Search found 2146 matches

by Qon
Wed Aug 21, 2024 11:03 pm
Forum: Outdated/Not implemented
Topic: Removing the Spidertron "screen jitter" on moving around.
Replies: 27
Views: 3848

Re: Removing the Spidertron "screen jitter" on moving around.

I see this is a place were people overthink and overengineer, but it's really not necessary. :D Written by someone who doesn't think. Your suggestions are incomplete. You are continuing the well established pattern in this thread of underthinking and underengineering and just repeating things said ...
by Qon
Sat Aug 10, 2024 7:15 pm
Forum: Outdated/Not implemented
Topic: Removing the Spidertron "screen jitter" on moving around.
Replies: 27
Views: 3848

Re: Removing the Spidertron "screen jitter" on moving around.

I see this is a place were people overthink and overengineer, but it's really not necessary. :D Written by someone who doesn't think. Your suggestions are incomplete. You are continuing the well established pattern in this thread of underthinking and underengineering and just repeating things said ...
by Qon
Sat Aug 10, 2024 5:54 pm
Forum: News
Topic: Friday Facts #423 - Research info tooltip & Online players GUI
Replies: 62
Views: 10518

Re: Friday Facts #423 - Research info tooltip & Online players GUI

I'm concerned about the drip drip of tiny FFFs. There's only 10 blog posts remaining until SA release and there's loads of enemies/final planet/etc. left to reveal. I'm getting a bad feeling they are holding back "secret" changes for hype purposes, which might help their bottom line but d...
by Qon
Sat Aug 10, 2024 3:23 pm
Forum: News
Topic: Friday Facts #423 - Research info tooltip & Online players GUI
Replies: 62
Views: 10518

Re: Friday Facts #423 - Research info tooltip & Online players GUI

gnutrino wrote:
Fri Aug 09, 2024 1:17 pm
Does
it was a little bit annoying having to remote view to the labs back on Nauvis
count as confirmation that labs will only be buildable on Nauvis?
No.
by Qon
Sat Aug 03, 2024 11:56 pm
Forum: Mod portal Discussion
Topic: Limit the number of a direct dependencies per mod
Replies: 26
Views: 1841

Re: Limit the number of a direct dependencies per mod

… "MyRus2" and "RusGoldLocal-AllRussianTranslateMods" … Good thing that you can tell by their name that they are translation mods. Yes. But there are mods that have no English title, description, or info page . One can only tell what that mod is about (without downloading it, th...
by Qon
Sun Jul 28, 2024 12:42 pm
Forum: News
Topic: Friday Facts #390 - Noise expressions 2.0
Replies: 72
Views: 19210

Re: Friday Facts #390 - Noise expressions 2.0

Surprised that you guys stuck with Perlin Noise instead of doing some advanced Wave Function Collapse type stuff to give scripted areas, like dungeons or mountains/volcanoes on Nauvis! Perlin has large scale features and the ability to evaluate each coordinate individually with only the coordinate ...
by Qon
Thu Jul 25, 2024 1:17 am
Forum: General discussion
Topic: Game price in countries where US dollar is worth a lot
Replies: 2
Views: 575

Re: Game price in countries where US dollar is worth a lot

MarcoCrasto15 wrote:
Sun Jul 21, 2024 12:57 pm
if the devs have plans [...] add any kind of offer to lower the game price for a period of time
No, never ever.
https://factorio.com/support/faq#q-any-sales
by Qon
Tue Jul 23, 2024 8:15 pm
Forum: Ideas and Requests For Mods
Topic: [IDEA] Varying Satellites
Replies: 8
Views: 546

Re: [IDEA] Varying Satellites

Like this? Much better! I would use spoiler= instead of spoiler though, and h tag instead of size tag Varied Satellites is a mod which allows you to launch many different extra terrestrial vehicles, performing multiple actions. The mod is fully compatible with Space Exploration. Available Satellite...
by Qon
Mon Jul 22, 2024 11:58 pm
Forum: Technical Help
Topic: let people who don't have factorio on steam add mods to their bookmarks
Replies: 9
Views: 639

Re: let people who don't have factorio on steam add mods to their bookmarks

There is no such limit, you can even set the bookmarks on https://mods.factorio.com/library/bookmarks in the browser. nope, i need factorio on steam to do that - i was suggesting removing that limit there. How do you know Steam has anything to do with it? Can you provide an error message screenshot...
by Qon
Mon Jul 22, 2024 11:49 pm
Forum: Ideas and Requests For Mods
Topic: [IDEA] Varying Satellites
Replies: 8
Views: 546

