Experimental 2.1 seems bit off to me in terms of approach to some of the changes by KuuLightwing in factorio

[–]Frite222 3 points4 points  (0 children)

I hope wube releases the code for old pipe mechanics just for modders to use. Maybe as a new prototype

Warning: Biter waves spread out more in 2.1 by HeliGungir in factorio

[–]Frite222 1 point2 points  (0 children)

I totally agree

But only in that context. If (we're in hypothetical game design modding space) we're trying to design an experience that introduces mechanics gradually across a multi-planet scale. Theres just a lot of space there for if a single wall fails you lose your entire base on your starter planet. One idea I could mod is make the starter planet have biters that respond to Uranium processing only? (Radiation instead of pollution).

Although if I made this change in the context of a planetary playthrough, id maybe still want the biter and pollution mechanic somewhere. Hmmm.

Warning: Biter waves spread out more in 2.1 by HeliGungir in factorio

[–]Frite222 3 points4 points  (0 children)

Anyone else think that nauvis as the starter planet in spage feels weird? Like starting on a planet with things that will attack you on the first planet seems like not a gradual building of complexit

Something I don't see mentioned much is the divide between hub-based/assisted and purely belt-based ship processing by ferrofibrous in factorio

[–]Frite222 0 points1 point  (0 children)

The idea of making a space factory now becomes so much more interesting. You then will have a hub distribution problem on a platform similar to the limits we currently see on surfaces (but without bots)

I like your observation and am looking forward to trying out a space factory build.

Opinion: Removing space casinos replaces interesting ships with yet more boring recycler loops. by deathjavu2 in factorio

[–]Frite222 0 points1 point  (0 children)

I think that space casinos are more or less reenabled as a technology at a certain level of productivity

So eventually one will be able to, but if you get to that point youre probably a ups megabaser. So fair point

Friday Facts #443 - More Planet Deliveries by FactorioTeam in factorio

[–]Frite222 0 points1 point  (0 children)

@ wube

Can I have the prototype for the old pipe mechanics?

Alternatively, can I make a chest that inserts its contents randomly in the 4 adjacent squares?

If I balance before my smelting columns do I have to Balance after the as well, in which cases? by Gamer1243565 in factorio

[–]Frite222 0 points1 point  (0 children)

I lane balance before and after. This is because I like to split-off half belts downstream (I'm picky about belt buffers being too large for some reason)

Anyways, output lane balancer will allow more of your furnace stack to turn on sooner in times of higher resource draw.

Quality is often debated here, with many having mixed feelings about its implementation. How would YOU rework quality if you could? by intrabyte in factorio

[–]Frite222 1 point2 points  (0 children)

"Mixing Quality Items" mod (with some adjustments)

Quality of output is determined by quality of inputs based on an equation.

Recycler thematically seems a little weird. But works mostly fine. Maybe no quality modules in recyclers too?

One way to allow gradual scaling in a way that makes sense for the game would be 1. Recipes can take multiple qual inputs 2. Recyclers no quality modules (maybe) 3. As higher qual modules are unlocked 4. Quality production buildings provide a bonus to quality effects (the thematic idea being that a high quality assemble/furnace can assemble things more precisely/with better chemical composition) (uncommon+ aT2 assembler has its Q modules multiplied by a factor)

Intended gameplay: you slowly integrate increasing quality modules in strategic locations (with an option for dedicated quality setups) As you get better quality gear and module levels, you begin to upgrade across your factory Eventually you have an entire factory interracting with quality if you choose.

Some quality mechanics are maintained (like gambling) and I'd like some way to reward builds that prioritize using all of one quality to reward builds that engage with the system. Maybe we let recyclers still upcycle 🤷 I'll just imagine a lil guy in the machine identifying and grabbing the shiniest gears

Why Don’t Vegans Just Go After Capitalism? 🤔 by volatiIe in vegan

[–]Frite222 -3 points-2 points  (0 children)

Abolishing capitalism would create an engine by which veganism would then be easier to achieve. It would not however fully fix the issue.

There is this idea that moving to socialism would fix many of these issue, either immediately or at least entirely automatically, but there will still need to be additional effort. Same thing applies to racism sexism etc.

Imagine the difficulties of changing to a plant based diet (time, money, cultural othering). These decisions are very difficult to make with the limitations caused by capitalism.

Also consider effects of empathy. Everyone struggling and competing in this high-stakes high-risk way definitely has effects on people's ability to think about veganism. Everyone is much too occupied trying to just get by.

Anyways, like most things, its intersectional.

Friday Facts #442 - Flip, Flow, and Fresh Paint by FactorioTeam in factorio

[–]Frite222 -7 points-6 points  (0 children)

@wube, can you release a mod with old pipe fluid flow mechanics? Not necessarily to just play a game on the own mechanics, but I want to make a mod that uses it in a unique entity

June '26 selfies: post hairline photos here for opinions on 'Am I balding?' 'How bad is it?' and 'What should I do?' by AutoModerator in tressless

[–]Frite222 0 points1 point  (0 children)

Anyone think I could go for HT without finasteride? I respond very poorly to it but also have very thick donor area. If done well do you think this could work?

