Search found 23 matches
- Fri Jan 26, 2024 9:01 pm
- Forum: News
- Topic: Friday Facts #395 - Generic interrupts and Train stop priority
- Replies: 140
- Views: 32037
Re: Friday Facts #395 - Generic interrupts and Train stop priority
Very nice additions. Might I suggest an interrupt condition called "Target Is Valid" that only passes when, well, the target has a valid stop? It might be useful to have some generic interrupts that don't put the train into a "No Path" state if the station doesn't exist, and inst...
- Fri Sep 15, 2023 8:46 pm
- Forum: News
- Topic: Friday Facts #376 - Research and Technology
- Replies: 368
- Views: 85605
Re: Friday Facts #376 - Research and Technology
To hop onto the quality name suggestion dog pile, how about just ditching the adjective altogether and instead using the symbol? Our tabletop group uses symbols to indicate quality, (β,β³,β»,β,βΆ instead of +1,+2,etc) and maybe that would suit here as well. Less to worry about for localization (some la...
- Sat Sep 09, 2023 5:50 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 838
- Views: 207837
Re: Friday Facts #375 - Quality
Looks like very few people like this idea. The consensus on steam is no one likes this idea. When anything new is introduced (in a game or anywhere in live) it is really the people who disagree with or dislike the new thing who speak out most. The people who see the FFF and go "Oh, okay that's...
- Wed Nov 13, 2019 1:24 am
- Forum: News
- Topic: Friday Facts #320 - Color correction
- Replies: 202
- Views: 86213
Re: Friday Facts #320 - Color correction
I like the change, and I'm honestly quite surprised at the negative reactions here. I'll have to check it out on my poorly calibrated monitor at home later to see if it makes a difference. (Edit: I can see it looks a little less appealing on my crumby home monitor than it did on my Surface. Perhaps ...
- Wed Aug 07, 2019 3:12 am
- Forum: Mods
- Topic: [0.17+] Space Exploration WIP
- Replies: 396
- Views: 299492
Re: [0.17+] Space Exploration WIP
Likewise. Going back to 0.17.62 got rid of the error. I wonder what changed in the update to cause this.sankto wrote: βTue Aug 06, 2019 7:40 pm I'm getting this error since the last Factorio update :
https://imgur.com/a/270GoKV
- Fri Mar 16, 2018 7:21 pm
- Forum: News
- Topic: Friday Facts #234 - Office pictures
- Replies: 79
- Views: 39225
Re: Friday Facts #234 - Office pictures
I worry that the land mines will be far more visible on some terrains (sand) compared to others, putting some teams at a disadvantage.
- Fri Oct 28, 2016 3:54 am
- Forum: Mods
- Topic: [MOD 1.1] Warehousing v0.4.0
- Replies: 251
- Views: 246160
Re: [MOD 0.14] Warehousing v0.0.11
If I may ask, what was the rationale for giving Storage Warehouses 250% more slots than other warehouses? From what I've seen, it just causes everyone I see to use them in place of normal and passive provider warehouses. This invariably causes my OCD to go absolutely bonkers. Particularly when othe...
- Fri Oct 14, 2016 12:30 am
- Forum: Mods
- Topic: [MOD 1.1] Warehousing v0.4.0
- Replies: 251
- Views: 246160
Re: [MOD 0.14] Warehousing v0.0.11
If I may ask, what was the rationale for giving Storage Warehouses 250% more slots than other warehouses? From what I've seen, it just causes everyone I see to use them in place of normal and passive provider warehouses. This invariably causes my OCD to go absolutely bonkers. Particularly when other...
- Fri Apr 15, 2016 8:28 pm
- Forum: News
- Topic: Friday Facts #134 - Signal placement indicator
- Replies: 68
- Views: 40493
Re: Friday Facts #134 - Signal placement indicator
My 0.13 expectations are growing to a point where they will be difficult to meet. I'm also getting worried about bugs. Every few feature will introduce bugs, and there are a LOT of new features coming. As for the signals. Would it be possible to allow us to bypass the placement checks by holding Shi...
- Sat Apr 09, 2016 12:24 am
- Forum: News
- Topic: Friday Facts #133 - The train struggle
- Replies: 175
- Views: 82792
Re: Friday Facts #133 - The train struggle
I fiddled around with the train thing myself in Blender. While the stretching still quite obvious, I think using some quadratic easing makes it a much smoother transition. (It looked like the GIF in the FFF used linear interpolation, as it size seemed to 'bounce' when it went horizontal.) With grid:...
