Search found 82 matches
- Fri Feb 23, 2024 2:39 pm
- Forum: News
- Topic: Friday Facts #399 - Trash to Treasure
- Replies: 289
- Views: 37824
Re: Friday Facts #399 - Trash to Treasure
With all those awesome terrain changes at these planets, will there be a slight terrain generation improvement at Nauvis? I feel like the Nauvis biomes are very similar, ores generate independently on biomes and the planet suddenly feels a bit boring. Nauvis could use a bit of the "large resour...
- Fri Feb 23, 2024 2:27 pm
- Forum: News
- Topic: Friday Facts #399 - Trash to Treasure
- Replies: 289
- Views: 37824
Re: Friday Facts #399 - Trash to Treasure
- In the lower right, the belts seem to be passing from one island to another over the moat and oily-mud. Does it mean that they can be placed underneath the plateau, or is this some kind of new, elevated/floating belt kind of thing? It is mentioned in the post, that some areas are landfilled. Fulg...
- Fri Feb 23, 2024 2:24 pm
- Forum: News
- Topic: Friday Facts #399 - Trash to Treasure
- Replies: 289
- Views: 37824
Re: Friday Facts #399 - Trash to Treasure
I've read some comments criticizing the planet craft chain and I very much feel like once they try the expansion, they will like it. I believe the craft chains will be quite simple, much simpler than in other mods and smaller than at Nauvis. You will likely need to setup: feedback recycler loop to d...
- Fri Feb 23, 2024 2:09 pm
- Forum: News
- Topic: Friday Facts #399 - Trash to Treasure
- Replies: 289
- Views: 37824
Re: Friday Facts #399 - Trash to Treasure
If we can have 5 module slots (not to mention 50% native productivity bonus), does it means that an infinite production loop is possible with recyclers? No, recyclers return only 25% of the input resources and productivity in buildings* is capped at 300% max, so no positive feedback loop is possibl...
- Fri Feb 23, 2024 2:07 pm
- Forum: News
- Topic: Friday Facts #399 - Trash to Treasure
- Replies: 289
- Views: 37824
Re: Friday Facts #399 - Trash to Treasure
...It also doesn't help that both of those planets are completely lifeless and devoid of risk. I would be quite certain, that at least Vulcanus has enemies, which are not revealed yet. Lifeless Fulgora may be possible as storms posses quite high environmental risk already, but I wouldn't be surpris...
- Fri Feb 16, 2024 12:30 pm
- Forum: News
- Topic: Friday Facts #398 - Fulgora
- Replies: 114
- Views: 25197
Re: Friday Facts #398 - Fulgora
I wonder... what killed them all. Was it the weather? Was it themselves? Or something else... alive out there?
- Fri Feb 16, 2024 12:27 pm
- Forum: News
- Topic: Friday Facts #398 - Fulgora
- Replies: 114
- Views: 25197
Re: Friday Facts #398 - Fulgora
Vulcanus is Venus, Fulgora is Mars. Any objections?
- Fri Feb 16, 2024 12:25 pm
- Forum: News
- Topic: Friday Facts #398 - Fulgora
- Replies: 114
- Views: 25197
Re: Friday Facts #398 - Fulgora
At the beginning I got a feeling of emptiness and cruel hostality of lifeless nature. Once the dead civilization got revealed, I got even slightly depressed. Very dark mood. I just hope that the ruins are planet-wise phenomenon and that they are not just at the spawn
- Mon Feb 12, 2024 11:25 am
- Forum: General discussion
- Topic: Quality level names poll
- Replies: 92
- Views: 8915
Re: Quality level names poll
I personally can't find a fitting name for tier 4. Most popular 'Exceptional' is good with its meaning, but the name is very long imho. People will likely come ap with a way to shorten it, the same has happened f.e. with green/red/blue chips. I suggest using term 'Exemplary'
- Fri Feb 09, 2024 12:23 pm
- Forum: News
- Topic: Friday Facts #397 - Factoriopedia
- Replies: 119
- Views: 17985
Re: Friday Facts #397 - Factoriopedia
One little remark, the two most used things in the information panel (except maybe for the stack-size, etc) is likely the "Ingredients" and "Used In". The "Unlocked By" is rarely used, but now it's taking up a lot of screen space, and you would have to scroll past it e...
