Search found 15 matches

by kirkbauer
Fri Mar 01, 2024 1:22 pm
Forum: News
Topic: Friday Facts #400 - Chart search and Pins
Replies: 73
Views: 12390

Re: Friday Facts #400 - Chart search and Pins

This might be my favorite new feature! I'm always losing my spidertron and forgetting where I'm going.
by kirkbauer
Fri Feb 23, 2024 1:09 pm
Forum: News
Topic: Friday Facts #399 - Trash to Treasure
Replies: 289
Views: 37474

Re: Friday Facts #399 - Trash to Treasure

This looks incredible. To the one person so far that doesn't like it... Space Age is not for megabases. If that's all you like (and it's ok if it is) then I wouldn't enable the Space Age mod. But most of the other quality of life improvements, plus the elevated rails and quality mods, should still b...
by kirkbauer
Fri Dec 01, 2023 7:51 pm
Forum: News
Topic: Friday Facts #387 - Swimming in lava
Replies: 170
Views: 40522

Re: Friday Facts #387 - Swimming in lava

When I saw the title "Swimming" I thought you'd be able to actually swim in lava (and, presumably, also in water). Obviously, that isn't what was revealed, however I did love everything that I saw.

I now suspect that there may be some foreshadowing going on though...
by kirkbauer
Fri Nov 03, 2023 1:42 pm
Forum: News
Topic: Friday Facts #383 - Super force building
Replies: 172
Views: 30380

Re: Friday Facts #383 - Super force building

So will there be three modes? Normal, force, and super force? Because sometimes I do want to build over rocks and trees but NOT other entities.
by kirkbauer
Fri Oct 27, 2023 3:39 pm
Forum: News
Topic: Friday Facts #382 - Logistic groups
Replies: 230
Views: 36382

Re: Friday Facts #382 - Logistic groups

TBC_x wrote: ↑
Fri Oct 27, 2023 2:07 pm
Logistic groups are nice. I was just looking for a mod which does exactly that.
It's definitely not as good as what's coming up in Factorio 2.0, but I have used this mod for quite some time:

https://mods.factorio.com/mod/LogisticRequestManager
by kirkbauer
Fri Oct 20, 2023 12:47 pm
Forum: Implemented in 2.0
Topic: Comments on Deciders, possibly other entities
Replies: 64
Views: 20599

Notes/Comments on Entities

TL;DR It would be great, especially for combinators, to be able to type in notes aka comments (like in code) to remind yourself and others what the logic is. What ? For combinators (or, perhaps, any entity?), add the ability to type in a note or comment. It could be displayed in the right info pane...
by kirkbauer
Sat Sep 30, 2023 2:51 pm
Forum: News
Topic: Friday Facts #378 - Trains on another level
Replies: 337
Views: 79852

Re: Friday Facts #378 - Trains on another level

Stick this in the backlog if you run out of things to do before release. But I agree with some others that more ramp options would be very valuable. Although I don't think that just adding more directions (like 45deg) is the best option. I'd love to see ramps with a 90deg turn. But you would need on...
by kirkbauer
Fri Sep 29, 2023 1:12 pm
Forum: News
Topic: Friday Facts #378 - Trains on another level
Replies: 337
Views: 79852

Re: Friday Facts #378 - Trains on another level

This is really exciting, thank you! I have two questions:
  • What happens if you exit a train over water, or if a train runs out of fuel over water?
  • Is an overwater train support the same entity as an overland train support? I'm wondering if the former takes more concrete to create
by kirkbauer
Fri Sep 22, 2023 2:30 pm
Forum: News
Topic: Friday Facts #377 - New new rails
Replies: 217
Views: 50834

Re: Friday Facts #377 - New new rails

What about gates? I have wasted some time in the past because I can't put a gate across a curved section of track so I had to rework things. I'm curious if this changes at all?
by kirkbauer
Fri Sep 15, 2023 11:53 am
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 805
Views: 132353

Quality and Stacking

I have a suggestion for you. Especially for managing player inventory, although I think it could be applied elsewhere. A simple setting on the entity (e.g. player, cargo wagon, etc) to enable/disable nesting of quality. If you enable nesting, the items are stored in mixed stacks and there is no indi...
by kirkbauer
Sun Sep 10, 2023 1:39 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 805
Views: 132353

Re: Friday Facts #375 - Quality

A few common questions/misconceptions: Different quality items do not stack in inventories I think you are missing a big opportunity with this last one. A lot of people are concerned about how this will affect trains, chests, and especially your inventory. Perhaps there are other things coming to a...
by kirkbauer
Sun Sep 10, 2023 12:13 am
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 805
Views: 132353

Re: Friday Facts #375 - Quality

Person who works in real factory here (solar panels). Quality/performance is absolutely variable part-to-part and we heavily lean on statistics to understand the distribution of performance for the parts we make each day. It is impossible to make every single part the exact same with the same perfo...
by kirkbauer
Fri Sep 08, 2023 6:46 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 805
Views: 132353

Re: Friday Facts #375 - Quality

People sure are overreacting over optional content. My first thought was also that this was some out-of-season April Fool's joke, but after some thought, the quality system is similar to production modules and beacon spamming. I've seen plenty of players who still don't use production modules and b...
by kirkbauer
Fri Sep 08, 2023 6:45 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 805
Views: 132353

Re: Friday Facts #375 - Quality

I don't understand the people who are upset about this feature. The original post made it clear that this is optional. If you don't like it, don't use it. Nothing prevents you from ignoring quality and playing just like you did before. Personally, I love the idea, and although I don't despise the na...
by kirkbauer
Sat Sep 02, 2023 8:02 pm
Forum: News
Topic: Friday Facts #374 - Smarter robots
Replies: 207
Views: 43539

Re: Friday Facts #374 - Smarter robots

Regarding the logistic requests, I'm wondering:

Let's say you are in steady state, 100 logistics bots requested, 100 present. Then 50 robots leave to do something. Does the system immediately send 50 new robots? When the original are done, if they go back to the same place, do you have 150 now?

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