Search found 464 matches

by IronCartographer
Wed Nov 13, 2024 3:12 am
Forum: Releases
Topic: Version 2.0.17
Replies: 25
Views: 11646

Re: Version 2.0.17





“ [space-age] Streamlined quality selector to use separate buttons for each quality instead of a drop-down.”

For anyone who has tried it, does this resolves the issue with needing 2 clicks for setting each recipe after researching quality?

It does not.


My suggestion would be that ...
by IronCartographer
Fri Nov 01, 2024 9:00 pm
Forum: Ideas and Suggestions
Topic: Increased visibility of differences in spoilage times
Replies: 2
Views: 496

Re: Increased visibility of differences in spoilage times

Log scale would just be confusing, I think.

The icon shifting over time could be cool, but it would have to be subtle. It wouldn't convey the same clarity of a belt heatmap like "these belts are full of items with red freshness bars, it's a critical section to optimize!" but it might look nice ...
by IronCartographer
Fri Nov 01, 2024 8:15 pm
Forum: Ideas and Suggestions
Topic: Option to hide technology behind an unresearched essential technology
Replies: 1
Views: 258

Re: Option to hide technology behind an unresearched essential technology

Great idea. Maybe on the API side a tech could have a "keystone tech" flag, and if that flag is set then the checkbox would consider if that tech is researched.

Even more flexible than making it specifically for planets/packs, for any funky branching the modders might come up with.

If it were ...
by IronCartographer
Fri Nov 01, 2024 7:32 pm
Forum: Ideas and Suggestions
Topic: Increased visibility of differences in spoilage times
Replies: 2
Views: 496

Increased visibility of differences in spoilage times

TL;DR
Color-coding the spoilage bar to indicate how fast something will spoil, in addition to showing the % progression.

What?
Make it obvious that some of these things will spoil in a matter of seconds while others have far longer remaining:
spoiled progress.png
spoiled progress 2.png ...
by IronCartographer
Thu Oct 31, 2024 9:20 am
Forum: Bug Reports
Topic: [2.0.11] Smart belt dragging places only input underground if obstacle has gap (MR)
Replies: 8
Views: 1737

Re: [2.0.11] Smart belts may place only input ghost underground

Same thing happens still in 2.0.13, running across two tiles of side-by-side north-/south-facing underground hoods, from the west/east side.
by IronCartographer
Thu Oct 24, 2024 7:51 pm
Forum: Ideas and Suggestions
Topic: Make higher quality nightvision goggles have less yellow tint
Replies: 4
Views: 631

Re: Make higher quality nightvision goggles have less yellow tint

The nightvision could use either an option to select other filters (1.1 style as an option please!) or something like you're suggesting with quality interaction.

The old nightvision made better use of contrast, preserving visibility and allowing lights to clarify color rather than getting washed ...
by IronCartographer
Fri Oct 18, 2024 12:07 pm
Forum: News
Topic: Friday Facts #433 - Liftoff Initiated
Replies: 140
Views: 32318

Re: Friday Facts #433 - Liftoff Initiated


I'm not against the idea of having a talky trailer, but I feel like it misses the mark here. The narration retreads what the visuals are already doing - that Fulgora has lightning, Vulcanus has lava, and Gleba has pentapods. Instead it should tell us what isn't so obvious - that Fulgora has an ...
by IronCartographer
Tue Sep 03, 2024 2:26 pm
Forum: News
Topic: Friday Facts #401 - New terrain, new planet
Replies: 105
Views: 35414

Re: Friday Facts #401 - New terrain, new planet

Starting in deserts has been a common problem. I added an additional slider so that you can customise the starting area moisture without affecting the rest of the world. A forest start is significantly easier.

Will there be a positive bias for the moisture in the starting area on the Default and ...
by IronCartographer
Fri May 03, 2024 3:51 pm
Forum: News
Topic: Friday Facts #409 - Diminishing beacons
Replies: 180
Views: 43194

Re: Friday Facts #409 - Diminishing beacons

Beautifully done. Meaningful tradeoffs bounded by carefully considered utility curves. Excellent! :D
by IronCartographer
Fri Apr 19, 2024 11:27 am
Forum: News
Topic: Friday Facts #407 - Automating a soundtrack
Replies: 60
Views: 14995

Re: Friday Facts #407 - Automating a soundtrack


That first (and third) WIP track sounded... really bad. Distractingly bad. I hope that's "just started" WIP not "final touches" WIP.


