Search found 263 matches
- Tue Dec 05, 2023 6:18 pm
- Forum: Releases
- Topic: Version 1.1.100
- Replies: 12
- Views: 14837
Re: Version 1.1.100
I can't be the only one hoping Factorio 1's last patch is 1.1.111, "I am eleventy-one today!" While I get the reference, that would mean that after the next patch we essentially get no patches until 2.0 in about 8-10 months, maybe. No thanks. :) No. We are at 100. 111 is 11 more. Looking ...
- Fri Dec 01, 2023 9:41 pm
- Forum: News
- Topic: Friday Facts #387 - Swimming in lava
- Replies: 170
- Views: 41133
Re: Friday Facts #387 - Swimming in lava
So what do filled barrels recycle into anyway? Empty barrels and void the liquid?
- Mon Nov 27, 2023 7:46 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 329
- Views: 47799
Re: Friday Facts #384 - Combinators 2.0
Request: TICK DELAY. A TICK DELAY option assigned a single numeric value. Its purpose would be to to delay the combinator updating its output for a given amount of in game ticks. Tick sensitive circuits can be really tricky and often are encumbered by "blank" tick passthrough combinators ...
- Sun Nov 26, 2023 11:56 am
- Forum: News
- Topic: Friday Facts #386 - Vulcanus
- Replies: 124
- Views: 26058
Re: Friday Facts #386 - Vulcanus
But I'm not entirely sure about the name. Doesn't exactly fly off the tongue. I can't really tell anyone about Volcanus unless I want them to roll on the floor laughing irl. Vul-can-us. Don't let the A be long or let the c get grouped with the first syllable :) It’s not too late to change it to Vul...
- Fri Nov 24, 2023 8:28 pm
- Forum: News
- Topic: Friday Facts #386 - Vulcanus
- Replies: 124
- Views: 26058
Re: Friday Facts #386 - Vulcanus
I call shenanigans. High jinks! No one drives a tank that well. > Earendel > I mean, I didn't show the 20 attempts per video where I did hit cliffs, rocks, lava, etc. And I used the editor to remove a couple of rocks that I hit almost every time. In the 2nd video I think I still hit a tree or two >...
- Fri Nov 24, 2023 4:39 pm
- Forum: Ideas and Suggestions
- Topic: Space Age Suggestion: Combat planet
- Replies: 4
- Views: 678
Re: Space Age Suggestion: Combat planet
Perhaps to get a toehold you need to nuke the landing site from orbit. With some inaccuracy to make using more than one nuke worth it.
- Mon Nov 13, 2023 7:02 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 329
- Views: 47799
Re: Friday Facts #384 - Combinators 2.0
I feel the selectors "rocket capacity" mode is a bit out of place as there will certainly be mods adding higher capacity rockets; I'd have "item weight" instead and a rocket silo could output "maximum cargo weight". "Rocket capacity" is then the division of t...
- Sun Nov 12, 2023 2:56 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 329
- Views: 47799
Re: Friday Facts #384 - Combinators 2.0
[*]Min/Max/Latch (of a particular signal over time) -> I think 2 combinators, if red >= green output red, if green > red output green, feed both back into either red or green (on both) and have the other side be data, and have a reset control signal too, I think you need 2 for min max cause you nee...
- Fri Nov 10, 2023 5:01 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 329
- Views: 47799
Re: Friday Facts #384 - Combinators 2.0
It has some specific uses and modes (which is still subject to change): a) Output the signal at the given index (sorted from biggest to smallest or vice versa). b) Output the count of input signals. c) Output a random signal from the inputs (with a custom update interval). d) Output the stack size ...
- Fri Nov 10, 2023 4:50 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 329
- Views: 47799
Re: Friday Facts #384 - Combinators 2.0
This is nice and all... but does this FINALLY give us a way to 'sanitize' our inputs? Specific case: I was working on making a station using LTN that would allow me to load multiple types of cargo. The problem is that LTN's station, alongside expected cargo, also dump out a whole bunch of other dat...
