I f-ing love these guys. Factorio is such a great game. I've only just started figuring circuits out in earnest, so it's great to see they're still iterating and improving the systems.
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Last updated: 2023/06/05
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Only two circuit channels on radars is rather restrictive. It definitely won't be usable as any kind of grand open bus as I'd like it to be. Perhaps they think that's too overpowered.
Eh. It's a welcome change, anyway.
You could implement time-division multiplexing to get multiple channels.
Sounds like it'd be very finicky and fragile!
I feel the same. In space exploration there are signal transmitters where you type a channel name or a select an existing one.
Anyway, it's better than nothing and can still be upgraded in a later update.
At least unlike Space Exploration, the transmitter and receiver buildings are the same, and not specialized only for send/receive. It's also tied directly into a building you'll be making anyway.
It's a pure win on all accounts, just less of a win as I'd have liked.
I don't feel like comparing to modded content is really fair. It's not like you can't use the modded version if you want.
I didn't compare it to modded content. I just wished for more circuit channels. The fact that at least one mod exists that offers this is irrelevant.
There is very much a noticable feel difference when comparing native engine features and content that sometimes has to awkwardly wrestle around the limitations of the mod API. A first-class feature implementation baked directly into the engine with its own interface is almost always an equally good or strictly superior experience to modded offerings, provided that the features are identical. So, given the opportunity for a feature I desire that a mod provides to become a native feature, I will never not root for that opportunity.
You're right, I forgot it was someone else who compared it to the mods.
I do feel like this was a good choice though. I feel like adding more features would result in a worse UX for the users who don't need something more complicated, or they take more dev time to develop the UI so there's an awesome UX. But this strikes a good balance of dev time and UI work. There's very little UI design required for this, and it's probably fairly simple to implement. Anything else would be more complicated and for a feature probably not needed by most players. For everyone else there's mods.
I love that the devs saw the dumb bug report and said no we're not gonna fix that but then curiosity bit them and they spent 2 days working on a fix.
Dumb bug report? The inability to do more than one craft per tick?
That was not "curiosity," that was encountering the issue in the dlc and finally fixing it since their excuse was no longer valid.
Multiple operations per tick is a trick I learned early in my days of modding. What you do is use the modulo of an operation (for example a 132% completion is equal to 1.32 and its modulo is .32 or 32%) and run normal math on that, while outputting the factor of the whole number. So if you have 30% operations per tick it's just a simple "add 30% to your progress" but if I have something crazy like 810% than I will add 10% to the operation and then add an output equal to the normal output multiplied by 8 and output it that tick.
Put more simply, add the % of progress to your bar, if it's above 100% than divide your progress value by 100 and round down. The result will be amount of times to output the item while the reminder will become your new progress % value. If the process is something that can't be resolved to a simple number (such as pulling from a randomized loot table) than use a loop to run the operation x amounts of time.
The best part about this system is that it also fixes the bug where you have like 99% progress, add 13% and end up at 0% progress.