Search found 11 matches

by Fishling
Fri Mar 16, 2018 9:08 pm
Forum: News
Topic: Friday Facts #234 - Office pictures
Replies: 79
Views: 34271

Re: Friday Facts #234 - Office pictures

Instead of showing all landmines in an area, maybe only a certain percentage of them should be made visible as in the picture. So, you can tell if a minefield is in the area if you are alert, but can't necessarily tell how dense it is and walk around all of them. I am also curious if they can be det...
by Fishling
Sat Sep 02, 2017 1:40 am
Forum: News
Topic: Friday Facts #206 - Workflow optimisation
Replies: 84
Views: 39384

Re: Friday Facts #206 - Workflow optimisation

It seems like the belt replacing splitters and underground will make it hard to upgrade a belt. Previously, you could just run along and upgrade the belts which would skip the other entities and then go and upgrade the rest later. If there were a way where you could click on a yellow belt with a red...
by Fishling
Sun May 21, 2017 4:48 pm
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 148801

Re: Friday Facts #191 - Gui improvements

I do have one idea to add: combine the toolbar and weapon bar into ONE single quickbar, so players can use as many or as few weapons as they want. Eg; - Player "Twinsen" is going on safari, so he has 4 slots prepared with combat drones & grenades, and 10 slots filled with 5 different ...
by Fishling
Sat May 20, 2017 12:22 am
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 148801

Re: Friday Facts #191 - Gui improvements

I don't think it is a problem that free spaces in the toolbar fill up with recently crafted or picked up items. It's not random as Twinsen stated; it is based on what you recently picked up, on the theory that you will often want to place/use it immediately. However, I think there is potential to ha...
by Fishling
Fri May 19, 2017 11:59 pm
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 148801

Re: Friday Facts #191 - Gui improvements

Many people have suggested this and my reaction is no, please don't! 6-0 are hard to reach since your right hand is on the mouse. I use things like shift-1 for splitter, shift-2 for underground belt all the time... if it was 6 and 7 it'd be much more difficult. People don't normally type those with...
by Fishling
Fri May 19, 2017 11:47 pm
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 148801

Re: Friday Facts #191 - Gui improvements

Twinsen, I think you have a lot of good ideas in your proposal. However, I didn't see you bring up what I think are the most unusual and limiting user interaction choices compared to other games and general UI conventions: 1. Wasting the Alt modifier key as a toggle for showing crafting details (and...
by Fishling
Tue May 16, 2017 3:41 pm
Forum: Ideas and Suggestions
Topic: Probability-based recipe outputs are independent
Replies: 5
Views: 3436

Probability-based recipe outputs are independent

I realize the probability calculation is currently implemented intentionally this way and that there is no effective effect on outcome for the vanilla uranium mining recipe since the probabilities are so uneven. However, I think there is a strong case to be made that the current calculation leads to...
by Fishling
Sat May 13, 2017 4:12 am
Forum: Modding help
Topic: Extracting data from Factorio
Replies: 4
Views: 2234

Re: Extracting data from Factorio

Well, that's sad for me but thank you for the rapid answer. Although writing to a file seems to be somewhat slow, it actually works fairly well. What I'd suggest is in to set up handlers on the events you want to consume and/or set up a sampling rate in on_tick to read/calculate data every X ticks....
by Fishling
Wed May 10, 2017 7:45 pm
Forum: This Forum
Topic: Private Message not allowed
Replies: 24
Views: 9540

Re: Private Message not allowed

The first post of each user needs to be approved. Until it is approved that user cannot post any posts that don't need to be approved. When one post is approved, the user can write new posts freely and they don't need approval. Spambots usually won't get their posts approved so they cannot spam or ...
by Fishling
Mon May 08, 2017 10:11 pm
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 387074

Re: [MOD 0.15.1+] Creative Mode 0.3.2 - Mod settings

Description: Adds entities that can generate unlimited items or fluid, or nullify them. License: Attribution-NonCommercial 4.0 International (CC BY-NC 4.0) Attribution β€” You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonab...
by Fishling
Mon May 08, 2017 9:06 pm
Forum: This Forum
Topic: Private Message not allowed
Replies: 24
Views: 9540

Re: Private Message not allowed

The "New member post limit" is currently 3. The moderators are discussing, if this is still useful. It is somewhat annoying since I want to contact a mod author that has no other public contact information listed but I am not able to. I don't think that this restriction will achieve its g...

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