Search found 47 matches

by Bi0nicM4n
Fri Apr 12, 2024 4:25 pm
Forum: News
Topic: Friday Facts #406 - Space Age Music
Replies: 151
Views: 19017

Re: Friday Facts #406 - Space Age Music

Another thing with soundtracks and all. Dear developers, may I humbly suggest that you take some time off of your tight development schedule and give a listen to Dyson Sphere Program OST? I'd like you to consider the way they dealt with expressing different planets and space. The specific tracks I'd...
by Bi0nicM4n
Fri Apr 12, 2024 4:03 pm
Forum: News
Topic: Friday Facts #406 - Space Age Music
Replies: 151
Views: 19017

Re: Friday Facts #406 - Space Age Music

Gotta say, while I do appreciate the Vulcanus theme, it does sound as if it came from Star Wars episode 3 or Diablo 2. I can't say with any certainty that the whole new soundtrack is gonna be out of place, but from the samples provided I don't really feel it's fitting the classic Factorio vibe. To m...
by Bi0nicM4n
Fri Apr 05, 2024 12:52 pm
Forum: News
Topic: Friday Facts #405 - Whole belt reader, New logistics GUI
Replies: 137
Views: 14850

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

Knowing the mod makers (and users), the Members table is guaranteed to become "too big to fall show" eventually. You could add a checkbox to both tables to keep any of them (or both) shown or hidden (and preferably keep those settings in a save file so they persist between play sessions) A...
by Bi0nicM4n
Fri Mar 22, 2024 3:45 pm
Forum: News
Topic: Friday Facts #403 - Train stops 2.0
Replies: 129
Views: 16922

Re: Friday Facts #403 - Train stops 2.0

Dear devs! Consider adding some kind of black & white outline to the icons in the train stop names that are shown on the map, or maybe even showing the whole name as a label on a white background. For example, in this video from your today's post I noticed that icons for stone and sulfur were al...
by Bi0nicM4n
Fri Mar 08, 2024 6:09 pm
Forum: News
Topic: Friday Facts #401 - New terrain, new planet
Replies: 102
Views: 20275

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

The changes look very promising. I'm certainly gonna play around with new cliffs when the update happens
by Bi0nicM4n
Sat Mar 02, 2024 6:35 am
Forum: News
Topic: Friday Facts #400 - Chart search and Pins
Replies: 73
Views: 12085

Re: Friday Facts #400 - Chart search and Pins

Ok, as much as I appreciate the work you guys did on helping us see where everything is on the map (which we surely will use to it's utmost when expansion goes live), I'd like to sort of remind you of a certain part of the game that could still be made better - specifically, the controls menu (and I...
by Bi0nicM4n
Sun Jan 14, 2018 3:13 am
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 374546

Re: Friday Facts #225 - Bots versus belts (part 2)

Players would still be able to build robot only factory, belt only factory or combination of those, but the strongest strategy would be to combine all types of transport, each for the part where they are the strongest. My suggestion would be to either completely remove the Worker robot cargo size r...
by Bi0nicM4n
Sun Jan 07, 2018 5:53 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 346581

Re: Friday Facts #224 - Bots versus belts

Yeah, so basically you probably haven't read the articles and OP properly. Spike is mostly about competition, but they do mention that his defining attributes also include a deep love for a game that's balanced and fair in itself (i.e., even when playing solo), and a deep hate against the very noti...
by Bi0nicM4n
Sat Jan 06, 2018 1:31 am
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 346581

Re: Friday Facts #224 - Bots versus belts

When I use logistic robots in my games, I also feel that they are overpowerd, because the are no real limits. More bots simply requires more roboports and more solar panels. So I think the key factors are the limits of robots in comparison to the limits of belts, because belts have a lot of limits,...
by Bi0nicM4n
Sat Jan 06, 2018 12:50 am
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 346581

Re: Friday Facts #224 - Bots versus belts

P.S. 4. Add research that requires space science to allow logistics bots to travel within (connected) logistics networks -- or make a more-expensive Logistics Robot 2 ( that also requires space science ) that has this functionality Are you even serious? I was looking at it from a compromise perspec...
by Bi0nicM4n
Sat Jan 06, 2018 12:02 am
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 346581

