Ah Greenspun's 10th Rule! https://en.wikipedia.org/wiki/Greenspun%27s_tenth_rule
Search found 512 matches
- Fri Dec 15, 2023 2:00 pm
- Forum: News
- Topic: Friday Facts #389 - Train control improvements
- Replies: 151
- Views: 27003
Re: Friday Facts #389 - Train control improvements
- Sun Dec 03, 2023 1:18 pm
- Forum: Ideas and Suggestions
- Topic: Rail Signal to restrict certain train combinations
- Replies: 7
- Views: 814
Re: Rail Signal to restrict certain train combinations
Like adding a filter to a splitter... it does sound cool and useful... great idea for a mod!
- Tue Nov 14, 2023 1:52 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.94] Website link in About dialog isn't clickable
- Replies: 5
- Views: 1379
Re: [1.1.94] Website link in About dialog isn't clickable
You Factorio developers are so good! Report my minor issue at 9:45, dev responds at 9:55, issue fixed at 10:59
- Mon Nov 13, 2023 1:45 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.94] Website link in About dialog isn't clickable
- Replies: 5
- Views: 1379
Re: [1.1.94] Website link in About dialog isn't clickable
Does not work for me on linux64...
- Sun Nov 12, 2023 4:23 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 329
- Views: 47929
Re: Friday Facts #384 - Combinators 2.0
If I hover over a requester (or buffer) chest, I can see what it contains, and what it is requesting. If I actually click on the chest to open it, I can see marked in dark red those requested items that are not available in the network. Being able to see those unavailable items as network informatio...
- Fri Nov 10, 2023 1:28 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 329
- Views: 47929
Re: Friday Facts #384 - Combinators 2.0
Also all input signals should be in one line, ot two lines. I hope it doesnt reserve each line for different product type. I believe the top input signal row is for red wire inputs, hence the (dark) red background for those items. The second row looks to be for green wire inputs, with a (bright) gr...
- Fri Nov 03, 2023 2:01 pm
- Forum: News
- Topic: Friday Facts #383 - Super force building
- Replies: 172
- Views: 30761
Re: Friday Facts #383 - Super force building
Players: It would be really great if...
Wube: Well, now that you mention it... Implemented in 2.0
Players: Wow, this can't possibly get any better.
Wube: Hold my beer...
Players: That is amazing! Nothing can top this!
Wube: See you next Friday...
Wube: Well, now that you mention it... Implemented in 2.0
Players: Wow, this can't possibly get any better.
Wube: Hold my beer...
Players: That is amazing! Nothing can top this!
Wube: See you next Friday...
- Fri Oct 27, 2023 2:06 pm
- Forum: News
- Topic: Friday Facts #382 - Logistic groups
- Replies: 230
- Views: 37113
Re: Friday Facts #382 - Logistic groups
Presumably different planets have different gravity. With that, items would have different weights. Do the item weights change on different planets? Is the rocket capacity still 1000kgs everywhere? It is true that items will have different weights. However, even though it is called weight, the meas...
- Fri Oct 20, 2023 1:17 pm
- Forum: News
- Topic: Friday Facts #381 - Space Platforms
- Replies: 209
- Views: 43948
Re: Friday Facts #381 - Space Platforms
So much to love!
Now I really want to be able to use a similar mechanic to dump unwanted items into a lake! Or maybe over the edge of a cliff
Here's one simple feature that we love: You can dump items overboard with inserters.
Now I really want to be able to use a similar mechanic to dump unwanted items into a lake! Or maybe over the edge of a cliff
- Fri Oct 13, 2023 2:48 pm
- Forum: News
- Topic: Friday Facts #380 - Remote view
- Replies: 181
- Views: 31538
Re: Friday Facts #380 - Remote view
One suggestion: With the ghost looking so slick now, the deconstruction mark "X" now feels outdated. Could entities marked for deconstruction be tinted too, perhaps with a different style? Getting rid of the X would make it even harder for anyone with visual issues. I would like to see th...