- Fri Feb 09, 2024 11:59 am
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 805
- Views: 133320
Re: Friday Facts #375 - Quality
I feel like the new naming should address following issues: Shouldn't imply any sort of chance, rarity or even gamble All tiers should clearly define the tiers order All names should be as short as possible as the terms will get used very frequently Here I have come up with suggestions which comply ...
- Tue Feb 06, 2024 1:09 pm
- Forum: Technical Help
- Topic: Debugging poor performance on gigantic map
- Replies: 14
- Views: 865
Re: Debugging poor performance on gigantic map
Very interesting insight into the map generation. Thank you very much!
- Mon Feb 05, 2024 8:57 am
- Forum: Technical Help
- Topic: Debugging poor performance on gigantic map
- Replies: 14
- Views: 865
- Sun Feb 04, 2024 2:59 pm
- Forum: Technical Help
- Topic: Debugging poor performance on gigantic map
- Replies: 14
- Views: 865
Re: Debugging poor performance on gigantic map
Well it used only about 1 of 8 of my CPU cores and it didn't actually generate new chunks, didn't help with my confusion, what the requested chunks mean
- Sun Feb 04, 2024 1:55 pm
- Forum: Technical Help
- Topic: Debugging poor performance on gigantic map
- Replies: 14
- Views: 865
Re: Debugging poor performance on gigantic map
I have tried that and it had no effect on the performance. I have used a command to force generate all requested chunks and after the unfroze after 20 minutes, the performance jumped from 16 ups to about 70 ups (requested game speed is 100x). The requested chunks had dramatic impact on performance, ...
- Sun Feb 04, 2024 11:46 am
- Forum: Technical Help
- Topic: Debugging poor performance on gigantic map
- Replies: 14
- Views: 865
Re: Debugging poor performance on gigantic map
Map generation is such that there is no water, no trees, no cliffs, no ores, no biters, basically nothing excepts rocks. The poor performance might also have something to do with requested chunks count, not sure what that means though
- Sun Feb 04, 2024 1:07 am
- Forum: Technical Help
- Topic: Debugging poor performance on gigantic map
- Replies: 14
- Views: 865
Debugging poor performance on gigantic map
Hi, I am exploring the limits of Factorio engine and I am doing an experiment of generating milions of chunks via pollution. I know that pollution has a performance impact, especially on this extreme scale, but I am wondering, how do I read that from the debug menu? It says it takes about 75ms on En...
- Fri Feb 02, 2024 1:49 pm
- Forum: News
- Topic: Friday Facts #396 - Sound improvements in 2.0
- Replies: 98
- Views: 13880
Re: Friday Facts #396 - Sound improvements in 2.0
Factorio music is very nice, but after hundreds and thousands of hours it gets very repetitive. Please give us 10 more hours of music, even if it increases the price of the expansion. Pleeeaaasssseee <3
- Fri Jan 26, 2024 2:18 pm
- Forum: News
- Topic: Friday Facts #395 - Generic interrupts and Train stop priority
- Replies: 138
- Views: 18075
Re: Friday Facts #395 - Generic interrupts and Train stop priority
Could there be a case where you need different priority for incomming and outgoing trains? If so, I guess it can be done via circuitery, but a separate slider would be much easier.
- Fri Jan 19, 2024 12:39 pm
- Forum: News
- Topic: Friday Facts #394 - Assembler flipping and circuit control
- Replies: 134
- Views: 22198
Re: Friday Facts #394 - Assembler flipping and circuit control
This made me thinking... Can you dump fluids in assemblers? If yes, how does it work? If not... this can be abused to destroy fluids automatically. You could be automatically resetting a recipe which takes an undesired fluid.