Search found 154 matches
- Fri Dec 22, 2023 8:33 am
- Forum: News
- Topic: Friday Facts #387 - Swimming in lava
- Replies: 170
- Views: 40454
Re: Friday Facts #387 - Swimming in lava
On the Maths thing, yeah I am actually very confused as to whether it is "x0.5" or "x(1/(1+0.5))" now... As for needing resources from Nauvis: Iron, Copper and Stone can be gotten in Space, leaving only Wood, Coal, Oil, Fish and Uranium, and Coal is at least on Vulcanus along wit...
- Fri Dec 22, 2023 3:28 am
- Forum: News
- Topic: Friday Facts #387 - Swimming in lava
- Replies: 170
- Views: 40454
Re: Friday Facts #387 - Swimming in lava
1.5 times faster, not 3 times faster, you forgot the thing depletes slower. ;) Ah yeah, 2 times faster then. A 50% increase from 2 is 3 :) 1.5 would be a 100% increase. Hah, you forgot that -50% is divide by 2 while +50% is multiply by 1.5, aren't percentage directions fun and confusing! XD That an...
- Thu Dec 21, 2023 6:45 pm
- Forum: News
- Topic: Friday Facts #387 - Swimming in lava
- Replies: 170
- Views: 40454
Re: Friday Facts #387 - Swimming in lava
You may be able to mine crazy fast, but that will deplete your resources faster too. If you need for example three iron ore patches normally to satisfy the demand of your base, and you can do with one big one now and legendary big mining drills, it will just mean you will need to set up a new outpo...
- Thu Dec 21, 2023 6:31 am
- Forum: News
- Topic: Friday Facts #387 - Swimming in lava
- Replies: 170
- Views: 40454
Re: Friday Facts #387 - Swimming in lava
The Problem with the Big Drill is not really the resource drain modifier (that one is actually fine) but the insane coverage it has, enabling a LOT of beacon based shenanigans that were simply not logical to use with the normal Mining Drill, unless you wanted to shift the Mining Drills over by a few...
- Wed Dec 20, 2023 11:39 pm
- Forum: News
- Topic: Friday Facts #387 - Swimming in lava
- Replies: 170
- Views: 40454
Re: Friday Facts #387 - Swimming in lava
Yeah and because of its insane range you can fit a LOT of things between Miners and then add Speed Beacons inbetween too! This whole thing makes Rich Resource Spots much less valuable to acquire, as Mining Productivity, Mining "Efficiency" from Quality and the Big Drill, and Modules can ma...
- Sat Dec 09, 2023 8:10 pm
- Forum: News
- Topic: Friday Facts #388 - Smaller things for 2.0
- Replies: 149
- Views: 25367
Re: Friday Facts #388 - Smaller things for 2.0
Regarding the number parsing... I'm surprised nobody mentioned this before, but the most interesting activity about this for me would be trying to break the game via code injection . Who knows, naybe there's a CVE lurking around the corner ;) Why? Why break into a program on your own computer? You ...
- Fri Dec 08, 2023 5:56 pm
- Forum: News
- Topic: Friday Facts #388 - Smaller things for 2.0
- Replies: 149
- Views: 25367
Re: Friday Facts #388 - Smaller things for 2.0
Add pls to checkbox `Trees/rocks only` Cliff -> `Trees/rocks/cliff only`. I don't understand why didn't add cliff here right away. Did you know you can put Deconstruction Planners into the Blueprint Library already? You can make a custom Decon Planner for "Coal Rocks only" or "Cliffs...
- Fri Dec 08, 2023 4:49 pm
- Forum: News
- Topic: Friday Facts #388 - Smaller things for 2.0
- Replies: 149
- Views: 25367
Re: Friday Facts #388 - Smaller things for 2.0
And please, don't even think about delaying construction bots to after traveling to another planet. There needs to be some way of fixing my home base while I can't get back to it that does not involve restarting or reloading a previous backup save. I would not worry about that one, Bots are basical...
- Fri Dec 08, 2023 12:53 pm
- Forum: News
- Topic: Friday Facts #388 - Smaller things for 2.0
- Replies: 149
- Views: 25367
Re: Friday Facts #388 - Smaller things for 2.0
Pretty sure a previous FFF did state you can have your old Saves, was the Rails one as far as I know.
Would be pretty useless to add backwards compat for old Rails if Savegame compat wasn't a given. XD
Would be pretty useless to add backwards compat for old Rails if Savegame compat wasn't a given. XD
- Fri Dec 08, 2023 12:36 pm
- Forum: News
- Topic: Friday Facts #388 - Smaller things for 2.0
- Replies: 149
- Views: 25367
Re: Friday Facts #388 - Smaller things for 2.0
I feel like cliff removal should be super force building only, and no longer in regular force building. It is quite annoying to have to unmark cliffs from decon when building defenses that incorporate cliffs. Not to mention you need to be mindful enough to disable your roboport or remove Cliff Explo...
