Search found 410 matches

by Avezo
Sat Jan 19, 2019 7:34 pm
Forum: News
Topic: Friday Facts #278 - The new quickbar
Replies: 131
Views: 6441

Re: Friday Facts #278 - The new quickbar

luc wrote:
Sat Jan 19, 2019 6:22 pm
article wrote:keys 1 to 0
:lol:
Not sure if that's that joke that only 10 people would understand it...
by Avezo
Fri Jan 18, 2019 4:46 pm
Forum: News
Topic: Friday Facts #278 - The new quickbar
Replies: 131
Views: 6441

Re: Friday Facts #278 - The new quickbar

I wish new quickbars were stacking horizontally - having multiple open pages almost in the middle of the screen wouldn't be good if they were stacked vertically in the middle of the screen as in pictures in FFF. you aren't gonna have these 10 pages opened during gameplay, they're there temporarily ...
by Avezo
Fri Jan 18, 2019 2:30 pm
Forum: News
Topic: Friday Facts #278 - The new quickbar
Replies: 131
Views: 6441

Re: Friday Facts #278 - The new quickbar

So they Remove Shift + 1-5 for right side? Think about it. How would you Access Pages 6-0 fast? It's very uncomfortable to reach them and I don't have small hands. For me It allays was just: - 1-5 for Left Side Items. - Shift(hold) + 1-5 for Right Side Items - X to get another Page. That's so intui...
by Avezo
Fri Jan 18, 2019 2:26 pm
Forum: News
Topic: Friday Facts #278 - The new quickbar
Replies: 131
Views: 6441

Re: Friday Facts #278 - The new quickbar

I wish new quickbars were stacking horizontally - having multiple open pages almost in the middle of the screen wouldn't be good if they were stacked vertically in the middle of the screen as in pictures in FFF.

Other than that - what's happened that FFF is so early this time? :D
by Avezo
Thu Jan 17, 2019 8:38 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 579
Views: 34380

Re: Friday Facts #266 - Cleanup of mechanics

just a generic 'recycler' entity would solve a lot of above problems.
by Avezo
Tue Jan 15, 2019 6:33 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 456
Views: 21090

Re: Friday Facts #275 - 0.17 Science changes

Actually, after not-so-recent barrel nerf, I'd rather expect they'd removed barrels altogether...
by Avezo
Sat Jan 12, 2019 9:53 pm
Forum: News
Topic: Friday Facts #277 - GUI progress update
Replies: 101
Views: 8291

Re: Friday Facts #277 - GUI progress update

- Infinite research for wall hitpoints A new more general technology modifier "entity-health-bonus" would be AMAZING! Just think of all the mod possibilities for combat robots or units... That sounds very fitting as for an infinite research. Personally I never thought of a general hit point increas...
by Avezo
Sat Jan 12, 2019 5:13 pm
Forum: News
Topic: Friday Facts #277 - GUI progress update
Replies: 101
Views: 8291

Re: Friday Facts #277 - GUI progress update

Wave defense could benefit from typical tower-defense games more with: - Infinite research for wall hitpoints - Infinite research for shooting speed (infinite research for damage is actually bad - it becomes wasted once 1 shoot = 1 kill, no matter how high damage is) - Rocket turrets with retargetin...
by Avezo
Fri Jan 11, 2019 5:16 pm
Forum: News
Topic: Friday Facts #277 - GUI progress update
Replies: 101
Views: 8291

Re: Friday Facts #277 - GUI progress update

Hope new GUI will have both logistic requests and trashing on same slider - if after so much work requests and trashing are still on separate tabs, I will be sad.
by Avezo
Wed Jan 09, 2019 9:32 pm
Forum: Balancing
Topic: Stronger Vanilla Locomotives
Replies: 15
Views: 368

Re: Stronger Vanilla Locomotives

However, I am against uni-directional trains getting better acceleration. It is realistic that trains need a longer time to accelerate than, for example, a car. The thing is, a lot of realism is already thrown out for the sake of gameplay. It makes sense, it's a game after all, not a real world sim...
by Avezo
Wed Jan 09, 2019 8:18 am
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 456
Views: 21090

Re: Friday Facts #275 - 0.17 Science changes

One note to improve though, make modules easier to upgrade ! If there are lvl 1 mods in a building, and I have a higher leveled mod selected (or a different module) let me be able to rapidly replace a whole line. I literally thought this was a bug when it didn't let me do it. Yes, please! I think o...
by Avezo
Tue Jan 08, 2019 3:21 pm
Forum: Balancing
Topic: Stronger Vanilla Locomotives
Replies: 15
Views: 368

Stronger Vanilla Locomotives

What? Give more power to vanilla locomotives. Why? Because it's both not fun and looks ridiculous to have one-third of train length be locomotives just to have proper acceleration (even with nuclear fuel). Then there's a case that locomotives will consume twice as much fuel with upcoming burner eff...
by Avezo
Tue Jan 08, 2019 11:11 am
Forum: Balancing
Topic: 0.17+ mining & smelting numbers
Replies: 16
Views: 541

Re: 0.17+ mining & smelting numbers

Inserters don't have constant and reliable item/s transfer when interacting with partially filled belts. Just saying.

For most furnace setups I still resort to pre-belt-auto-compression tricks due to that.
by Avezo
Sun Jan 06, 2019 1:49 pm
Forum: Balancing
Topic: 0.17+ mining & smelting numbers
Replies: 16
Views: 541

Re: 0.17+ mining & smelting numbers

Lowering it below 3.5s may cause problems with heavily beaconed setups - unloading products may require 2 inserters, which I wouldn't want.
by Avezo
Sun Jan 06, 2019 1:27 am
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 456
Views: 21090

Re: Friday Facts #275 - 0.17 Science changes

I started a game with a mod that includes the proposed science changes, and I am about 70% of the way to a rocket launch. Here are my additional comments. 1. Chemical Science is now harder due to having two products that use crude oil as a raw resource. I'm not sure that was the desired effect. (.....
by Avezo
Sat Jan 05, 2019 6:21 pm
Forum: News
Topic: Friday Facts #274 - New fluid system 2
Replies: 157
Views: 9499

Re: Friday Facts #274 - New fluid system 2

"Fluid teleportation" weren't that bad idea, given potential UPS gains.
by Avezo
Sat Jan 05, 2019 2:42 pm
Forum: News
Topic: Friday Facts #276 - Belt item spacing & Script rendering
Replies: 153
Views: 11587

Re: Friday Facts #276 - Belt item spacing & Script rendering

Also, I think that ratio breaking updates should be MORE common. Factorio is a solved game and every multiplayer map is just people plopping down the same massive blueprints they didn't even make. And everybody just waiting for it to build. I agree with this, look at nuclear power - 'perfect' ratio...
by Avezo
Sat Jan 05, 2019 12:56 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 456
Views: 21090

Re: Friday Facts #275 - 0.17 Science changes

If advanced circuits were removed from blue science packs, they could've be added to some higher science pack, maybe even in crazy quantities like those 30xRails, which would make a good coal sink from plastic. (...) All your suggestion would do is move the difficulty spike to a different science p...
by Avezo
Sat Jan 05, 2019 10:08 am
Forum: News
Topic: Friday Facts #276 - Belt item spacing & Script rendering
Replies: 153
Views: 11587

Re: Friday Facts #276 - Belt item spacing & Script rendering

Loaders - is it finally time for them in vanilla with faster belts? Could be only one type only for blue belt, requiring lot of power, etc.

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