Search found 113 matches
- Fri Feb 05, 2021 3:46 pm
- Forum: News
- Topic: Friday Facts #365 - Future plans
- Replies: 283
- Views: 97132
Re: Friday Facts #365 - Future plans
Congrats Earendel!!!! WOOOT! So glad you are on the team! Welcome, welcome to Jerzy and Lucas! Hope you find Wube to be a lovely place to be. There are many adoring fans awaiting your contributions to the addiction we know as "Factorio" :D I'm excited about the decision to create new conte...
- Tue Nov 24, 2020 2:30 pm
- Forum: Releases
- Topic: Version 1.1.0
- Replies: 222
- Views: 71926
Re: Version 1.1.0
I'm pressed for time atm, so I won't go into everything about the new update, but I do have one topic that I want to raise: The new flat GUI positioning is so useless to me. When I set my Logistics filters, I do it ONCE for the entire playthrough. I liked having it on the right because of the logi t...
- Mon Nov 16, 2020 6:55 am
- Forum: Ideas and Suggestions
- Topic: Combination of Crafting and Logistics Menu
- Replies: 22
- Views: 2990
Re: Combination of Crafting and Logistics Menu
I saw that it was pointed out earlier that's why I added the slash.
But there is no reason it can't work: the alternate products can be listed on the materials tab. It's not a big issue.
But there is no reason it can't work: the alternate products can be listed on the materials tab. It's not a big issue.
- Mon Nov 16, 2020 5:23 am
- Forum: News
- Topic: Friday Facts #363 - 1.1 is getting close
- Replies: 178
- Views: 66126
Re: Friday Facts #363 - 1.1 is getting close
2. Machine small window - today when we click on inserter we give small window with necesary options and things. Nothing more. Why large empty space and covering screen is better than today small window? I agree with this... TBH when I wrote my earlier post, I had no idea what to make of it... sure...
- Mon Nov 16, 2020 5:19 am
- Forum: Ideas and Suggestions
- Topic: Combination of Crafting and Logistics Menu
- Replies: 22
- Views: 2990
Re: Combination of Crafting and Logistics Menu
I like that idea. Extra bonus points if we can drag the recipe/item down to the logistics menu.
- Sat Nov 14, 2020 6:55 am
- Forum: News
- Topic: Friday Facts #363 - 1.1 is getting close
- Replies: 178
- Views: 66126
Re: Friday Facts #363 - 1.1 is getting close
Lots of interesting changes. My thoughts: 1. I MUCH prefer the crafting tab in the middle. I have been using the flat layout since 1.0 was released, and the crafting section is the one I use most often, even if I don't handcraft: I use it to look for items in my inventory. I rarely adjust logistics,...
- Mon Oct 12, 2020 8:27 pm
- Forum: Implemented Suggestions
- Topic: Player Request Confirmation Not Needed
- Replies: 22
- Views: 2435
- Fri Oct 09, 2020 11:19 am
- Forum: News
- Topic: Friday Facts #361 - Train stop limit, Tips and tricks
- Replies: 163
- Views: 48098
Re: Friday Facts #361 - Train stop limit, Tips and tricks
For example, why would you need to see a tutorial about drag-building poles before building a few for the first time? Or tutorial about signals before signals are even researched? It would just confuse the new user and overwhelm him with information. Tutorials are different than tips. And I agree t...
- Fri Oct 09, 2020 8:18 am
- Forum: News
- Topic: Friday Facts #361 - Train stop limit, Tips and tricks
- Replies: 163
- Views: 48098
Re: Friday Facts #361 - Train stop limit, Tips and tricks
The changes looks AMAZING! Really excited to see the Train Stop Limit implemented in game. The Tips looks great, though I feel VERY STRONGLY that you do not hide tips from the user. If anything, add a little dot or animated icon next to the pertinent ones, or ones most recently related to progress i...
- Sun Aug 09, 2020 6:49 am
- Forum: Implemented Suggestions
- Topic: Player Request Confirmation Not Needed
- Replies: 22
- Views: 2435
Re: Player Request Confirmation Not Needed
I think ESC should cancel the change, and E should confirm it. Enter is just too far, so I am closing dialogs with E and on the second try I click the green checkmark with mouse. E would be an OK compromise. Enter is too far when using the sliders with the mouse. I do sometimes type the numbers in ...