- Fri Oct 06, 2023 2:04 pm
- Forum: Ideas and Suggestions
- Topic: Special skins rewards based on playtime
- Replies: 8
- Views: 820
Re: Special skins rewards based on playtime
Changing player appearance? There are mods for that...
For example, https://mods.factorio.com/mod/GirlCharacter
For example, https://mods.factorio.com/mod/GirlCharacter
- Fri Oct 06, 2023 2:01 pm
- Forum: Wiki Talk
- Topic: Wiki homepage improvement
- Replies: 8
- Views: 1088
Re: Wiki homepage improvement
I am all in favour of accessibility. Sure icons work for younger players, and I am fine with adding icons to the page. I use the wiki all the time (and oh I wish there was a way to have a wiki for nullius!) and I don't think we should make our wiki less accessible for anyone, whether they need a lar...
- Fri Oct 06, 2023 1:38 pm
- Forum: News
- Topic: Friday Facts #379 - Abstract rewiring
- Replies: 153
- Views: 27386
Re: Friday Facts #379 - Abstract rewiring
I always enjoy the glimpses of the development process, and oh I feel your pain "In other words, we built a whole infrastructure to shield this logic from change, while the infrastructure was so overwhelmingly more complicated than just changing the original logic. We thought it was a good prog...
- Thu Sep 28, 2023 1:45 pm
- Forum: Fixed for 2.0
- Topic: [1.1.76] Inserter does not wake up
- Replies: 9
- Views: 2454
Re: [1.1.76] Inserter does not wake up
Thank you, again, to the most unbelievably incredible best development team ever, for another amazing improvement. Rock on!
- Wed Sep 27, 2023 12:41 pm
- Forum: Off topic
- Topic: Craptorio - a Factorio de-make for the TIC80 console (Play now!)
- Replies: 17
- Views: 5822
Re: Craptorio - a Factorio de-make for the TIC80 console (Play now!)
Love itarchaicvirus wrote: ↑Tue Sep 26, 2023 4:30 amThis didn't make it into the final game, didn't really make sense without biters or bots, but I thought some might find it humorous
- Thu Aug 03, 2023 2:31 pm
- Forum: Gameplay Help
- Topic: Refuel train when needed *Help Please*
- Replies: 3
- Views: 917
Re: Refuel train when needed *Help Please*
I think we all want something like this for our trains! :D Sadly in vanilla there is no way to read how much fuel is left in a locomotive, which takes us to the world of mods. A search of train fuel in the mod portal has lots of results, you might want to look at this one for inspiration: https://mo...
- Sun Jul 30, 2023 2:25 pm
- Forum: Ideas and Suggestions
- Topic: Paint belts (cosmetic)
- Replies: 2
- Views: 569
Re: Paint belts (cosmetic)
Ooh like the way you can change colours of trains and train stops, yes I love this idea!
- Wed Jul 19, 2023 2:06 pm
- Forum: Combinator Creations
- Topic: Nullius by-product trains
- Replies: 7
- Views: 2666
Re: Nullius by-product trains
I had a solutiuon which calls the trains to one stop and only this pump which carries the same fluid as the stopped train will come into action, when you read the train contend. The trains will be called when a tank falls below a certain threshold, so you can save some train-stops and keep it compa...
- Tue Jul 18, 2023 1:40 pm
- Forum: Combinator Creations
- Topic: Nullius by-product trains
- Replies: 7
- Views: 2666
Re: Nullius by-product trains
Just hit a milestone in this save - 1000 hours! A couple of notes: I gave up on wind power, and went to constant daylight so my solar panels can carry the load; I am building small just enough to get by; and I am continuing to use my beloved tiny trains. My mall in the bottom left is set up to make ...
- Sat Jul 15, 2023 2:48 pm
- Forum: Spread the Word
- Topic: The escapist video on Factorio's unusual price policy
- Replies: 1
- Views: 1124
Re: The escapist video on Factorio's unusual price policy
The price is ALWAYS right! Thanks for sharing!