Search found 73 matches

by Svip
Sat May 04, 2024 8:10 pm
Forum: News
Topic: Friday Facts #409 - Diminishing beacons
Replies: 155
Views: 17156

Re: Friday Facts #409 - Diminishing beacons

How about the quality adding more module slots to the beacons, and the diminishing returns is based on number of module slots affecting the assembler? That would allow the player to use fewer beacons at peak performance if the beacons were legendary quality.
by Svip
Fri May 03, 2024 11:57 am
Forum: News
Topic: Friday Facts #409 - Diminishing beacons
Replies: 155
Views: 17156

Re: Friday Facts #409 - Diminishing beacons

Perhaps I missed it, but one of the concerns about meddling with the beacons was whether the user would be able to calculate the benefits quickly in their head. I am not saying head calculus should be a showstopper, but the need for more clear presentation of throughput numbers becomes even more par...
by Svip
Wed May 01, 2024 10:29 am
Forum: News
Topic: Friday Facts #408 - Statistics improvements, Linux adventures
Replies: 150
Views: 14579

Re: Friday Facts #408 - Statistics improvements, Linux adventures

Just an unimportant off topic question. Is (or will be) the multi-pointer functionality (2 or more active mouse cursors) supported in Factorio 2.0? Could be fun playing the game with two mice simultaneously. I am curious... are there any computer games that support this? I've never actually played ...
by Svip
Sun Apr 28, 2024 3:26 pm
Forum: News
Topic: Friday Facts #408 - Statistics improvements, Linux adventures
Replies: 150
Views: 14579

Re: Friday Facts #408 - Statistics improvements, Linux adventures

Let me ruin the look of the new electricity production window. Now you cannot unsee it.
by Svip
Fri Apr 26, 2024 11:19 am
Forum: News
Topic: Friday Facts #408 - Statistics improvements, Linux adventures
Replies: 150
Views: 14579

Re: Friday Facts #408 - Statistics improvements, Linux adventures

There are things X11 can do, that Wayland cannot, and things Wayland can do, that X11 cannot. And since the Wayland developers have made it clear, there are X11 features they do not wish to support (like SSH window forwarding (I know you can use XWayland to do this, but feels like a bit of a hack)),...
by Svip
Sat Apr 13, 2024 4:28 am
Forum: News
Topic: Friday Facts #406 - Space Age Music
Replies: 152
Views: 19907

Re: Friday Facts #406 - Space Age Music

So either we have to recycle empty rocket fuel canisters from now on, or they put Battery-Electric-Locomotives in the game that were switched out for regular ones for the video. Looking closely, one inserter is stuck attempting inserting nuclear fuel into the locomotive. It looks like we'd have to ...
by Svip
Sun Apr 07, 2024 5:25 am
Forum: News
Topic: Friday Facts #405 - Whole belt reader, New logistics GUI
Replies: 138
Views: 15719

Re: Friday Facts #405 - Whole belt reader, New logistics GUI

If the two planets (and their unique buildings and items), elevated rails, the space platforms and quality modules have not wowed you yet, I doubt the remaining content will. Moreover, reading a lot of these comments to the FFFs, people aren't particularly good at putting all the changes into the la...
by Svip
Wed Mar 27, 2024 12:44 pm
Forum: 1 / 0 magic
Topic: [1.1.104][Linux] Crash during blueprint creation (GraphicsInterfaceOpenGL::bindFramebuffer)
Replies: 1
Views: 239

[1.1.104][Linux] Crash during blueprint creation (GraphicsInterfaceOpenGL::bindFramebuffer)

I was not able to reproduce this. I run an almost vanilla run with very few mods. As apparent from the map view in the save file, I was working on a grid pattern. Between the save file and the crash, I had plastered the grid piece with concrete ghosts. Then I intended to create a blueprint, using AL...
by Svip
Mon Mar 25, 2024 12:38 pm
Forum: Bug Reports
Topic: [1.1.105] Entire range of belt flipping direction unexpectedly while dragging
Replies: 3
Views: 530

Re: [1.1.105] Entire range of belt flipping direction unexpectedly while dragging

xykite wrote: ↑
Mon Mar 25, 2024 9:41 am
So while this looks weird, I'm not sure whether or not it's a bug. I can repro it in 1.1.86 (the earliest available version of 1.1.x).
If you go to this page, you can also download 1.1.42. Or 0.6.4 if you feel so inclined.
by Svip
Tue Mar 19, 2024 11:47 am
Forum: News
Topic: Friday Facts #402 - Lightspeed circuits
Replies: 168
Views: 23652

