Search found 124 matches

by morsk
Fri May 03, 2024 10:44 pm
Forum: News
Topic: Friday Facts #409 - Diminishing beacons
Replies: 154
Views: 17000

Re: Friday Facts #409 - Diminishing beacons

Ok, you are either treating us like we are stupid or hiding real reason for this change. What you did won't change designs. More beacons is still better... If you truly wished for cutting their number, you would code hard limits on assemblers and other devices. Just like it is with efficiency but f...
by morsk
Fri May 03, 2024 6:08 pm
Forum: News
Topic: Friday Facts #409 - Diminishing beacons
Replies: 154
Views: 17000

Re: Friday Facts #409 - Diminishing beacons

I am seeing a lot of replies claiming that "the" meta is strictly 12 beacon builds, and that these changes don't affect the meta. That's incorrect: if you're building big, ups-optimized bases, direct insertion is king. That requires unusual beacon layouts, with (sometimes) twelve beacons ...
by morsk
Fri May 03, 2024 1:39 pm
Forum: News
Topic: Friday Facts #409 - Diminishing beacons
Replies: 154
Views: 17000

Re: Friday Facts #409 - Diminishing beacons

But there is a way to prevent that! All that needs to be done is increase the base beacon energy consumption. Double it! (maybe make it scale with the number of machines serviced). By doubling or tripling the base beacon energy consumption, the optimal count of beacon source per machine will become...
by morsk
Fri May 03, 2024 12:58 pm
Forum: News
Topic: Friday Facts #409 - Diminishing beacons
Replies: 154
Views: 17000

Re: Friday Facts #409 - Diminishing beacons

This is a fake solution imo. It's still 12-beacon endgame. I realize anti-nerf culture makes removing 12-beacon impossible. I expected devs to do nothing. This is better than nothing, so I should be happy. My best ideas were some change to layouts that made beacons smaller, or let belts overlap them...
by morsk
Sun Jan 28, 2024 8:32 pm
Forum: News
Topic: Friday Facts #395 - Generic interrupts and Train stop priority
Replies: 138
Views: 17947

Re: Friday Facts #395 - Generic interrupts and Train stop priority

I will use priority so malls and power-related builds aren't starved of resources. And it will be nice to adjust module production as sometimes above science, sometimes below.
by morsk
Fri Jan 26, 2024 7:30 pm
Forum: News
Topic: Friday Facts #395 - Generic interrupts and Train stop priority
Replies: 138
Views: 17947

Re: Friday Facts #395 - Generic interrupts and Train stop priority

This won't help me ship intermediaries by train. I need a mall to be able to request the intermediaries it needs from across the train network. Only then would it be sensible to build intermediaries that aren't ratioed perfectly for science, and use "priority" to distribute them. The main ...
by morsk
Fri Jan 19, 2024 10:06 pm
Forum: News
Topic: Friday Facts #394 - Assembler flipping and circuit control
Replies: 133
Views: 21967

Re: Friday Facts #394 - Assembler flipping and circuit control

Recipe-setting is worrying. It converts "logistics" with its pleasing visuals designed by artists, into "programming" with no visuals at all. Malls are worse, so I will use recipe-setting on malls, to cancel one abomination with another. :/ Early-game malls work nicely, with good...
by morsk
Sun Jan 14, 2024 7:56 am
Forum: News
Topic: Friday Facts #393 - Putting things on top of other things
Replies: 229
Views: 47588

Re: Friday Facts #393 - Putting things on top of other things

T4 belt color is too close to T3 assemblers. Maybe it will look good with new buildings we don't have yet. Something red?

It also looks "grimier" than T1-3 belts to me, although maybe this is to contrast with all the white inserters we'll have at endgame.
by morsk
Sat Jan 13, 2024 12:20 pm
Forum: News
Topic: Friday Facts #393 - Putting things on top of other things
Replies: 229
Views: 47588

Re: Friday Facts #393 - Putting things on top of other things

- Bulk inserters doesn't do anything for bot based designs. It can reduce bot traffic by only putting multiples of 4 in a chest, so bots don't carry partial inventories. How much it helps depends on whether the build was already doing it indirectly, by keeping chests full. It will at least be usefu...
by morsk
Fri Jan 05, 2024 1:13 pm
Forum: News
Topic: Friday Facts #392 - Parametrised blueprints
Replies: 133
Views: 25286

