Search found 48 matches
- Sun Jun 21, 2020 7:34 pm
- Forum: Ideas and Suggestions
- Topic: Restore "planned fluid" alt-view overlay for pipes removed with 0.18.32
- Replies: 5
- Views: 2132
Re: Restore "planned fluid" alt-view overlay for pipes removed with 0.18.32
I hope this can be modded back in. I am really going to miss this feature. It was so nice to have since pipes are such a pain in the ass to work with.
- Fri Jun 12, 2020 11:27 am
- Forum: News
- Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
- Replies: 199
- Views: 80827
Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
The thought process behind redesigning beacons is being hamstrung by calling them "beacons". That implies they're attracting attention to themselves and that they're the important entity rather than broadcasting some sort of information or radiating some kind of power. It's probably way to...
- Fri May 03, 2019 5:24 pm
- Forum: News
- Topic: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan
- Replies: 124
- Views: 60509
Re: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan
Have you considered talking to the noclip people on youtube?
- Fri Apr 12, 2019 6:55 pm
- Forum: News
- Topic: Friday Facts #290 - Rail building changes & High-res icons
- Replies: 75
- Views: 38832
Re: Friday Facts #290 - Rail building changes & High-res icons
This is what I came here to post. Seconding.
- Fri Apr 05, 2019 7:36 pm
- Forum: News
- Topic: Friday Facts #289 - Character GUI
- Replies: 137
- Views: 63262
Re: Friday Facts #289 - Character GUI
I feel the logistics tab would benefit a lot from an option to temporarily turn off the logistics trashing (and maybe requesting too? It's super annoying any time I die and have logistics requests set because I'm too slow to escape my fast bots who refill my current inventory which was already full...
- Fri Apr 05, 2019 7:33 pm
- Forum: News
- Topic: Friday Facts #289 - Character GUI
- Replies: 137
- Views: 63262
Re: Friday Facts #289 - Character GUI
I'm concerned about how incredibly tiny that search button is on the mock up. I thought that too, although you can always use ctrl+f. The button is probably there more as a hint that that you can do so than anything else. I would assume the tooltip also tells you the shortcut. If not it should. I a...
- Fri Apr 05, 2019 7:22 pm
- Forum: News
- Topic: Friday Facts #289 - Character GUI
- Replies: 137
- Views: 63262
Re: Friday Facts #289 - Character GUI
I'm concerned about how incredibly tiny that search button is on the mock up.
- Fri Mar 08, 2019 4:11 pm
- Forum: News
- Topic: Friday Facts #285 - Bugs, Bugs, Bugs.
- Replies: 65
- Views: 32002
Re: Friday Facts #285 - Bugs, Bugs, Bugs.
I'd love to see more examples of the graphical glitches.
- Mon Mar 04, 2019 10:06 pm
- Forum: Releases
- Topic: Version 0.17.5
- Replies: 83
- Views: 42666
Re: Version 0.17.5
This is my new favorite bug. Creative use of game mechanics!FactorioBot wrote: βMon Mar 04, 2019 5:47 pmFixed NPE crash on sending biters if you plaster half the map with furnaces (yes, seriously). (66369)
- Fri Aug 03, 2018 7:18 pm
- Forum: News
- Topic: Friday Facts #254 - No research queue for you
- Replies: 223
- Views: 90386
Re: Friday Facts #254 - No research queue for you
If you're not going to have a queue, then can you please make the 'research finished' screen be less of an interruption? It's really frustrating to be working on something closely and suddenly he snapped into a very different context. Notify me that research is done, but let me choose when to go in...
- Fri Aug 03, 2018 7:12 pm
- Forum: News
- Topic: Friday Facts #254 - No research queue for you
- Replies: 223
- Views: 90386
Re: Friday Facts #254 - No research queue for you
I am extremely entertained that the main argument provided in favor of keeping the research queue is player choice or keeping it an option when the also-optional choice to use mods exists. :lol: This should not be overlooked: If the dev team ultimately doesn't believe this is worth putting in the b...
- Fri Aug 03, 2018 6:17 pm
- Forum: News
- Topic: Friday Facts #254 - No research queue for you
- Replies: 223
- Views: 90386
Re: Friday Facts #254 - No research queue for you
I am extremely entertained that the main argument provided in favor of keeping the research queue is player choice or keeping it an option when the also-optional choice to use mods exists. :lol: This should not be overlooked: If the dev team ultimately doesn't believe this is worth putting in the ba...
- Fri Jun 15, 2018 11:44 pm
- Forum: News
- Topic: Friday Facts #247 - Pricing and its exploits
- Replies: 140
- Views: 67673
Re: Friday Facts #247 - Pricing and its exploits
My initial reaction to Satisfactory was "This looks stupid why would I want to play a Factorio clone in first person view."
Then I watched the trailer and my opinion immediately changed to "I WANT IT NOW."
Then I watched the trailer and my opinion immediately changed to "I WANT IT NOW."
- Fri Jun 01, 2018 7:53 pm
- Forum: News
- Topic: Friday Facts #245 - Campaign concept
- Replies: 167
- Views: 66460
Re: Friday Facts #245 - Campaign concept
The many crossing branches in the Science Tree paths that occur when you have images like https://eu2.factorio.com/assets/img/blog/fff-245-science-pack-technologies-cropped.png are visually confusing. Someone who looks at it for a bit can figure it out but maybe they could be made more visually dist...
- Fri Apr 06, 2018 8:55 pm
- Forum: News
- Topic: Friday Facts #237 - Rich & interactive text
- Replies: 72
- Views: 40782
Re: Friday Facts #237 - Rich & interactive text
I hope this feature will support aliases either via modding or some other sort of easily user accessible interface. Then someone can make a mod where we can just do common items as [item=IronPlate], moddable items like [item=CobaltOre], or custom community tags like [xterm] showing a tiny dude being...
- Thu Mar 01, 2018 12:31 am
- Forum: Releases
- Topic: Version 0.16.27
- Replies: 51
- Views: 38521
Re: Version 0.16.27
Loving the new refined concrete texture. Thank you, artists!
- Fri Feb 23, 2018 10:12 pm
- Forum: News
- Topic: Friday Facts #231 - Belt compression & Crash log uploading
- Replies: 89
- Views: 49230
Re: Friday Facts #231 - Belt compression & Crash log uploading
You've made the right choices regarding crash logs. You'll never make everyone 100% happy no matter what you do, but this will make the largest number of people happy in the long run.
- Fri Jan 05, 2018 10:30 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 382617
Re: Friday Facts #224 - Bots versus belts
I tend to use bots in the medium to late game. I'd describe myself as a complexity-loving revamp-mod-using wanna-be Megabaser who never actually finishes any megabases. I also don't really enjoy using bots as much as I enjoy using belts, but I use them anyways. Why? Here are some of my thought proce...
- Sat Aug 06, 2016 6:43 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Logistics mod
- Replies: 726
- Views: 332652
Re: [0.12.x][v0.12.10] Bob's Logistics mod
I don't quite understand the "Logistics Zone Interface" item. Would someone be kind enough to offer examples of its usage?
- Tue Jul 05, 2016 12:32 am
- Forum: Duplicates
- Topic: [0.13.0] Terrain segmentation
- Replies: 50
- Views: 23712
Re: [0.13.0] Terrain segmentation
Another thing i've noticed is if I set enemy spawns to low or very low everything, but starting area to "none" it's as if the biter settings got turned to very high. That sounds reasonable because if you don't have a starting area there's no ramp of difficulty. It's more of a mod option, ...