Search found 16 matches

by sarge945
Fri Feb 16, 2024 9:18 am
Forum: News
Topic: Friday Facts #397 - Factoriopedia
Replies: 119
Views: 17884

Re: Friday Facts #397 - Factoriopedia

Could you make it so that non-unlocked things show as question marks in the Factoriopedia (so if an object is Made By a factory we don't have yet, it shows up as a question mark). This would stop potential spoilers. I know you can see the items by looking at the research tree, but it's a far more an...
by sarge945
Sat Oct 07, 2023 6:37 am
Forum: News
Topic: Friday Facts #379 - Abstract rewiring
Replies: 153
Views: 27037

Re: Friday Facts #379 - Abstract rewiring

I don't like how the new pseudo-items are completely free compared to their old item counterparts (especially the remote). Thinking a bit about it more, I had an idea about how this could be extended to solve some of the other problems with the game, and add the costs back too. Currently, there are ...
by sarge945
Sat Sep 09, 2023 5:55 am
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 805
Views: 132637

Re: Friday Facts #375 - Quality

Stringweasel wrote: ↑
Sat Sep 09, 2023 5:50 am
Using words like "Uncommon" and "Legendary" makes it sound almost magical, which is total in the opposite direction of what this game is about :)
I can't wait to find Legendary Shotgun of the Jackal +1, with higher crit chance and added bleed damage per shot!
by sarge945
Sat Sep 09, 2023 5:07 am
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 805
Views: 132637

Re: Friday Facts #375 - Quality

"This mechanic is optional." I completely agree with your analysis here. I will go on record and say "It's optional" is the most dangerous statement ever said by game developers. Namely because: - When a mechanic is optional, it has to deal with two contradictory positions. On o...
by sarge945
Sat Sep 09, 2023 2:27 am
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 805
Views: 132637

Re: Friday Facts #375 - Quality

It seems that it will take a long time to obtain recycling, and this is because of the quality system? You don't have the recycler soon in the game, so you can't really just recycle to get the best stuff, the most common way how to start with the quality is to just insert some quality modules into p...
by sarge945
Sun Aug 27, 2023 10:41 am
Forum: News
Topic: Friday Facts #373 - Factorio: Space Age
Replies: 267
Views: 71749

Re: Friday Facts #373 - Factorio: Space Age

BIters are a "solvable" event, where with logistics and a ton of research there exists an equilibrium, where they pose a threat, but can not overwhelm you, if you do the necessary precations. It gives a nice feeling of "I made it, I am the boss here, I dictate where I can expand, and...
by sarge945
Sun Aug 27, 2023 10:13 am
Forum: News
Topic: Friday Facts #373 - Factorio: Space Age
Replies: 267
Views: 71749

Re: Friday Facts #373 - Factorio: Space Age

> I HATE them with the burning intensity of 10,000 suns when they get in the way of my bus. They kinda exist to discourage the community from just blueprinting the perfect bus. Honestly the best way to play this game is to only use your own blueprints. The ultimate goal of Factorio is to discover t...
by sarge945
Sun Aug 27, 2023 4:38 am
Forum: News
Topic: Friday Facts #373 - Factorio: Space Age
Replies: 267
Views: 71749

Re: Friday Facts #373 - Factorio: Space Age

This post is probably going to make everyone hate me, but... Factorio in general seems to be stuck in this weird contradictory middle-point between automation/puzzle game and tower defence game. The long, slow factory building gameplay somewhat contradicts with the need to constantly defend yourself...
by sarge945
Fri Aug 25, 2023 5:03 pm
Forum: News
Topic: Friday Facts #373 - Factorio: Space Age
Replies: 267
Views: 71749

Re: Friday Facts #373 - Factorio: Space Age

I have a few questions about this expansion. Just for context, I am a somewhat experienced player, but not an expert. I have finished the game ~2 times and hardly know much about megafactories etc. I have never played the Space Exploration mod. So, question time: 1. With the new expansion, is the ga...
by sarge945
Thu May 04, 2023 12:32 pm
Forum: Ideas and Suggestions
Topic: QoL idea: Automatically create ghosts on building destruction, even before robotics
Replies: 4
Views: 799

Re: QoL idea: Automatically create ghosts on building destruction, even before robotics

The way I see it, Quality of Life features that make automating things easier being tied to research == good, as it is essentially the way progression in this game works. Things that were previously manual are now automatic. While I can see your point that it's somewhat similar here, I feel like the...
by sarge945
Thu May 04, 2023 11:49 am
Forum: Modding interface requests
Topic: Mod API add event that fires before character's main inventory changes size
Replies: 2
Views: 635

Re: Mod API add event that fires before character's main inventory changes size

Can't you use a combination of on_player_dropped_item and on_player_armor_inventory_changed to detect this already? You can probably compare the tick values of all the events, and any that match the same time as the inventory change event get added to a container. I have only made 2 mods so far, so ...
by sarge945
Thu May 04, 2023 11:43 am
Forum: Ideas and Suggestions
Topic: QoL idea: Automatically create ghosts on building destruction, even before robotics
Replies: 4
Views: 799

QoL idea: Automatically create ghosts on building destruction, even before robotics

TL;DR When a building is destroyed, a ghost of it should automatically be placed in the location where it was destroyed. This already happens when you have construction robots, but I propose it should happen always (via a setting) What ? I tend to find that, especially in the early game, when I am ...
by sarge945
Sat Apr 29, 2023 7:40 am
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 318913

Re: [MOD 0.13.17+] Rampant

EDIT: Don't worry, I'm dumb
by sarge945
Thu Apr 27, 2023 1:50 am
Forum: Technical Help
Topic: [1.1.80] 75Hz monitor not working correctly
Replies: 2
Views: 562

Re: [1.1.80] 75Hz monitor not working correctly

Good to know.

It would be nice to be able to run at higher framerates, although I guess there's no real benefit.

Also after playing for a day or so, either the stuttering is gone, or I have just gotten used to it.
by sarge945
Wed Apr 26, 2023 3:53 pm
Forum: Modding help
Topic: Modify the "tutorial" player?
Replies: 2
Views: 533

Modify the "tutorial" player?

So, I have made a mod which reduces the players reach to 1 tile. However, this also breaks all the tutorial demonstrations, for instance the "place power poles by dragging" tutorial, as the click instead says "not enough range" rather than actually showing the action. I decided t...
by sarge945
Wed Apr 26, 2023 9:50 am
Forum: Technical Help
Topic: [1.1.80] 75Hz monitor not working correctly
Replies: 2
Views: 562

[1.1.80] 75Hz monitor not working correctly

Hey there, I'm playing the game using a 75Hz monitor. Gameplay seems "choppy", as if it's missing frames When I turn on "Show Framerate" in the Steam overlay settings, it says the game is running at 60Hz I have tried turning on and off VSync, but to no avail, it still sits at 60f...

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