Re: Friday Facts #224 - Bots versus belts

IMO all the UPS friendly strategies are less fun than their alternatives (Solar vs Nuclear, Beaconed vs non-Beaconed, Bots vs Belts.) Following that logic we should also remove fast and stack inserters, fast and express belts, blue and yellow assemblers and so on. Simply because they're more UPS fr...
by Bi0nicM4n
Fri Jan 05, 2018 11:57 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 346581

Re: Friday Facts #224 - Bots versus belts

The logistic system (but not necessarily the flying robots aspect of it) just make too much sense to take out. The reason flying logistic bots become overpowered is that they take up zero space and pick up/drop things instantaneously. As someone else said they act like teleporters. If we could have...
by Bi0nicM4n
Fri Jan 05, 2018 11:29 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 346581

Re: Friday Facts #224 - Bots versus belts

Is this a stage where game developers have less and less ideas of what can be put into a game so they start coming up with suicidal "improvements" like this? If so, then have my opinion/advice - DON'T DO THAT (be it deleting the logibots altogether or merely nerfing them). Surely many thin...
by Bi0nicM4n
Fri Jul 14, 2017 7:36 pm
Forum: News
Topic: Friday Facts #199 - The story of tile transitions
Replies: 51
Views: 27655

Re: Friday Facts #199 - The story of tile transitions

but in next version, we would need to have graphics like this: https://us2.factorio.com/assets/img/blog/fff-199-future-river.png I guess this can become an issue, like "I'm running around in my fabulous power armor Mk2 while zoomed as out as possible. Why did I so suddenly stop? Oh, right, it'...
by Bi0nicM4n
Fri May 19, 2017 8:35 pm
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 150563

Re: Friday Facts #191 - Gui improvements

bobingabout wrote:If you make the toolbar a shortcut, I would like to sugest that you make the character inventory size larger to compensate.
As Twinsen already wrote, "No one is taking away your inventory space. Main inventory will be increased to compensate for the slots lost in the shortcut bar"
by Bi0nicM4n
Fri May 19, 2017 8:24 pm
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 150563

Re: Friday Facts #191 - Gui improvements

I'm also curious what you guys think about bout our UI/UX and general game interaction. Should it be improved? Is it good enough? Do you get lost in the menus? Did you have problems when first playing the game? Comment in our usual topic at the forums. Almost forgot. Could you implement the Fast Fi...
by Bi0nicM4n
Fri May 19, 2017 8:04 pm
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 150563

Re: Friday Facts #191 - Gui improvements

Yeah, I fully support. Shift + 1-5 is just SO MUCH MORE comfortable it HAS to be the default. With it, a player won't have to keep repositioning their hand on keyboard all the time, which is really unnerving. I understand new players might be uncomfortable with this at first, as I was in my time. S...
by Bi0nicM4n
Fri May 19, 2017 7:44 pm
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 150563

Re: Friday Facts #191 - Gui improvements

Finally it has been mentioned to change hotkeys for your 6th-10th items from shift-1-5 to 6-0. I agree with this change. Please DONT change the toolbar shortcuts from Shift 1-5 to 6-0 . This would be a huge step down in usability because most of us don't have fingers that can reach past 6 or 7 from...
by Bi0nicM4n
Fri May 19, 2017 7:15 pm
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 150563

Re: Friday Facts #191 - Gui improvements

OK, I'll go straight to the point with this. Advantages I see: - No one is taking away your inventory space. Main inventory will be increased to compensate for the slots lost in the shortcut bar - Relevant item counts - No more random items appearing in the quickbar as you craft them - No more items...
by Bi0nicM4n
Sat Dec 17, 2016 2:58 am
Forum: News
Topic: Friday Facts #169 - Combat revisit 2
Replies: 157
Views: 64495

Re: Friday Facts #169 - Combat revisit 2

I welcome pretty much all these changes, and I agree that making combat more viable is the best way to counteract turret creeping. Even now I rarely ever use it (it's better to unload destroyers when they become available). However, considering the upgraded weaponry, was nerfing Behemoths really nee...

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