Re: Friday Facts #392 - Parametrised blueprints

copy-pasting doesn't copy trains, and making a regular blueprint after placing the parametrized one may be unnecessarily troublesome if you have other entities in the area (that actually applies to copy-pasting as well). if it's not hard to add, i believe it would be a nice option to have. If you h...
by morsk
Fri Dec 22, 2023 7:59 pm
Forum: News
Topic: Friday Facts #390 - Noise expressions 2.0
Replies: 69
Views: 14444

Re: Friday Facts #390 - Noise expressions 2.0

I normally hate noise-based generation, and wish Factorio was tile-based like roguelikes, and this convinced me noise-based at least makes pleasing terrain if artists try hard enough. It will last until I see another map where 2 copper patches in a row are eaten by water, and one of them left a tiny...
by morsk
Sun Nov 05, 2023 1:03 pm
Forum: Ideas and Suggestions
Topic: Create logistic group from blueprint
Replies: 8
Views: 955

Re: Create logistic group from blueprint

edit: Er, I misunderstood the suggestion and thought it was something else. I don't have anything to say about this, unfortunately. Except that obviously some people want it, and it would be convenient.
by morsk
Fri Nov 03, 2023 12:22 pm
Forum: News
Topic: Friday Facts #383 - Super force building
Replies: 172
Views: 30394

Re: Friday Facts #383 - Super force building

If I nuke landfill, is it no longer landfill and no longer able to be deconstructed? This would be a tradeoff then, on nuking landfill to increase its pollution absorption.
by morsk
Fri Oct 27, 2023 2:43 pm
Forum: Ideas and Suggestions
Topic: Blueprint separate wires
Replies: 4
Views: 968

Re: Blueprint separate wires

In Patch 2.0 I am going to mod the max automatic power pole connections down from 5 to 2, or even 0 if we can still get connections with the drag-and-place mode with a limit of 0. I think this is a more general solution that not only stops blueprints from connecting in ugly ways, but will make it ea...
by morsk
Fri Oct 27, 2023 1:23 pm
Forum: News
Topic: Friday Facts #382 - Logistic groups
Replies: 230
Views: 36394

Re: Friday Facts #382 - Logistic groups

Logistic groups are letting us broadcast combinator signals, but it requires manual labor in the UI to do the broadcast. Since the feature is 50% of the way there, I'm guessing the 3rd combinator is some kind of broadcast/receiver that can be automated. Some people fake it by running wires across th...
by morsk
Fri Oct 27, 2023 12:44 pm
Forum: Ideas and Suggestions
Topic: Not zoom to cursor
Replies: 41
Views: 3761

Re: Not zoom to cursor

That argument doesn't work so much for keybindings IMO. There are already many screens worth of keybindings, so two more is hardly going to be noticed. Luckily, the keybindings are categorized and searchable, so there is even less reason to worry. Yes I don't think a different zoom keybind, with di...
by morsk
Fri Oct 27, 2023 12:28 pm
Forum: Ideas and Suggestions
Topic: Not zoom to cursor
Replies: 41
Views: 3761

Re: Not zoom to cursor

Your cost estimate might be right or wrong, but the existence of this thread shows that your opinion of what "most people" care about is clearly wrong. Certainly you're not the only one in this thread to display an astounding "Who's About to Move My Cheese?" level of self-center...
by morsk
Wed Oct 25, 2023 10:51 pm
Forum: Ideas and Suggestions
Topic: Not zoom to cursor
Replies: 41
Views: 3761

Re: Not zoom to cursor

I used zoom-to-cursor for years unconsciously, without noticing it was there. I didn't believe it existed when I opened this thread. I had to test it in-game and see, and I still hardly believe it.

I guess people like me are why it exists. We just mindlessly use it without noticing.
by morsk
Wed Oct 25, 2023 5:48 pm
Forum: Technical Help
Topic: Last User shows my steam username and not my LAN player name
Replies: 7
Views: 814

Re: Last User shows my steam username and not my LAN player name

That said, something that was mentioned in another thread ( 93407 ): What I did was convert the save to a scenario, load the scenario, and then save over the original. I guess this is the --map2scenario command line option, and then going to New Game and making a new map with that scenario. I tried...
by morsk
Wed Oct 25, 2023 3:35 pm
Forum: Technical Help
Topic: Last User shows my steam username and not my LAN player name
Replies: 7
Views: 814

Re: Last User shows my steam username and not my LAN player name

Unfortunately the save format changed sometime in 1.1 and the way I used to do this doesn't work anymore. I could not find usernames anywhere in unzipped save files, and I also searched for chat history just because it's obviously in there somewhere, and I could not find it either. I don't know if i...

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