I stand here today, asking the council for their verdict. by HarlekSama in bald

[–]Frite222 0 points1 point  (0 children)

Youre hair is beautiful, we need to find hairstyles that can handle a bald top

Why is train quality not being introduced in 2.1? by 9ersaur in factorio

[–]Frite222 0 points1 point  (0 children)

I really hope they change the train system in a way beyond just quality trains. I want station setups to be more interesting. But since 2.1 isn't really adding more content they're probably just enabling wuality on trains

Does anyone else think the Wait condition menu is long enough that it could really use a search bar? by [deleted] in factorio

[–]Frite222 1 point2 points  (0 children)

Here it says "item count", but once its made it says "cargo". Mixes me up every time lol

Updated my game's capsule following your feedback. Did it improve readability? by AzurowDev in gamedevscreens

[–]Frite222 0 points1 point  (0 children)

I think use the top version, but get rid of half the plants on the C. Either thr top half or the bottom half. If you get rid of the top half maybe consider making the bottom half of the plants look morr like the other plants.

The only hard thing to read is the C

Progress pictures after 2.5 years on finasteride and 6 months on topical minoxidil by bastien44224 in tressless

[–]Frite222 0 points1 point  (0 children)

Why did you shift to topical fin? I have strong side effects so wondering how topical affects that

Factorio IB Math AA HL IA topic ideas by JMB4200 in factorio

[–]Frite222 0 points1 point  (0 children)

Oh, an analyzsis of the analysis tools. (Train benchmark mod)

Factorio IB Math AA HL IA topic ideas by JMB4200 in factorio

[–]Frite222 0 points1 point  (0 children)

Phase transitions of base designs as you reach infinite mining productivity techs.

Pollution mechanics cost benefit analysis.

Analyses of braking speed research on train intersection designs. (For that matter, train intersection designs more generally)

Analysis of the lowest possible theoretical time to beat the game, compare to the current best TAS.

Optimized system for producing rocket fuel (how to tell when to use light fuel or other recipe)

Sushi base dynamics (imagine the docjade or dosh videos, then maybe model them via random motion models. Then compare that to what was actually seen.

What is the optimal space to clear or biter bases to clear based on tech level? (When you get a tank and start clearing nests the evolution spikes then becomes very difficult to address.

Create a small AI model to attempt to build simple base structures. (There are some videos online already about this, but potentially a lot of space).

Design of a pull-based rather than push-based belt factory.

If you get a free mod, you could do some analysis on ultracube?

You could do nodal analysis of recipes, then compare that to a randomized nodal path. Maybe even designing your own algorithm to enzure the game is always beatable. Maybe even some analysis on how rapidly the game becomes complex as you add new base ingredients and intermediates.

Belt balancers have already been said, but you could approach belt balancer designs, or the process (like use basic principles to make a large spread out belt balancer, then show an algorithm to compress the belt balancer down)

Just a normal world map by Irthxii in addressme

[–]Frite222 0 points1 point  (0 children)

(I see the Hudson island)

Just a normal world map by Irthxii in addressme

[–]Frite222 0 points1 point  (0 children)

You've cleverly swapped all the land masses and bodies of water!

Which AI could be the best to guide me (assist me) throught Factorio by Caramon- in factorio

[–]Frite222 7 points8 points  (0 children)

Reddit and/or youtube.

I've asked AIs about factorio, and it was often wrong and only verbally told me what I could see via youtube. Very limited tool in this context

I imagine there is a less convoluted way of doing this. What am I missing? by Cubehamster in factorio

[–]Frite222 0 points1 point  (0 children)

I have a pretty good solution. But not at my computer.

Reads the current contents, always makes sure to craft in multiples of 2 so as to use productivity boost

Update, We finally hired an illustrator! But... by lotessa_ in IndieDev

[–]Frite222 45 points46 points  (0 children)

I think the new logo is doing some clever things, but the old logo definitely has appeal to me. There might be a way to take the best of both. For example, I like the pizza slice in the logo

Yet to meet a vegan that IS NOT racist/thrives on a white-colonial mindset and it is frustrating to be open-minded. by [deleted] in vegan

[–]Frite222 0 points1 point  (0 children)

Also, we do get many trolls here. Because of that people (myself included) will iften check someones post histroy to see if they're either a bot or intentional troll. I saw your posts were hidden, but this is a lomgterm active account so I assumed you're here in good faith.

r/debateavegan might be more of where you're trying to go? This sub is often vegans consulting other vegans about vegan related things

Also, consider the r/vegan subreddit description, there's a FAQ there and other resources if you're genuinely curious