- Sun Aug 09, 2020 6:42 am
- Forum: Ideas and Suggestions
- Topic: Minimap Icons Indistinct
- Replies: 6
- Views: 764
Re: Minimap Icons Indistinct
For 2 I think an arrow is a good shape. "Bonus" is such an abstract, I'm not sure that there is a universal symbol for it. ROFL on your first #3 suggestion! HAHAHAHA (Literally laughed out loud on that one!) I agree on the second suggestion! Your suggestion for 5 is exactly what I was thin...
- Sun Aug 09, 2020 4:22 am
- Forum: Ideas and Suggestions
- Topic: Minimap Icons Indistinct
- Replies: 6
- Views: 764
Minimap Icons Indistinct
Some of the icons which border the minimap are indistinct and hard to figure out what they are for. factorio_8I7vr4aEyp.png 1. Blueprint Icon: I understand the idea of this one, but at 1440p, it's difficult to make out the empty squares, and it just doesn't work well as a represenation. Suggestion: ...
- Sun Aug 09, 2020 3:44 am
- Forum: Implemented Suggestions
- Topic: Player Request Confirmation Not Needed
- Replies: 22
- Views: 2435
Player Request Confirmation Not Needed
When I am requesting items from the logistics system through the player interface, it feels so natural to change the number and then hit Escape... and then I realize that a confirmation button needs to be hit, (or Enter), because my changes are lost. Because a player spends a lot of time adjusting s...
- Sat Aug 08, 2020 2:15 am
- Forum: Ideas and Suggestions
- Topic: More visibility with Electric Miners
- Replies: 25
- Views: 2609
Re: More visibility with Electric Miners
Much appreciated! Thank you!
- Fri Aug 07, 2020 5:54 pm
- Forum: News
- Topic: Friday Facts #359 - Crash site: The beginning
- Replies: 95
- Views: 84649
Re: Friday Facts #359 - Crash site: The beginning
Woohoo! The mining drill change makes the ore on the belts so much more visible! Thank you for that change!
Love the crash site. Glad it's getting added to Freeplay -- gives a visual context to the story. Really excited to see the cutscene!
Love the crash site. Glad it's getting added to Freeplay -- gives a visual context to the story. Really excited to see the cutscene!
- Wed Aug 05, 2020 10:10 am
- Forum: Ideas and Suggestions
- Topic: More visibility with Electric Miners
- Replies: 25
- Views: 2609
Re: More visibility with Electric Miners
I just learned something about myself today... apparently I check fullness of belts one tick in from map mode, e.g. the first "detailed" view, zooming in from the abstract. At that level, the lights are almost invisible and the belts are quite difficult to discern whether they are full or ...
- Wed Aug 05, 2020 9:19 am
- Forum: Ideas and Suggestions
- Topic: More visibility with Electric Miners
- Replies: 25
- Views: 2609
Re: More visibility with Electric Miners
Have you considered using the activity light on the corner of the mining drill ? Yellow is for "output clogged" Green is for "mining is OK" Red is for "no more minerals" Off is "I got no power" As much as I was staring mining drills today... I didn't even see...
- Wed Aug 05, 2020 3:35 am
- Forum: Ideas and Suggestions
- Topic: More visibility with Electric Miners
- Replies: 25
- Views: 2609
Re: More visibility with Electric Miners
It's not very practical to use if you just want to get rid of 3 or 4 miners that are empty on a big patch but allows you to make nice vizualisation with array of lamps that progressively turns off as the patch is depleting. I have this vision in my head of a huge ore patch, and replica shape to the...
- Tue Aug 04, 2020 9:33 pm
- Forum: Ideas and Suggestions
- Topic: More visibility with Electric Miners
- Replies: 25
- Views: 2609
More visibility with Electric Miners
I've played some with the new electric miners. They are very pretty, and I commend the graphics artist. However, the new design gives almost no visibility. In a horizontal line, the belt is horribly obscured, making it hard to see which miners are functional and which are not. There's a lot of visua...
- Sat Aug 01, 2020 7:20 pm
- Forum: General discussion
- Topic: Blueprint Library Feedback
- Replies: 42
- Views: 6480
Re: Blueprint Library Feedback
1. What you are describing is not intuitive to either a new or long-time player: that's my point. I think there needs to be a LOT more instruction within the blueprint window or other ways of teaching the player if this is the final draft. 2. I have 2k hours in the game, just FYI. I'm aware of the h...