- Sat Dec 02, 2023 9:04 pm
- Forum: News
- Topic: Friday Facts #387 - Swimming in lava
- Replies: 170
- Views: 40454
Re: Friday Facts #387 - Swimming in lava
Something I've always wanted is for entities to have unique IDs, so that we can create names, descriptions, and other custom properties. If the game can't know what recipe created a particular entity, then it's unlikely the entities are unique. So you want a quite insane amount of Data bloat for ev...
- Fri Dec 01, 2023 11:46 pm
- Forum: News
- Topic: Friday Facts #387 - Swimming in lava
- Replies: 170
- Views: 40454
Re: Friday Facts #387 - Swimming in lava
Good thing that the new mining drill will allow to faster clean up the almost entirely depleted ore fields. Doesn't that get cancelled out partially by the reduction of ore consumption that the more efficient drill does, especially if it has quality enhancements? Also one would THINK overlapping Ra...
- Fri Dec 01, 2023 9:36 pm
- Forum: News
- Topic: Friday Facts #387 - Swimming in lava
- Replies: 170
- Views: 40454
Re: Friday Facts #387 - Swimming in lava
On the topic of "not" beelining it to Metallurgy: I guess one of the less volcanic Planets is giving you the Recycler and some sort of "Conservation" or "Resourcefulness" Science Pack, that might also make Rocket Segments Reusable like in Space Exploration or provide a ...
- Fri Dec 01, 2023 6:35 pm
- Forum: News
- Topic: Friday Facts #387 - Swimming in lava
- Replies: 170
- Views: 40454
Re: Friday Facts #387 - Swimming in lava
Also, I don't remember anymore, but I could have sworn, that you were active on ic2 forums 10 years ago, no? I can't seem to find it anymore. Yeah pretty sure someone who once contributed a little bit to GregTech back in ye olden days had the same profile Picture. XD Edit: Also pretty sure I am the...
- Mon Nov 27, 2023 12:50 am
- Forum: Not a bug
- Topic: [1.1.98] Pumpjacks keep working even though adjacent pipe is 100% full
- Replies: 5
- Views: 662
Re: [1.1.98] Pumpjacks keep working even though adjacent pipe is 100% full
Yep I ended up figuring out how to measure the buffer tank size, or at least the point at which it stops. took quite a bit without beacons...
- Mon Nov 27, 2023 12:46 am
- Forum: Not a bug
- Topic: [1.1.98] Pumpjacks keep working even though adjacent pipe is 100% full
- Replies: 5
- Views: 662
Re: [1.1.98] Pumpjacks keep working even though adjacent pipe is 100% full
How big of an internal tank do these things have then? Edit: that's what i get for a slow oil spot, decided to beacon it up and at 500 it stopped... (according to the pipe network it was 600 but the pipe itself is 100) Welp, that's what I get for removing advanced fluid handling and thinking "w...
- Mon Nov 27, 2023 12:31 am
- Forum: Not a bug
- Topic: [1.1.98] Pumpjacks keep working even though adjacent pipe is 100% full
- Replies: 5
- Views: 662
[1.1.98] Pumpjacks keep working even though adjacent pipe is 100% full
My Pumpjacks keep working even though the adjacent pipe is 100% full. I do not think this is intended as it did not do that in the past, and when I google searched for it to doublecheck I did not imagine something, I saw people on reddit saying "you dont need to stop your oil rig with circuits,...
- Fri Jan 22, 2021 2:01 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [1.1.12] Cannot place ghost outside range when taken from quickbar
- Replies: 7
- Views: 2167
Re: [Rseding91] [1.1.12] Cannot place ghost outside range when taken from quickbar
Sorry, I just doublechecked, I fucked up, it actually works. ^^"
(That's what I get for thinking I did not have Wooden Power Poles in my inventory when pipetting them at my Wall...)
Also sorry for saying Sorry despite the stop posting message.
(That's what I get for thinking I did not have Wooden Power Poles in my inventory when pipetting them at my Wall...)
Also sorry for saying Sorry despite the stop posting message.
- Fri Jan 22, 2021 1:38 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [1.1.12] Cannot place ghost outside range when taken from quickbar
- Replies: 7
- Views: 2167
Re: [Rseding91] [1.1.12] Cannot place ghost outside range when taken from quickbar
So I got to try it in 1.1.13 and THIS time it at least gives me the "can't reach" message when trying to place the Ghost, which narrows the Issue down slightly, codewise at least.
- Fri Jan 22, 2021 12:59 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [1.1.12] Cannot place ghost outside range when taken from quickbar
- Replies: 7
- Views: 2167
Re: [Rseding91] [1.1.12] Cannot place ghost outside range when taken from quickbar
I said 1.1.13 lol. I follow the Releases very closely ;) https://forums.factorio.com/viewtopic.php?f=3&t=94772 Edit: Oh now I get what you meant. No I meant It was supposed to be fixed in 1.1.12 because ANOTHER bug regarding ghosts out of range did get fixed, and since this is in the Resolved Ca...