Search found 20 matches

by Kevin Ar18
Thu May 24, 2018 12:52 am
Forum: News
Topic: Friday Facts #243 - New GUI tileset
Replies: 167
Views: 20112

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 ...
by Kevin Ar18
Wed Apr 18, 2018 1:41 am
Forum: News
Topic: Friday Facts #238 - The GUI update (Part II)
Replies: 143
Views: 19838

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...
by Kevin Ar18
Wed Aug 02, 2017 8:15 pm
Forum: News
Topic: Friday Facts #201 - 0.15 Stable, but not really
Replies: 148
Views: 20704

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...
by Kevin Ar18
Thu Jul 13, 2017 7:58 pm
Forum: News
Topic: Friday Facts #198 - Rail segment visualisation
Replies: 116
Views: 21853

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...
by Kevin Ar18
Wed Jul 12, 2017 8:44 pm
Forum: News
Topic: Friday Facts #198 - Rail segment visualisation
Replies: 116
Views: 21853

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 ...
by Kevin Ar18
Tue Feb 28, 2017 8:56 pm
Forum: News
Topic: Friday Facts #177 - Difficulty settings
Replies: 120
Views: 24415

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 suggest it fi...
by Kevin Ar18
Fri Feb 17, 2017 12:19 am
Forum: News
Topic: Friday Facts #177 - Difficulty settings
Replies: 120
Views: 24415

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 and the l...
by Kevin Ar18
Thu Nov 17, 2016 11:36 pm
Forum: News
Topic: Friday Facts #159 - Research revolution
Replies: 248
Views: 50217

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 reason to build larger...
by Kevin Ar18
Fri Sep 16, 2016 3:16 am
Forum: Ideas and Suggestions
Topic: Add a slider to increase research and build times
Replies: 21
Views: 3027

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...
by Kevin Ar18
Tue Sep 13, 2016 11:32 pm
Forum: Ideas and Suggestions
Topic: Add a slider to increase research and build times
Replies: 21
Views: 3027

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, super line...
by Kevin Ar18
Tue Sep 13, 2016 1:11 am
Forum: Ideas and Suggestions
Topic: Add a slider to increase research and build times
Replies: 21
Views: 3027

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...
by Kevin Ar18
Sat Sep 03, 2016 4:17 am
Forum: Ideas and Suggestions
Topic: Add a slider to increase research and build times
Replies: 21
Views: 3027

Re: Add a slider to increase research and build times

Version 2? :)
factorio.jpg
factorio.jpg (43.34 KiB) Viewed 2296 times
by Kevin Ar18
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: 1771

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 ...
by Kevin Ar18
Mon Aug 22, 2016 7:49 pm
Forum: Ideas and Suggestions
Topic: Add a slider to increase research and build times
Replies: 21
Views: 3027

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...
by Kevin Ar18
Mon Aug 22, 2016 7:28 pm
Forum: Ideas and Suggestions
Topic: Making nuclear reactors interesting (and thus fun)
Replies: 9
Views: 967

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...
by Kevin Ar18
Fri Aug 19, 2016 11:13 pm
Forum: Ideas and Suggestions
Topic: Add a slider to increase research and build times
Replies: 21
Views: 3027

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...
by Kevin Ar18
Fri Aug 12, 2016 12:37 am
Forum: Ideas and Suggestions
Topic: Add a slider to increase research and build times
Replies: 21
Views: 3027

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 excessive. This suggestion...
by Kevin Ar18
Fri Jul 22, 2016 1:17 am
Forum: Ideas and Suggestions
Topic: Add a slider to increase research and build times
Replies: 21
Views: 3027

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 formally add...
by Kevin Ar18
Wed Jul 13, 2016 4:21 am
Forum: Ideas and Suggestions
Topic: Add a slider to increase research and build times
Replies: 21
Views: 3027

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 all in lua f...
by Kevin Ar18
Tue Jul 12, 2016 11:57 pm
Forum: Ideas and Suggestions
Topic: Add a slider to increase research and build times
Replies: 21
Views: 3027

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 make. * I ...

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