Search found 52 matches

by Bi0nicM4n
Sun Dec 08, 2024 6:49 pm
Forum: Ideas and Suggestions
Topic: [2.0.23] Improve newly made trains behavior at the stations
Replies: 0
Views: 60

[2.0.23] Improve newly made trains behavior at the stations

What? 1) Train built on the station (manually or remotely) should count as having stopped at that station, with the station becoming occupied (you can manually build a train on any station, set it's train limit to 1 and see on the map that it's not recognized as occupied -- the station tag text sta...
by Bi0nicM4n
Fri Oct 04, 2024 2:16 pm
Forum: News
Topic: Friday Facts #431 - Gleba & Captivity
Replies: 158
Views: 35423

Re: Friday Facts #431 - Gleba & Captivity

*sees the flying machine inject itself into a spawner*
"...Are we the baddies?"

Gotta say, the spawner capture mechanic looks disturbing (in a good way). It's as if our engineer originates from Stroggos from Quake 2
by Bi0nicM4n
Fri Aug 16, 2024 3:56 pm
Forum: News
Topic: Friday Facts #424 - Gleba Pentapod Enemies
Replies: 205
Views: 39772

Re: Friday Facts #424 - Gleba Pentapod Enemies

OK, now I have another reason to shift Gleba in my planet visiting order list to the bottom.
Also, a rocket turret getting unlocked on Gleba? Hwat?
by Bi0nicM4n
Fri Jun 21, 2024 4:47 pm
Forum: News
Topic: Friday Facts #416 - Fluids 2.0
Replies: 464
Views: 81425

Re: Friday Facts #416 - Fluids 2.0

The best word to summarize my thoughts on this FFF would be: FINALLY It's reassuring to see developers understand that the core objective of any game ever developed is to be FUN . There's no point for me to play a game when it's not fun (there's many more opportunities for me to not have fun, and th...
by Bi0nicM4n
Sun Jun 16, 2024 5:45 am
Forum: News
Topic: Friday Facts #414 - Spoils of Agriculture
Replies: 397
Views: 65103

Re: Friday Facts #414 - Spoils of Agriculture

First of all, the spoiling mechanic of organic products looks credible to me, but at the same time it's the kind of stuff I'd prefer to be forced to deal with only on Gleba. I can't see spoilable science packs as anything but a nuisance, a detriment even, to a perfect game. I mean it's bad enough th...
by Bi0nicM4n
Fri Apr 12, 2024 4:25 pm
Forum: News
Topic: Friday Facts #406 - Space Age Music
Replies: 157
Views: 34679

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: 157
Views: 34679

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: 141
Views: 28588

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: 132
Views: 31208

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: 105
Views: 32757

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: 19093

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: 433320

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: 405182

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: 405182

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: 405182

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: 405182

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: 405182

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: 405182

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: 30810

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: 171952

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"

Go to advanced search