Re: [IDEA] Varying Satellites

Satellite Types and their uses: Base Satellite: Cannot be launched - Used only to create other satellites. Short Range Science Satellite: Used to produce Space Science Packs. (Rocket Science Packs in SE) Can also discover new zones with SE installed Long Range Science Satellite: Used to produce Exp...
by Qon
Mon Jul 22, 2024 8:36 pm
Forum: General discussion
Topic: Mods for 1st expansion run
Replies: 11
Views: 1125

Re: Mods for 1st expansion run

Here's some mods I use that I would use in a "vanilla" experience or with overhaul mods. I can't really be without them and they don't really mess up the gameplay, just help it along. Things that 2.0 solves have not been included as far as I'm aware, but maybe there are still mods which ha...
by Qon
Mon Jul 22, 2024 12:48 pm
Forum: Ideas and Suggestions
Topic: Inserters: Why are filters getting baked in, but stacks are separated?
Replies: 25
Views: 1374

Re: Inserters: Why are filters getting baked in, but stacks are separated?

All inserters have always had an automatic filter to the target containers item types already. And the filter variant is pretty similar to the regular i price etc. You could just use filter variant always, the issue was just that filter inserters had to be configured to do anything. Stack placing in...
by Qon
Mon Jul 22, 2024 12:24 pm
Forum: Ideas and Requests For Mods
Topic: [IDEA] Varying Satellites
Replies: 8
Views: 546

Re: [IDEA] Varying Satellites

This post describes my idea for a mod which I will soon start working on. I request that no one else tries to implement this idea in their mod(s) Should I stop working on the mod and someone else comes to take the mod to full release, (which I would allow) I would like them to continue it in this w...
by Qon
Thu Jul 18, 2024 7:29 pm
Forum: Outdated/Not implemented
Topic: Removing the Spidertron "screen jitter" on moving around.
Replies: 27
Views: 3848

Re: Removing the Spidertron "screen jitter" on moving around.

A different camera mode has to be implemented, that freezes the map positioning as soon as the engine knows no Spidertron foot will move any more. As soon as every foot has its final position, the body just swings to the center of the foot locations as visual effect, with no real movement any more....
by Qon
Wed Jul 17, 2024 11:59 pm
Forum: Outdated/Not implemented
Topic: Removing the Spidertron "screen jitter" on moving around.
Replies: 27
Views: 3848

Re: Removing the Spidertron "screen jitter" on moving around.

For me, it is a usability and quality of life issue. I spend most of my time inside Spidertron, but Spidertron wobbles when stopping. This moves my cursor, which is annoying when I'm trying to click on things that are in reach and then not in reach due to the wobbling. I don't mind the wobbling ani...
by Qon
Tue Jul 09, 2024 8:56 am
Forum: Mod portal Discussion
Topic: Limit the number of a direct dependencies per mod
Replies: 26
Views: 1841

Re: Limit the number of a direct dependencies per mod

If you read about https://mods.factorio.com/mod/sparkletrons-terraformers-final you see why these other mods are needed. Apparently they can be used to improve performance of other mods! :) :idea: Do we prefer a handful of these mods and people depending on the ones already existing, or do we really...
by Qon
Thu Jun 06, 2024 5:51 pm
Forum: News
Topic: Friday Facts #410 - Rocket turret & Target priorities
Replies: 111
Views: 21027

Re: Friday Facts #410 - Rocket turret & Target priorities

I don't think target priorities is a good idea. This makes the game more unrealistic, like turrets have some kind of neural network with camera system built in to distinguish one biter from the other instead of a simple motion tracker. This is technology we have today, how is that unrealistic!?!? T...
by Qon
Thu Jun 06, 2024 10:32 am
Forum: News
Topic: Friday Facts #410 - Rocket turret & Target priorities
Replies: 111
Views: 21027

Re: Friday Facts #410 - Rocket turret & Target priorities

I don't think target priorities is a good idea. This makes the game more unrealistic, like turrets have some kind of neural network with camera system built in to distinguish one biter from the other instead of a simple motion tracker. This is technology we have today, how is that unrealistic!?!? T...
by Qon
Tue Jun 04, 2024 9:11 pm
Forum: News
Topic: Friday Facts #410 - Rocket turret & Target priorities
Replies: 111
Views: 21027

Re: Friday Facts #410 - Rocket turret & Target priorities

Canon turret - 30 range, low accuracy I'm going to assume that you meant low precision but perfect accuracy. :ugeek: A low precision turret seems like a neat concept though, it will not suffer much at all versus groups of enemies, but it is unreliable (if it is alone) and inefficient against single...

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