Search found 194 matches

by bNarFProfCrazy
Fri Dec 08, 2023 1:18 pm
Forum: Ideas and Suggestions
Topic: Always show underground max range visualization
Replies: 6
Views: 959

Always show underground max range visualization

TL;DR Showing the max range always helps players aim at it directly instead of scrolling along the range. (For Factorio v2.0) What ? Always show underground max range visualization, while building the underground thing. Having the underground visualization change color depending on whether it is ma...
by bNarFProfCrazy
Fri Sep 22, 2023 12:35 pm
Forum: Implemented for 2.0
Topic: Allow more tile types without exceeding 255 limit
Replies: 9
Views: 3413

Re: Allow more tile types without exceeding 255 limit

The tile limit will be increased drastically for Space Age.
Read here for more details: viewtopic.php?p=589483#p589483
by bNarFProfCrazy
Mon Aug 08, 2022 5:01 pm
Forum: Ideas and Suggestions
Topic: [0.17] Reorganize Research Queue
Replies: 43
Views: 13294

Make research queue drag able

TL;DR Make the research queue drag able in order to change the order/priority of the technologies. What ? The research queue should support drag and drop to simplify prioritizing a new technology without re-queuing the existing technologies in the research queue. It is not necessary to drag new ele...
by bNarFProfCrazy
Tue Mar 15, 2022 9:11 am
Forum: Ideas and Suggestions
Topic: Offer to update before/after loading mods / Update on restart/startup/shutdown
Replies: 29
Views: 7541

Re: Offer to update before/after loading mods / Update on restart/startup/shutdown

From what I have read so far, there are now two related issues in here. 1) Update the game (non-steam-version) 2) Update mods As for the base game updates: Instead of adding a special close button, I would rather have an option/button in the update notification itself "apply on next restart&quo...
by bNarFProfCrazy
Fri Oct 30, 2020 1:33 pm
Forum: News
Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Replies: 141
Views: 85711

Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button

I like it, does this mean you can now build a wall of rails to prevent a spidertron from going somewhere? Spideyboi can still step between the rails: Also when all those rails are curved? I don't know what kind of intersections you will be making but I think it will be okay https://forums.factorio....
by bNarFProfCrazy
Fri Jul 24, 2020 10:47 am
Forum: News
Topic: Friday Facts #357 - Nuke
Replies: 96
Views: 49100

Re: Friday Facts #357 - Nuke

Awesome changes to the Blueprint Library. The atomic bomb looks amazing now, but IMO the sound is a bit weak, maybe it needs more bass and some rolling thunder. I would like to see a few fires caused by the nuke to give it a bit more if a lasting impression/side-effects. That way a nuke could even c...
by bNarFProfCrazy
Fri Jul 03, 2020 2:15 pm
Forum: News
Topic: Friday Facts #354 - Launch party and HR power switch
Replies: 33
Views: 20519

Re: Friday Facts #354 - Launch party and HR power switch

IMO the switch has too many electric arks going on. Its supposed to be a plug and not some effect emitter. It would be fine it it were a single electric snake coiling around it, but not this thunderstorm. You should watch a real power switch. https://youtu.be/PXiOQCRiSp0 During connect/disconnect I...
by bNarFProfCrazy
Fri Jul 03, 2020 12:40 pm
Forum: News
Topic: Friday Facts #354 - Launch party and HR power switch
Replies: 33
Views: 20519

Re: Friday Facts #354 - Launch party and HR power switch

I use the power switches mostly in my nuclear power systems. I have dedicated power supply to my nuclear setup that ensures that I always have enough power to continue the operation of it (and defend it). The power setup is split in three layers. - Emergency Power [few kW] (Alerts and a pump connect...
by bNarFProfCrazy
Fri Jul 03, 2020 11:11 am
Forum: News
Topic: Friday Facts #354 - Launch party and HR power switch
Replies: 33
Views: 20519

Re: Friday Facts #354 - Launch party and HR power switch

IMO the switch has too many electric arks going on. Its supposed to be a plug and not some effect emitter.
It would be fine it it were a single electric snake coiling around it, but not this thunderstorm.