Re: Friday Facts #402 - Lightspeed circuits

The two inserters behind the Foundry grabbing gears from on top of the Foundry look weird clipping through the Foundry graphic. Untitled.png https://forums.factorio.com/28783 Because this is a 2D game faking 3D, you can't have them behind the Foundry on one side while on top of them on the other......
by Svip
Fri Mar 15, 2024 12:40 pm
Forum: News
Topic: Friday Facts #402 - Lightspeed circuits
Replies: 168
Views: 23652

Re: Friday Facts #402 - Lightspeed circuits

I am thinking the "one channel" for the radars is a game design choice more than a performance issues (I doubt it's truly a user experience concern, since they recently introduced priorities for train stations). Could seem a little overpowered to be able to direct any signal anywhere. Havi...
by Svip
Mon Mar 11, 2024 6:41 am
Forum: News
Topic: Friday Facts #401 - New terrain, new planet
Replies: 102
Views: 20932

Re: Friday Facts #401 - New terrain, new planet

oi_wtf wrote: ↑
Sun Mar 10, 2024 3:45 pm
I agree though, without an early-game way of moving between islands, it might be infeasible to try a completely vanilla playthrough on a map like that...
With elevated rails, you could do an island map in vanilla.
by Svip
Sat Mar 09, 2024 7:35 am
Forum: News
Topic: Friday Facts #401 - New terrain, new planet
Replies: 102
Views: 20932

Re: Friday Facts #401 - New terrain, new planet

I wonder if the new map generator is noticeably slower than the old one, as it appears slightly more complicated. The FFF doesn't discuss performance impact at all (at least not as far as I can gather). I'm going to assume that its performance impact is negligible, thus making this a very efficient ...
by Svip
Thu Feb 29, 2024 6:38 pm
Forum: News
Topic: Friday Facts #399 - Trash to Treasure
Replies: 289
Views: 37550

Re: Friday Facts #399 - Trash to Treasure

I think the point being made is; on the space platform, you need to sort the yields of the asteroids, because even though there are three types, they come through the same machine. The asteroids don't produce a lot of variety in terms of items, but some is more useful than other, and you will need t...
by Svip
Wed Feb 28, 2024 8:01 am
Forum: News
Topic: Friday Facts #399 - Trash to Treasure
Replies: 289
Views: 37550

Re: Friday Facts #399 - Trash to Treasure

Honestly, I'm glad to see new production loops. Only kovarex and coal liquefaction had a bit of feed into it what came out. Now we have to deal with numerous items from the same source. You can find that in some mods, but it's never really been part of the core game. Or rather, it was something that...
by Svip
Mon Feb 26, 2024 3:28 pm
Forum: News
Topic: Friday Facts #399 - Trash to Treasure
Replies: 289
Views: 37550

Re: Friday Facts #399 - Trash to Treasure

It sounds like filter inserters will be my to-go for controlling what goes into the recycler if everything is indeed 'recycle-able' once Space Age is released. Ah, but haven't you heard? The filter inserter has been removed . All inserters are now filter inserters, including the burner and long ins...
by Svip
Sun Feb 25, 2024 12:24 pm
Forum: News
Topic: Friday Facts #399 - Trash to Treasure
Replies: 289
Views: 37550

Re: Friday Facts #399 - Trash to Treasure

Are they flying? That would be cool and a nightmare at the same time x), great incentive to go on those plateau and stop the source of the swarm, and it would also make sense to have some 'nest' of flying biters on elevated land but as you can't build in the oily sands, it would be difficult to pro...
by Svip
Sun Feb 25, 2024 11:07 am
Forum: News
Topic: Friday Facts #399 - Trash to Treasure
Replies: 289
Views: 37550

Re: Friday Facts #399 - Trash to Treasure

I think those white blobs on the map are actually hiding the new enemy spawners. They look like they were drawn in paint to cover something up, and not like something in-game. The fff says the small islands have some "special significance", and are surrounded by a moat. That sounds like t...
by Svip
Sun Feb 25, 2024 7:02 am
Forum: News
Topic: Friday Facts #399 - Trash to Treasure
Replies: 289
Views: 37550

Re: Friday Facts #399 - Trash to Treasure

The "useless" materials of the scrap recycling is merely a challenge to be dealt with. It would be weird if scrap was exclusively useful items, it wouldn't really fit the theme. This isn't like K2 or SE, where normal recipes suddenly have stone as a byproduct, we are literally processing s...
by Svip
Sat Feb 24, 2024 10:19 am
Forum: News
Topic: Friday Facts #399 - Trash to Treasure
Replies: 289
Views: 37550

Re: Friday Facts #399 - Trash to Treasure

What is not fun, is that the cliffs-lavapit-oilpit are the same limitation. Imagine if you had to craft a new assembler type for every planet, but the only difference would be the color scheme of the assembler, and otherwise it would be mechanically the same. To me, it would not be fun. Reasonable ...

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