Search found 20 matches
- Thu May 24, 2018 12:52 am
- Forum: News
- Topic: Friday Facts #243 - New GUI tileset
- Replies: 167
- Views: 66710
Re: Friday Facts #243 - New GUI tileset
In the FFF, you mentioned that you would be using the GNOME button order. Sadly, I know from experience that this makes the interface hard to use for Windows users. :( *Confirm button will be located always at the right side. Back button * Located always at he left side. I know from experience that ...
- Wed Apr 18, 2018 1:41 am
- Forum: News
- Topic: Friday Facts #238 - The GUI update (Part II)
- Replies: 143
- Views: 62442
Re: Friday Facts #238 - The GUI update (Part II)
I'm used to the standard (not only in Factorio), that a confirmation button is in the right bottom corner of every window. This is true for 1 button but not 2 or more buttons. In Windows, the the confirmation button MUST be farthest left; in GNOME, the confirmation button must be farthest right. HO...
- Wed Aug 02, 2017 8:15 pm
- Forum: News
- Topic: Friday Facts #201 - 0.15 Stable, but not really
- Replies: 148
- Views: 59037
Re: Friday Facts #201 - 0.15 Stable, but not really
Regarding the rail block visualization... While it is nice to have, it is really not helpful in understanding Factorio's block system. What I desperately need is a button that shows what blocks are being reserved by trains as they are moving, like this: http://server.exp.simutrans.com/screenshots/si...
- Thu Jul 13, 2017 7:58 pm
- Forum: News
- Topic: Friday Facts #198 - Rail segment visualisation
- Replies: 116
- Views: 73710
Re: Friday Facts #198 - Rail segment visualisation
No debug needed. just place the mouse over the train. Oh good catch; except it is very hard to follow the train so you can watch the signalling on a large scale. Maybe add a button in the trains menu that you can toggle on/off ... so you can see reserved blocks for all trains simultaneously? If you...
- Wed Jul 12, 2017 8:44 pm
- Forum: News
- Topic: Friday Facts #198 - Rail segment visualisation
- Replies: 116
- Views: 73710
Re: Friday Facts #198 - Rail segment visualisation
I think the block colors is a great idea to help people understand. However, one thing that helped me a lot in Simutrans was a command to show which blocks are reserved by trains as the trains are moving. In this screenshot, the red shows which parts of the track are reserved by trains as they move ...
- Tue Feb 28, 2017 8:56 pm
- Forum: News
- Topic: Friday Facts #177 - Difficulty settings
- Replies: 120
- Views: 56968
Re: Friday Facts #177 - Difficulty settings
In case you are wondering, I am the person that originally posted the suggestion to add "difficulty" sliders to the game. ... we've had it on our internal to-do for years and only now decided it was worth spending time on. No, no... Sorry for the misunderstanding. Of course, I did not sug...
- Fri Feb 17, 2017 12:19 am
- Forum: News
- Topic: Friday Facts #177 - Difficulty settings
- Replies: 120
- Views: 56968
Re: Friday Facts #177 - Difficulty settings
Would you be willing to reconsider adding these 3 sliders? settings.png In case you are wondering, I am the person that originally posted the suggestion to add "difficulty" sliders to the game. I have tested these settings in the game and found that by increasing the number of beakers used...
- Thu Nov 17, 2016 11:36 pm
- Forum: News
- Topic: Friday Facts #159 - Research revolution
- Replies: 248
- Views: 116180
Re: Friday Facts #159 - Research revolution
To kovarex: Any chance you could include a "slider" that lets us increase/decrease the science rate on a "per game" basis? I found that by increasing just 3 settings: (lab power usage, beaker amounts, and research time) you can create games that last much longer and give you a re...
- Fri Sep 16, 2016 3:16 am
- Forum: Ideas and Suggestions
- Topic: Add a slider to increase research and build times
- Replies: 21
- Views: 9891
Re: Add a slider to increase research and build times
With different linear scalings for the different tiers, there will be pretty high steps between the tiers. I think a smooth scaling would be preferable. Oh, yes, I know what you mean ... and it is not ideal to have it step like that.... If I could think of some solution without locking the settings...
- Tue Sep 13, 2016 11:32 pm
- Forum: Ideas and Suggestions
- Topic: Add a slider to increase research and build times
- Replies: 21
- Views: 9891
Re: Add a slider to increase research and build times
May I suggest to use a super linear scaling method, specifically x^2 / 5. I thought about having a "make exponential" checkbox... but ... The game has 4 tech levels, so... I figure that allowing players to set different beaker amounts for all 4 tech levels, then you could have it linear, ...
