Search found 222 matches

by AileTheAlien
Sat May 18, 2024 4:36 am
Forum: News
Topic: Friday Facts #411 - All about asteroids
Replies: 69
Views: 9993

Re: Friday Facts #411 - All about asteroids

Will there be an option to reduce the motion and/or brightness of the dust and foreground asteroids? They look pretty distracting to me in the current videos, or like they could cause motion sickness. :?
by AileTheAlien
Sat May 04, 2024 7:27 am
Forum: News
Topic: Friday Facts #409 - Diminishing beacons
Replies: 170
Views: 22572

Re: Friday Facts #409 - Diminishing beacons

Svip wrote:
Fri May 03, 2024 11:57 am
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.
vark111 wrote:
Fri May 03, 2024 12:11 pm
Since calculators are now a requirement, are you including one in-game?
I would also like an in-game calculator or graph, please! :)
by AileTheAlien
Fri Apr 26, 2024 5:28 pm
Forum: News
Topic: Friday Facts #408 - Statistics improvements, Linux adventures
Replies: 152
Views: 17415

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

Thank you so much for upstreaming some work! :)
by AileTheAlien
Tue Apr 23, 2024 1:21 pm
Forum: Ideas and Suggestions
Topic: Better mechanism for hand building over ghosts before robots
Replies: 58
Views: 13239

Re: Snap hand-placement to blueprints.

nethus wrote:
Mon Apr 22, 2024 10:17 pm
you can already do that by activating the snap to grid option
I'm not talking about placing blueprints, but placing the buildings after you've already placed the blueprints in the world. This is for when you've already made blueprints, but before you've researched construction robots.
by AileTheAlien
Mon Apr 22, 2024 9:31 pm
Forum: Ideas and Suggestions
Topic: Better mechanism for hand building over ghosts before robots
Replies: 58
Views: 13239

Snap hand-placement to blueprints.

TL;DR If you start placing buildings on a blueprint, additional placements should snap to the rest of the blueprint. Why ? Placing buildings over a blueprint is tedious, because you constantly have to press and release the mouse, and slowly manually align the buildings with the blueprint, so that y...
by AileTheAlien
Tue Mar 19, 2024 2:25 am
Forum: Balancing
Topic: Nerf barrels and buff liquid tanks!
Replies: 20
Views: 8451

Re: Nerf barrels and buff liquid tanks!

Bots can't move fluids but they can move barrels. I think in some previous blogs, the devs said that bots solved too many problems in the game. IMO, barrels could be removed, unless we remove or change logistic bots. But I guess "bad" items and recipes are also a type of puzzle - finding ...
by AileTheAlien
Fri Mar 15, 2024 8:05 pm
Forum: Balancing
Topic: Nerf barrels and buff liquid tanks!
Replies: 20
Views: 8451

Re: Nerf barrels and buff liquid tanks!

I actually don't even understand why barrels are in the game - they do the same thing as fluid-wagons or pipes and they're also overpowered.
by AileTheAlien
Fri Mar 15, 2024 7:52 pm
Forum: News
Topic: Friday Facts #402 - Lightspeed circuits
Replies: 169
Views: 26094

Re: Friday Facts #402 - Lightspeed circuits

remembers the outside circuit wire connections, and tries to reconnect them if possible. To minimize problems, these connections are only remembered when using the cut tool, and are not (and cannot) ever be transferred into the blueprint library or blueprint export string. There's already other opt...
by AileTheAlien
Fri Feb 16, 2024 6:18 pm
Forum: News
Topic: Friday Facts #398 - Fulgora
Replies: 114
Views: 26515

Re: Friday Facts #398 - Fulgora

Can we research any of the tech from the ancient aliens? Is it for super-lategame stuff? :D
by AileTheAlien
Fri Feb 09, 2024 4:15 pm
Forum: News
Topic: Friday Facts #397 - Factoriopedia
Replies: 119
Views: 19331

Re: Friday Facts #397 - Factoriopedia

I like this idea. For me, a real game changer was this tool that can calculate a whole supply chain and the needed factories for it: https://kirkmcdonald.github.io/calc.html#tab=graph&data=1-1-19&items=advanced-circuit:f:1 Maybe, it is worth an idea to add a similar functionality also in th...
by AileTheAlien
Fri Feb 09, 2024 4:09 pm
Forum: News
Topic: Friday Facts #397 - Factoriopedia
Replies: 119
Views: 19331