It definitely gave me the impression of it being a same-y stream of randomly selected bits (sort of like No Man's Sky planets) rather than having an actual ...
by IronCartographer
Fri Mar 15, 2024 12:39 pm
Forum: News
Topic: Friday Facts #402 - Lightspeed circuits
Replies: 170
Views: 40977

Re: Friday Facts #402 - Lightspeed circuits

Nice additions!

Seeing the radar hooked up to a circuit reminds me of discussions on how modules could have additional effects. Speed increasing radar scan rate, prod increasing radar radius. For roboports, speed could increase the charging power/rate, and prod could give them more charging slots ...
by IronCartographer
Sat Mar 09, 2024 4:46 am
Forum: News
Topic: Friday Facts #401 - New terrain, new planet
Replies: 105
Views: 35414

Re: Friday Facts #401 - New terrain, new planet


RSO is so popular for a reason.


It's largely inertia at this point. Originally it was the only way to get a reliably viable starting area with the frequency set to low (for a rail world style experience) because there were no special rules in the base game for spawning resources you needed at ...
by IronCartographer
Fri Mar 08, 2024 6:23 pm
Forum: News
Topic: Friday Facts #401 - New terrain, new planet
Replies: 105
Views: 35414

Re: Friday Facts #401 - New terrain, new planet

Write me down as cheering the whole way though. There's some weirdness with the 'marbling' effect on extreme settings (looking simultaneously too small-scale and large-scale at the same time in a way I'm not sure how to put into words properly), but this is very impressive.

Leaving the old terrain ...
by IronCartographer
Fri Feb 02, 2024 1:03 pm
Forum: News
Topic: Friday Facts #396 - Sound improvements in 2.0
Replies: 98
Views: 22280

Re: Friday Facts #396 - Sound improvements in 2.0

Also how dare you try to make us feel immoral for our ruthless exploitation of the planets and the mass genocide of it's inhabitants!

FWIW, until biters demonstrate some sort of cultural awareness, extermination is probably a better word. Genocide doesn't even necessarily mean use of lethal force ...
by IronCartographer
Fri Jan 26, 2024 2:08 pm
Forum: News
Topic: Friday Facts #395 - Generic interrupts and Train stop priority
Replies: 140
Views: 35796

Re: Friday Facts #395 - Generic interrupts and Train stop priority


I like the "no path" / "destination full" icons, they look great on trains, could you just add a "manual mode" indicator? Sometimes I accidentally switch a train to manual and then it's not obvious why iron isn't coming in :D


A steering wheel icon for manual mode + stopped without driver would ...
by IronCartographer
Sat Nov 04, 2023 8:34 am
Forum: News
Topic: Friday Facts #383 - Super force building
Replies: 175
Views: 47321

Re: Friday Facts #383 - Super force building


This is great but changes like this should not take this long, and im a dev. Teams roughly the same size are doing far more complex things in the span for 3-4 month cycles. What is it about Factorio that adds months to something like this?


The development time of the expansion has likely been ...
by IronCartographer
Fri Sep 15, 2023 3:25 pm
Forum: News
Topic: Friday Facts #376 - Research and Technology
Replies: 368
Views: 92523

Re: Friday Facts #376 - Research and Technology

When you don't put quality modules somewhere, everything works as before, so you don't have to sort everything everywhere as some people thought.
...
I can only design the game around what I enjoy, and I just don't enjoy having to keep track of a huge number of unique recipes, which all work ...
by IronCartographer
Sun Sep 10, 2023 3:55 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 226151

Re: Friday Facts #375 - Quality


Feedback would be much more valuable if we saw the full picture, but obviously thats not going to be the case for a little while longer. And we've seen balancing/changes before on stuff, when switching to new major versions in beta. Wube probably isn't disappearing into the ether on launch day, so ...
by IronCartographer
Sun Sep 10, 2023 3:18 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 226151

Re: Friday Facts #375 - Quality


Just chill out and see what else is revealed over the next year. And at that point, feel free to have whatever opinions/feedback/grievance you wish.


Are you suggesting waiting for it to be finalized before pointing out unintended consequences and possibilities to address them before time runs ...

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