Search found 12 matches

by ScottyWired
Sat Oct 14, 2023 1:22 am
Forum: News
Topic: Friday Facts #380 - Remote view
Replies: 183
Views: 43234

Re: Friday Facts #380 - Remote view

Even if you have the logistic robot tech already, the 'instant rotate' will remove the feeling of being 'cut off' from a remote part of the factory, needing to travel there personally if you failed to set up enough logistic robot infrastructure. Or, even if you do have the infrastructure there, the...
by ScottyWired
Fri Sep 29, 2023 11:05 am
Forum: News
Topic: Friday Facts #378 - Trains on another level
Replies: 342
Views: 105714

Re: Friday Facts #378 - Trains on another level

good heavens
by ScottyWired
Tue Sep 12, 2023 5:42 am
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 196371

Re: Friday Facts #375 - Quality

Makes me think of real-life semiconductor manufacturing. There's a fairly high defect rate, and the different price tiers of product are based on random chance. The best chips get the highest performance, slightly defective chips get bumped down, and most chips get recycled.
by ScottyWired
Fri Mar 03, 2023 5:03 pm
Forum: Ideas and Suggestions
Topic: Mouse-Over Item in Inventory Highlights Logistic Request (Hovering Logistic Filter Slot)
Replies: 17
Views: 4869

Re: Mouse-Over Item in Inventory Highlights Logistic Request (Hovering Logistic Filter Slot)

Oh an original thread was made by someone named 'Scottathew'

And as King Henry VII once said, "Two Scotts alike share a thought, true and good it must be to manifest in ye crafting play"
by ScottyWired
Wed Feb 15, 2023 12:11 pm
Forum: Ideas and Suggestions
Topic: Mouse-Over Item in Inventory Highlights Logistic Request (Hovering Logistic Filter Slot)
Replies: 17
Views: 4869

Reverse blinking in inventory

TL;DR Highlights relevants buttons when hovering over item in inventory. What ? When hovering over a logistics slot or crafting button, any existing items in your inventory start blinking. My suggestion is to also include the reverse. When hovering over an inventory item, show the relevant logistic...
by ScottyWired
Sat Feb 05, 2022 2:18 am
Forum: News
Topic: Friday Facts #367 - Expansion news
Replies: 220
Views: 142015

Re: Friday Facts #367 - Expansion news

Exchange rates have changed since Factorio was released. 30 euros plus tax would place it at 50 AUD, where the base game costs 42 AUD.
by ScottyWired
Fri Feb 04, 2022 1:52 pm
Forum: News
Topic: Friday Facts #367 - Expansion news
Replies: 220
Views: 142015

Re: Friday Facts #367 - Expansion news

Very intriguing! That floating brain is horrifying but I can't stop looking at it.

How much do you think will be revealed in future Friday Facts? I love getting technical details about Factorio to help with my own game development, but I also want to go into this expansion as blind as possible.
by ScottyWired
Sun Feb 07, 2021 8:30 am
Forum: News
Topic: Friday Facts #365 - Future plans
Replies: 298
Views: 183578

Re: Friday Facts #365 - Future plans

Read through the thread so far- lots of stuff I agree with on my 'wishlist'. Most critically is a 'guiding hand'. I love the freedom of solving small puzzles, because I rarely have the focus or motivation for big ones. It's perfect in Kerbal Space Program that uses a contract system. "Position ...
by ScottyWired
Fri Feb 05, 2021 9:34 am
Forum: News
Topic: Friday Facts #365 - Future plans
Replies: 298
Views: 183578

Re: Friday Facts #365 - Future plans

Great stuff!

I'll guess this will probably go in the same trajectory as RimWorld's post-release content. Factorio has such an amazing modding community, so I'm sure the big design question will inevitably be "What can we do as the original developers that can't be achieved with mods?"
by ScottyWired
Fri Aug 24, 2018 11:04 am
Forum: News
Topic: Friday Facts #257 - NPE/Campaign update
Replies: 110
Views: 55162

Re: Friday Facts #257 - NPE/Campaign update

I also thought about being able to enter the escape pod just like you can do with the car, I just didn't bring it up to anyone who can make it happen yet. Maybe? :P Fast Travel! Just like in RimWorld where you can use the somewhat expensive rocket-launched escape pods to travel across the planet in...
by ScottyWired
Sat Dec 09, 2017 1:18 am
Forum: News
Topic: Friday Facts #220 - The best Friday Facts ever
Replies: 197
Views: 85871

Re: Friday Facts #220 - The best Friday Facts ever

The artillery train is absolutely epic, but from those videos it kinda feels like a mere "click and make explosions happen" enabler. The map provides a tangible link between gun and explosion by showing projectiles moving, but zooming in at the target destination the explosions just sorta....
by ScottyWired
Mon Apr 25, 2016 4:45 am
Forum: News
Topic: Friday Facts #135 - Getting Organized
Replies: 60
Views: 35418

Re: Friday Facts #135 - Getting Organized

Will that turret be a flame-ball launcher, or the traditional flamethrower? http://i.imgur.com/6K8NAsh.png http://i.imgur.com/r4xayA8.png Both have their merits though I'm inclined towards flameballs because flameballs, and also because in games they usually feature splash damage and a lingering fir...

Go to advanced search