- Tue Sep 13, 2016 1:11 am
- Forum: Ideas and Suggestions
- Topic: Add a slider to increase research and build times
- Replies: 21
- Views: 9891
Re: Add a slider to increase research and build times
VERSION 3 First, let me provide all the technical details to implement properly. At this point, I think it would be better to have this built into the game, since not everything can be done easily with a mod. GOALS 1. Allow a player to make a game last weeks or months. 2. Give players a reason to bu...
- Sat Sep 03, 2016 4:17 am
- Forum: Ideas and Suggestions
- Topic: Add a slider to increase research and build times
- Replies: 21
- Views: 9891
- Mon Aug 22, 2016 8:01 pm
- Forum: Ideas and Suggestions
- Topic: Research Takes more Time and Labs Increases Speed after a While / Acceleration of Research
- Replies: 7
- Views: 5950
Re: Research Takes more Time and Labs Increases Speed after a While / Acceleration of Research
As for how much power increases, you could go with a linear scale... or exponential? An exponential increase might look like this: Each science pak color increases the power use. For example: base lab power = 6kW red pack = 10x power (60kW) green = 10*10 = 100x power (600kW) blue = 10*10*10 = 1000x ...
- Mon Aug 22, 2016 7:49 pm
- Forum: Ideas and Suggestions
- Topic: Add a slider to increase research and build times
- Replies: 21
- Views: 9891
Re: Add a slider to increase research and build times
What's the fun with longer research? Is this some fetish or anything like fun with pain ;) No it is not. You'd be surprised that the reason has nothing to do with research actually. :) Here's the reasons: * I want a single game that lasts weeks or months. I don't like short games where I constantly...
- Mon Aug 22, 2016 7:28 pm
- Forum: Ideas and Suggestions
- Topic: Making nuclear reactors interesting (and thus fun)
- Replies: 9
- Views: 3285
Re: Making nuclear reactors interesting (and thus fun)
I am also of the camp that nuclear needs to play differently for it to be fun: Nuclear should be vulnerable to biter damage. * If biters damage the system (the water source, the cooling, or the containment)), you will have a meltdown. This means nuclear MUST be heavily defended. * If you lose a part...
- Fri Aug 19, 2016 11:13 pm
- Forum: Ideas and Suggestions
- Topic: Add a slider to increase research and build times
- Replies: 21
- Views: 9891
Re: Add a slider to increase research and build times
I have tested the game with some settings modified, and found out that you can drastically change the game with just 3 settings: 1. A slider to multiply research costs (beakers). 2. A slider to multiply research time (per unit/beaker) 3. A slider to increase lab power usage. 4. I also solved the ali...
- Fri Aug 12, 2016 12:37 am
- Forum: Ideas and Suggestions
- Topic: Add a slider to increase research and build times
- Replies: 21
- Views: 9891
Re: Add a slider to increase research and build times
I know there are other mods that basically "make things longer" or "make things more complex". But I think the solution suggested by the OP is particularly elegant and easy to use, allowing you to fine tune. I have played with marathon, and I thought some things were just excess...
- Fri Jul 22, 2016 1:17 am
- Forum: Ideas and Suggestions
- Topic: Add a slider to increase research and build times
- Replies: 21
- Views: 9891
Re: Add a slider to increase research and build times
Sounds like an awesome idea to me. I wonder if these various items are moddable. If they are, then I wonder if there might be an "out of game" way for someone to write some code to modify these values before you start the game so we could see the effects before asking the developers to fo...
- Wed Jul 13, 2016 4:21 am
- Forum: Ideas and Suggestions
- Topic: Add a slider to increase research and build times
- Replies: 21
- Views: 9891
Re: Add a slider to increase research and build times
If they are, then I wonder if there might be an "out of game" way for someone to write some code to modify these values before you start the game so we could see the effects before asking the developers to formally add it to the game. I haven't done any modding, but I think the data is al...
- Tue Jul 12, 2016 11:57 pm
- Forum: Ideas and Suggestions
- Topic: Add a slider to increase research and build times
- Replies: 21
- Views: 9891
Add a slider to increase research and build times
Summary: Add the ability to increase the research and build times of a game, so you can have much longer games. Why: * I want one very long game that lasts weeks or months before getting all tech. * I want there to be a "reason" to build more complex factories because stuff costs more to ...