Re: Friday Facts #397 - Factoriopedia

Feature request: a button to show a tree of sub-components. Long: Instead of just clicking each item individually from the recipes, could there be a button to show a tree of all the sub-components, sub-sub-components, etc? Like, if you click on green circuits, it should show iron plates and copper ...
by AileTheAlien
Fri Jan 05, 2024 3:38 pm
Forum: News
Topic: Friday Facts #392 - Parametrised blueprints
Replies: 134
Views: 26797

Re: Friday Facts #392 - Parametrised blueprints

feature request: instantiating a parameterized blueprint into a regular blueprint so you can select options once and then place it a hundred times. +3 for this one. The second video where the dev picks each parameter looks only slightly faster than just selecting those options on the non-blueprint ...
by AileTheAlien
Fri Dec 29, 2023 3:31 pm
Forum: News
Topic: Friday Facts #391 - 2023 recap
Replies: 60
Views: 12112

Re: Friday Facts #391 - 2023 recap

Quite interesting to see Golang getting some love at Wube. Was it only for prototyping, or is there now Golang in the tech stack? Go is Great! :D I'm also curious, since it should be a pretty good language for all the non-game server stuff. (It's garbage-collected, plus probably some other stuff I'...
by AileTheAlien
Fri Dec 15, 2023 3:15 pm
Forum: News
Topic: Friday Facts #389 - Train control improvements
Replies: 151
Views: 28042

Re: Friday Facts #389 - Train control improvements

Aaaaaarrrrrgggggghhhhh! I want to play 2.0 already! So many quality of life improvements! (And I'm definitely going to get the expansion too. XD )
by AileTheAlien
Mon Dec 04, 2023 11:33 pm
Forum: News
Topic: Friday Facts #387 - Swimming in lava
Replies: 170
Views: 42790

Re: Friday Facts #387 - Swimming in lava

I like the update overall, but don't like how the Big Mining Drill moves. IMO, seems like something with bigger rotating teeth should do one big row of resources all at once, even if it moves more quickly when resetting to the other side. It also seems weird that the thing drills in a small spot, bu...
by AileTheAlien
Fri Nov 24, 2023 3:30 pm
Forum: News
Topic: Friday Facts #386 - Vulcanus
Replies: 124
Views: 27264

Re: Friday Facts #386 - Vulcanus

Yo, when can I play this? Faster, faster, faster! This all looks so gooooood!
by AileTheAlien
Fri Nov 10, 2023 4:01 pm
Forum: News
Topic: Friday Facts #384 - Combinators 2.0
Replies: 329
Views: 50353

Re: Friday Facts #384 - Combinators 2.0

Great changes, thanks! Combinators were really fiddly before, because you needed separate ones just for a simple and/or. Now I'm hoping that we get the ability to somehow read the composition of train cars in a station Yeah, this plus...I think cargo was missing? Maybe you can already read the cargo...
by AileTheAlien
Sun Oct 22, 2023 1:31 pm
Forum: News
Topic: Friday Facts #381 - Space Platforms
Replies: 209
Views: 45619

Re: Friday Facts #381 - Space Platforms

This expansion looks really good already! 8-) So hopefully I don't sound too negative - I have a bit of a concern with this statement: This means efficiency modules are now much more useful than before. Because: I hope Efficiency Modules 1 will finally be nerfed (keyword: miners) This is basically w...
by AileTheAlien
Fri Aug 25, 2023 2:29 pm
Forum: News
Topic: Friday Facts #373 - Factorio: Space Age
Replies: 267
Views: 74735

Re: Friday Facts #373 - Factorio: Space Age

Space Age has a lot of different challenges but they never get too extreme and the usage of combinators is quite lightweight IMO the game doesn't really encourage players enough to use combinators, so I'd actually prefer at least one recipe per planet that needs combinators for efficient automation...
by AileTheAlien
Sat Mar 25, 2023 5:11 pm
Forum: Ideas and Suggestions
Topic: Rail / chain signals: visualize relevant paths.
Replies: 5
Views: 987

Re: Rail / chain signals: visualize relevant paths.

Yeah, I should have done my mock differently. For the last case with the intersection block occupied, but not the exit blocks, I think you'd want a different symbol like a square instead of an X. (Because squares are blocks. XD ) Then when you're looking at the one chain signal you can at a glance k...

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