The rest of the design is good as is.
by bNarFProfCrazy
Fri Jun 12, 2020 1:03 pm
Forum: News
Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Replies: 199
Views: 81819

Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing

Flushing a given liquid from the pipe seems maybe a little too easy, given the remainder of the factorio experience. I would expect something like a filter pump, which can, over time, drain the undesirable liquid from the pipe (and either destroy it, or send it into another pipe system. IMO the flu...
by bNarFProfCrazy
Sat Jan 25, 2020 6:06 pm
Forum: Ideas and Suggestions
Topic: Add "test" option/mode to headless server
Replies: 0
Views: 722

Add "test" option/mode to headless server

Summary: I would like to automate the tests for my mod using github actions and also locally. Therefor I need to be able to launch the game with my mods and validate that they are still working after my commit. ----------------------- Details I am a software developer myself and I feel unsafe if the...
by bNarFProfCrazy
Sat Jan 25, 2020 5:36 pm
Forum: Ideas and Suggestions
Topic: Offer to update before/after loading mods / Update on restart/startup/shutdown
Replies: 29
Views: 7541

Re: Feature Request: Mod update / install at END of play session

I would really like this.
I usually check for updates before I shutdown factorio for the day, so it would be nice, if I could just select "update and exit" instead of "update and restart".
by bNarFProfCrazy
Sat Dec 28, 2019 1:32 pm
Forum: News
Topic: Friday Facts #327 - 2020 Vision
Replies: 128
Views: 58208

Re: Friday Facts #327 - 2020 Vision

One of the things that Kovarex and I agree on, is that the burner phase of the game is currently the right length. Any shorter and you may as well remove it, and any longer it would become annoying. It's as near to zero length as makes no odds already. The "burner phase" in vanilla Factor...
by bNarFProfCrazy
Sun Dec 01, 2019 4:56 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.17.79] Crash of server when last tile is placed and ghost in hand mod is enabled
Replies: 2
Views: 3614

[Rseding91] [0.17.79] Crash of server when last tile is placed and ghost in hand mod is enabled

Factorio 0.17.79 Windows 10 Steps to reproduce: Sync mods with "Creative" savegame (especially GhostInHand) Load the save game in multiplayer Join the game as player "Test" pick up the concrete tiles and place them, until you run out of them. If you place the last tile, then the ...
by bNarFProfCrazy
Sun Dec 01, 2019 4:24 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.17.79] Crash on loading map targetdeserialiser.cpp
Replies: 1
Views: 3010

[Rseding91] [0.17.79] Crash on loading map targetdeserialiser.cpp

Factorio 0.17.79 How to reproduce: 1) Load the given map without any mods. 2) The game (always) crashes to windows Additional information: If you load the map with the mods it won't crash the game, the mods can be downloaded from the mod portal. I used that map with multiple different mods at differ...
by bNarFProfCrazy
Sat Nov 30, 2019 10:00 pm
Forum: Mods
Topic: [MOD 0.14] Alien Biomes
Replies: 255
Views: 138460

Re: [MOD 0.14] Alien Biomes

Here is the German (de) translation for alien-biomes_0.4.16

Feel free to include it in the mod. If you need translation updates feel free to contact/ping me.
by bNarFProfCrazy
Wed Nov 27, 2019 8:30 pm
Forum: Modding interface requests
Topic: API to extract localised strings for prototypes
Replies: 9
Views: 3780

Re: API to extract localised strings for prototypes

https://gist.github.com/theRustyKnife/4 ... e61affe5ab (WIP) recipe ( + a few others ) -> localised_name

Tested with GDIW + Bobs
by bNarFProfCrazy
Mon Nov 04, 2019 6:15 pm
Forum: Releases
Topic: Version 0.17.75
Replies: 23
Views: 18668

Re: Version 0.17.75

Thanks for these changes (tooltips and tiles). I have to wait for an update of Cargo ships before I can use it though. ------------------------ Belts, (heat) pipes, and rails would benefit from it A small part of my smeltery (I cannot zoom out any further) 20191104190456_1.jpg My module factory (wit...
by bNarFProfCrazy
Fri Sep 13, 2019 7:47 pm
Forum: News
Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
Replies: 144
Views: 70347

Re: Friday Facts #312 - Fluid mixing saga & Landfill terrain

Why do you keep hitting yourself in the head with this idea that any action by anything anywhere should be prevented if it leads to fluid mixing? It seems silly complicated and overly invasive compared to the alternative, which is to say pipes connect if they they are compatible, and does not conne...
by bNarFProfCrazy
Sat Jul 20, 2019 8:06 am
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 237135

Re: Friday Facts #304 - Small bugs; Big changes

TLDR: I dont like the oil change. Cracking without blue. Highlight the slots if they are full/blocking production. In the current game I mainly use basic oil processing to get heavy oil for my insane lube consumption (for belts). Most of the light oil is turned into solid fuel and then rocket fuel t...

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