensive), you could perhaps use that as a measurement of local pollution absorption, and thus local evolution.
by MEOWMI
Sun Dec 17, 2023 1:31 pm
Forum: Implemented in 2.0
Topic: Spidertron Group
Replies: 15
Views: 1771

Re: Spidertron Group

I guess it makes sense. The difficulty, is that you would require almost RTS game controls in addition to having Factorio's game controls. Very difficult to create well, while giving a small return. Remember, the controls have to still remain intuitive and simple. I'm kind of OK with the current sta...
by MEOWMI
Sun Dec 17, 2023 9:10 am
Forum: Outdated/Not implemented
Topic: Diminishing returns on parallel research
Replies: 12
Views: 1310

Re: Diminishing returns on parallel research

I do not think this is a good idea for balancing the "new players researching things faster than they can go through them" phenomenon. Also, don't punish players needlessly just because they can go fast. I would even argue, that reseraching too fast is also one of Factorio's logistical cha...
by MEOWMI
Fri Dec 15, 2023 12:13 pm
Forum: News
Topic: Friday Facts #389 - Train control improvements
Replies: 151
Views: 25549

Re: Friday Facts #389 - Train control improvements

Truly superb! For a veteran player, the game really benefits so much from all of these improvements (new players will of course use them too).
by MEOWMI
Fri Dec 08, 2023 2:26 pm
Forum: News
Topic: Friday Facts #388 - Smaller things for 2.0
Replies: 149
Views: 24213

Re: Friday Facts #388 - Smaller things for 2.0

As usual, the attention to detail is simply beautiful.
by MEOWMI
Thu Dec 07, 2023 6:13 am
Forum: General discussion
Topic: Maximum throughput of a rail line
Replies: 83
Views: 9390

Re: Maximum throughput of a rail line

Since it looks like we're assuming that trains can have a reason to brake even when not at a station, we then need to assess the reason for why they brake. Almost always, that's going to be because of an intersection. Thus, the throughput is bounded by the throughput of the intersection, which in tu...
by MEOWMI
Tue Dec 05, 2023 5:50 pm
Forum: Gameplay Help
Topic: How can people play without infinite resource mod?
Replies: 10
Views: 1881

Re: How can people play without infinite resource mod?

Are you not automating enough? I find there are many methods that greatly simplify expansion and rebuilding. Bots and trains are the primary ones, but even things like having separate smelting facilities is part of smoothing out the process (means you don't need to rebuild furnace lines just because...
by MEOWMI
Fri Dec 01, 2023 12:41 pm
Forum: News
Topic: Friday Facts #387 - Swimming in lava
Replies: 170
Views: 39220

Re: Friday Facts #387 - Swimming in lava

Those foundry audiovisuals are just pure candy! The drill looks amazing too.

I keep saying it, there was never any real doubt, but every FFF just keeps showing how utterly impressive the expansion is.

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