- Fri Jan 15, 2016 8:23 pm
- Forum: News
- Topic: Friday Facts #121 - Path Finder Optimisation II
- Replies: 33
- Views: 38750
Re: Friday Facts #121 - Path Finder Optimisation II
We haven't yet figured if all the experimental updates will go to Steam, or what exactly will be the model, but we are working on that. Pretty sure you can upload multiple branches to Steam. Players can choose which branch they want to play from the "Betas" tab of the game's property page.
- Sat Nov 08, 2014 4:35 pm
- Forum: Mods
- Topic: [MOD 0.11.X] patched Advanced-Solar-Energy
- Replies: 1
- Views: 4847
Re: [MOD 0.11.X] patched Advanced-Solar-Energy
FYI, I had to rename a few LUA files and folders to lowercase in order for the mod to work while zipped. It appears things are case sensitive in zips.
Thanks for the mod!
Thanks for the mod!
- Thu Jul 31, 2014 12:34 am
- Forum: Implemented Suggestions
- Topic: Trees should regenerate health (or have hidden HP bars) βΈ
- Replies: 59
- Views: 28158
Re: Tree Behavior Proposal
Trees can just throw themselves into a special list when they get damaged. No need to tick every tree.SHiRKiT wrote:Both of them requires tree to having a tick operation. Unless they throw into a single controller, which could help reduce the performance impact.
- Thu Jul 31, 2014 12:29 am
- Forum: Ideas and Suggestions
- Topic: Energy graphs on electric network info
- Replies: 7
- Views: 15448
Re: Energy graphs on electric network info
Nice mock up!
If nothing else is planned for that space, then I'd totally second this suggestion.
If nothing else is planned for that space, then I'd totally second this suggestion.
- Thu Jul 31, 2014 12:21 am
- Forum: Development Proposals
- Topic: Peace with Aliens
- Replies: 205
- Views: 235140
Re: Peace with Aliens
I like the idea of a third party. Two sorts of natives to the planet. One who seeks peace, and another that thrives for war. Building an resource hungry pollution factory is a very different experience from building an efficient and eco-friendly factory, and that provides a good level of replayabili...
- Thu Jul 31, 2014 12:07 am
- Forum: Balancing
- Topic: Supression of the size shift of electric furnaces
- Replies: 86
- Views: 66271
Re: Supression of the size shift of electric furnaces
I eventually came to the realization that electric furnaces are NOT an upgrade from steel furnaces. They're more a sidegrade if anything. Consider the following: Due to the larger footprint, you can only fit 2 electric furnaces in the space that 3 steel furnaces could occupy. Since they have the sam...
- Sun May 25, 2014 2:38 pm
- Forum: Development Proposals
- Topic: Peace with Aliens
- Replies: 205
- Views: 235140
Re: Peace with Aliens
I love the idea. If I had any sort of talent, I'd draw a picture of the player holding out a bright light source to a medium biter, which is holding out a dimly glowing artifact to the player. (Do they glow? I feel like they would.) They look and behave more like animals than a civilisation. Dats ra...
- Sun May 18, 2014 12:55 am
- Forum: Ideas and Suggestions
- Topic: My (controls) suggestions after player 37 hours freeplay
- Replies: 11
- Views: 7653
Re: My (controls) suggestions after player 37 hours freeplay
It took me a while until I learned how it all works. Some things are closed with E others with Q. I can't remember off hand anything that required Q. Jog my memory? When I want to place a building and my mouse is already at the correct position I notice that I am too far away. Then I come closer, b...
- Sun May 18, 2014 12:30 am
- Forum: Ideas and Suggestions
- Topic: If I clicked on grayed out icon, craft the item
- Replies: 6
- Views: 2446
Re: If I clicked on grayed out icon, craft the item
The wiki should probably be updated to match the game, but it's kinda out of date in a number of areas anyway... As for the idea, how about another modifier key? (Alt?) The idea being that it enables you to queue any item already on the tool belt, whether it is out of stock or not. Don't need to mar...
- Fri May 16, 2014 5:55 am
- Forum: Ideas and Suggestions
- Topic: Half Belt Splitter
- Replies: 58
- Views: 24654
Re: Half Belt Splitter
I've been thinking about this problem for a while as well, and have come up with nothing either. Single-purpose items are simply never a good idea. I don't think it's a matter of complexity, but just bad design. As Alton Brown often said, the only uni-tasker that should be found in the kitchen is a ...