Search found 162 matches

by Artman40
Sat Jun 01, 2019 3:11 am
Forum: News
Topic: Friday Facts #297 - New resource icons
Replies: 125
Views: 16966

Re: Friday Facts #297 - New resource icons

I really like the random resource icons. I think an option to disable the random look could also be a good idea.
by Artman40
Wed Mar 13, 2019 8:01 am
Forum: Ideas and Suggestions
Topic: [0.17X]More recipe options aside from "normal" and "expensive"
Replies: 11
Views: 363

Re: [0.17X]More recipe options aside from "normal" and "expensive"

Speaking of products not seen in default recipes, what about also some lower-level intermediate products such as bolts as well?
by Artman40
Thu Mar 07, 2019 12:55 pm
Forum: Ideas and Suggestions
Topic: Sulfur concrete
Replies: 6
Views: 376

Re: Sulfur concrete

I suggest the upgrade rather replacement.
by Artman40
Wed Mar 06, 2019 2:20 pm
Forum: Ideas and Suggestions
Topic: [0.17X]More recipe options aside from "normal" and "expensive"
Replies: 11
Views: 363

Re: [0.17X]More recipe options aside from "normal" and "expensive"

I can only imagine how people would start adapting to different recipes per game.
by Artman40
Tue Mar 05, 2019 9:22 am
Forum: Ideas and Suggestions
Topic: [0.17X]More recipe options aside from "normal" and "expensive"
Replies: 11
Views: 363

Re: [0.17X]More recipe options aside from "normal" and "expensive"

Easy mode might also work in addition to complex ones.
by Artman40
Mon Mar 04, 2019 3:40 pm
Forum: General discussion
Topic: Thumbs up for skeuomorphic user interface!
Replies: 5
Views: 864

Thumbs up for skeuomorphic user interface!

A.k.a. non-flat user interface. I miss that kind of interface. Non-flat buttons are somehow much more satisfying to click. Especially the arrows.
by Artman40
Mon Mar 04, 2019 3:36 pm
Forum: Ideas and Suggestions
Topic: [0.17X]More recipe options aside from "normal" and "expensive"
Replies: 11
Views: 363

[0.17X]More recipe options aside from "normal" and "expensive"

Currently, "expensive" recipe option is just normal recipes that require more of the same resource. Don't get me wrong: it still can result in different bases. However, the difference is a bit too small. So let me try: Proposed additional modes: "Complex": Recipes require more different types of ing...
by Artman40
Sat Mar 02, 2019 8:48 pm
Forum: General discussion
Topic: There is one problem with the new interface...sound-wise...
Replies: 3
Views: 577

There is one problem with the new interface...sound-wise...

...

Image

When you hover over that part of the menu, I don't hear any rattling sound. Everybody knows that you should hear rattle if you scratch against that kind of surface.
by Artman40
Fri Dec 28, 2018 5:13 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 43346

Re: Friday Facts #275 - 0.17 Science changes

The thing is, it would be nice if you could somehow use pretty much every item to enhance the amount of science you can get out of the pack, perhaps in some special enhancement building or advanced science lab. My idea is that every item (maybe except the most raw resources) would have some sort of ...
by Artman40
Sat Sep 29, 2018 5:45 pm
Forum: News
Topic: Friday Facts #262 - Hello my name is: Compilatron
Replies: 126
Views: 17208

Re: Friday Facts #262 - Hello my name is: Compilatron

I would state that Compilatron would actually benefit for having no personality in order to still retain the feeling of isolation. So Compilatron would more be a tool than a character.
by Artman40
Fri Sep 28, 2018 8:46 pm
Forum: News
Topic: Friday Facts #262 - Hello my name is: Compilatron
Replies: 126
Views: 17208

Re: Friday Facts #262 - Hello my name is: Compilatron

I kind of agree that that Compilatron takes away some of the mood of the game about being stranded alone.

Is it possible to alter Compilatron so that it doesn't feel like Compilatron is your companion? Something that makes you not get attached to it?
by Artman40
Sat Jun 30, 2018 1:59 pm
Forum: News
Topic: Friday Facts #249 - Dead end exploration
Replies: 206
Views: 22448

Re: Friday Facts #249 - Dead end exploration

Is it possible to implement multiple options at the same time and let the players choose what works best for them?
by Artman40
Sun May 20, 2018 6:27 pm
Forum: News
Topic: Friday Facts #243 - New GUI tileset
Replies: 167
Views: 21229

Re: Friday Facts #243 - New GUI tileset

Nice! I prefer bumpy UI over flat one.
by Artman40
Tue Dec 19, 2017 12:46 am
Forum: Show your Creations
Topic: +250k satellites, +1570 mining productivity, 4,5k SPM
Replies: 17
Views: 6774

Re: +17000 satellites send, +600 mining productivity researched

So you long do you have to play for 600 mining productivity to pay off the resources and time spent on that research?
by Artman40
Mon Dec 18, 2017 11:31 pm
Forum: Releases
Topic: Version 0.16.6
Replies: 14
Views: 12442

Re: Version 0.16.6

Tried "check for updates". No new updates available.
by Artman40
Sun Aug 20, 2017 7:48 am
Forum: General discussion
Topic: Resource costs of infrastructure vs research?
Replies: 2
Views: 653

Resource costs of infrastructure vs research?

In a mid-game factory, how many resources I have to use for research rather than making new buildings?

I need to know for...mining productivity calculation purposes.
by Artman40
Sun Aug 20, 2017 7:40 am
Forum: Releases
Topic: Factorio Roadmap for 0.17 & 0.18
Replies: 795
Views: 725441

Re: Factorio Roadmap for 0.16+

cpy wrote:Good call on dirty mining, we already have mods for dirty mining so yeah, optimization is a way to go! New TG and artillery train, i can't wait to see that! :D
Actually, dirty mining is a better idea than mining productivity. At least with current kind of mining productivity update rate.

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