- Thu Nov 02, 2023 2:19 pm
- Forum: News
- Topic: Friday Facts #382 - Logistic groups
- Replies: 230
- Views: 36986
Re: Friday Facts #382 - Logistic groups
Rocket-powered bots would use only a slight amount of fuel on a platform, but significantly (even punitively) more under gravity and/or atmosphere. On the other hand, they would fuel up way faster than electric bots would, but quadcopter (or airplane) bots powered by petroleum gas would get the same...
- Mon Oct 23, 2023 5:52 pm
- Forum: News
- Topic: Friday Facts #381 - Space Platforms
- Replies: 209
- Views: 43937
Re: Friday Facts #381 - Space Platforms
Each asteroid type has a different preffered weapon. Laser turrets are only efficient against the small asteroids, and the medium one need at least a gun turret. Since energy is quite scarce on the platform, it is usually better strategy to just use gun turrets for both small and medium asteroids. ...
- Sat Oct 07, 2023 8:28 pm
- Forum: News
- Topic: Friday Facts #379 - Abstract rewiring
- Replies: 153
- Views: 27370
Re: Friday Facts #379 - Abstract rewiring
All I'm seeing is ad-hoc excuses -not reasons- why [CURRENT IMPLEMENTATION] is overall the best, and shouldn't be touched. Thankfully, the devs don't share your view. Otherwise we wouldn't have had new rails. I mean really. Creating a huge mess of wires and combinators is a perfectly good solution,...
- Fri Oct 06, 2023 11:37 am
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 337
- Views: 80673
- Fri Sep 29, 2023 4:50 pm
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 337
- Views: 80673
Re: Friday Facts #378 - Trains on another level
How can you exit when train is over water? Could we deadlock the game by being on a train that runs out of fuel over water, or is it "just" a death sentence? We also thought about this (remote) possibility, and there will be a way to solve it. HE HAS REVEALED THE ANSWER remote refueling i...
- Fri Sep 29, 2023 2:50 pm
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 337
- Views: 80673
Re: Friday Facts #378 - Trains on another level
I'm sure we'll hear about aquatic and/or airborne biters in a few weeks.
- Fri Sep 29, 2023 11:45 am
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 337
- Views: 80673
Re: Friday Facts #378 - Trains on another level
Can the player enter/exit the train when it's elevated or walk on the elevated tracks? And can elevated trains collide with anything? like a spidertron for example Player can exit/enter elevated trains fine. (It would be quite annoying otherwise) They only collide with few entities, as stated in th...
- Wed Sep 27, 2023 3:54 pm
- Forum: News
- Topic: Friday Facts #377 - New new rails
- Replies: 217
- Views: 51357
Re: Friday Facts #377 - New new rails
Rail tile detection auto adjusts texture (hides gravel) based on underlying tileset. Rail + organic tile = gravel else hidden below any manufactured tileset (brick/concrete..). I have been using https://mods.factorio.com/mod/naked-rails_se which does an Ok job but could look a lot more natural betw...
- Fri Sep 22, 2023 4:02 pm
- Forum: News
- Topic: Friday Facts #377 - New new rails
- Replies: 217
- Views: 51357
Re: Friday Facts #377 - New new rails
I'm unsure about the 'old geometry' compatibility. If the old geometry still works in 2.0, then players are probably not going to fix it right then and there, and will end up still having to redo their entire rail network once 2.1 deletes their rails, or having to redo large swathes because a biter ...
- Thu Sep 14, 2023 4:25 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 805
- Views: 134347
Re: Friday Facts #375 - Quality
We aren't supposed to use it that way, but a lot of people get the idea. I think Wube should not have used Electronic Circuit as the example in the video. It makes it look like quality spam everywhere across the factory. In a real mall it would be a Gun Turret or some Power Armor, and the random pa...