Yes.
I'd also like to see click-to-move mechanics. Not because I would use them, but because they provide a huge accessibility benefit, using almost entirely already implemented functionality..
Search found 13 matches
- Wed Jan 30, 2019 1:40 am
- Forum: Ideas and Suggestions
- Topic: Control movement with mouse
- Replies: 21
- Views: 12544
- Wed Jan 30, 2019 1:09 am
- Forum: Ideas and Suggestions
- Topic: Dynamic train schedule
- Replies: 68
- Views: 29532
Re: Dynamic train schedule
I don't think I support this being in the base game.
Don't get me wrong, trains are awesome, and anything that gives you more advanced train control or more reason to use trains are also awesome...
But in the base idea of Factorio? You completely can (and in fact benefit substantially from) not ...
Don't get me wrong, trains are awesome, and anything that gives you more advanced train control or more reason to use trains are also awesome...
But in the base idea of Factorio? You completely can (and in fact benefit substantially from) not ...
- Wed Jan 30, 2019 12:53 am
- Forum: Ideas and Suggestions
- Topic: Productivity modules boundaries
- Replies: 6
- Views: 2655
Re: Productivity modules boundaries
Barreling, Unbarreling, Making Barrels, Kovarex, Fuel Reprocessing (yes really!), Nuclear fuel, and the Satellite are all things on the Intermediates tab you cannot Productivity.
On the other hand, Productivity does work on Stone Brick smelting, which isn't actually on the intermediates tab ...
On the other hand, Productivity does work on Stone Brick smelting, which isn't actually on the intermediates tab ...
- Wed Jan 30, 2019 12:45 am
- Forum: Ideas and Suggestions
- Topic: Logistic Science only Technologies
- Replies: 3
- Views: 1888
Re: Logistic Science only Technologies
Strongly agree. It's not actually a significant change mechanically or gameplay wise (slightly more or less resource usge, whoop-de-doo, and even then, the amounts would probably be tweaked to keep costs similar) but thematically it makes a huge difference, and would help new players understand what ...
- Wed Jan 30, 2019 12:41 am
- Forum: Implemented Suggestions
- Topic: Friday Facts pages: navigation between pages
- Replies: 9
- Views: 3063
A 'Next' Button in the FFFs.
I love the FFF. But as a rule, I binge read things like this infrequently, rather than stay up to date every week, and manually changing the URL for the next one each time is annoying, especially considering typos.
I believe this would not be a difficult change.
I believe this would not be a difficult change.
- Sat Jan 12, 2019 4:23 pm
- Forum: Ideas and Suggestions
- Topic: Underground belt exit turns
- Replies: 8
- Views: 4094
Re: Underground belt exit turns
It's not a main part of Factorio. Space is practically unlimited, give yourself room to breathe when you're first building. I actually enjoy the challenge of fitting the puzzle pieces together to cram new things in, but when I don't want to think about that, my layouts have lots of open space in them.
- Sat Jan 12, 2019 7:35 am
- Forum: Ideas and Suggestions
- Topic: A modifier key to constrain the mouse into X only or Y only movement. EOM
- Replies: 7
- Views: 2251
Re: A modifier key to constrain the mouse into X only or Y only movement. EOM
Hmm, thinking about it, the same feature could offer a simple screen-wide cross-hairs so you can line things up easier to make prettier bases.
I know you can get a grid if you pause the game, but you can't build while paused.
I know you can get a grid if you pause the game, but you can't build while paused.
- Fri Jan 11, 2019 1:31 pm
- Forum: Ideas and Suggestions
- Topic: A modifier key to constrain the mouse into X only or Y only movement. EOM
- Replies: 7
- Views: 2251
Re: A modifier key to constrain the mouse into X only or Y only movement. EOM
It wouldn't have to explicitly be one of the keyboard modifier keys, merely some key being promoted to modify mouse behaviour. And I 100% agree on locking it to map space X/Y as opposed to screen space X/Y.
- Fri Jan 11, 2019 7:04 am
- Forum: Ideas and Suggestions
- Topic: A modifier key to constrain the mouse into X only or Y only movement. EOM
- Replies: 7
- Views: 2251
- Mon May 09, 2016 10:39 am
- Forum: Gameplay Help
- Topic: How do you use the Basic electric discharge defense remote?
- Replies: 7
- Views: 65742
Re: How do you use the Basic electric discharge defense remote?
Personal lasers are not worth it. Shields, exoskeletons, or batteries, are far better use of the space.
- Sat Apr 23, 2016 5:16 pm
- Forum: General discussion
- Topic: Accumulator / Solar panel ratio
- Replies: 171
- Views: 675268
Re: Accumulator / Solar panel ratio
If you have 1 solar panel powering a base that draws 42 kilowatts, you will begin draining from your accumlators when the solar panel output falls to 42 KW/60 KW = 70% light level.
Correct. 166.66 seconds is half and half, 70% of that is 116.66 seconds, and the total "accumulator darkness" from ...
Correct. 166.66 seconds is half and half, 70% of that is 116.66 seconds, and the total "accumulator darkness" from ...
- Fri Apr 15, 2016 10:34 pm
- Forum: General discussion
- Topic: Accumulator / Solar panel ratio
- Replies: 171
- Views: 675268
Re: Accumulator / Solar panel ratio
That is exactly not how math works. Especially the part about infinities. When dealing with infinities you have to be very careful about how you approach them in the limit. If you have the exact number of solar panels to sustain your base on average, then it should always switch to drawing ...
- Thu Apr 14, 2016 5:27 pm
- Forum: General discussion
- Topic: Accumulator / Solar panel ratio
- Replies: 171
- Views: 675268
Re: Accumulator / Solar panel ratio
Hmm, my math seems completely out of line with everyone else's on this, and I am still working on making my first battery.
Maths:
Day cycle is 416.66 seconds
Daylight is 208.33 seconds
Night is 41.66 seconds
The remaining 166.66 is half and half.
So the day is 291.66 s effective light and 125 s ...
Maths:
Day cycle is 416.66 seconds
Daylight is 208.33 seconds
Night is 41.66 seconds
The remaining 166.66 is half and half.
So the day is 291.66 s effective light and 125 s ...