Search found 21 matches
- Mon Nov 30, 2015 1:13 am
- Forum: News
- Topic: Friday Facts #114 - Better train conditions
- Replies: 77
- Views: 58123
Re: Friday Facts #114 - Better train conditions
Ha, it's so cool, I can't wait to expand my train network!
- Sun Nov 29, 2015 7:24 pm
- Forum: News
- Topic: Friday Facts #114 - Better train conditions
- Replies: 77
- Views: 58123
Re: Friday Facts #114 - Better train conditions
The new rail-building looks very awesome! I do have one question though... why do you pause the construction at some point in the center and not just drag the rail to connect to the endpoint right away? Edit: Did I see correctly, that there's no more curved rails? The tooltip only showed the straigh...
- Sat Oct 17, 2015 6:45 pm
- Forum: News
- Topic: Friday Facts #108 - Unexpected Features
- Replies: 74
- Views: 53855
Re: Friday Facts #108 - Unexpected Features
The new smoke graphics look totally awesome!
By the way... is there anything planned, like making the light sources (furnaces, boilers, ...) "shine through" a bit more?
By the way... is there anything planned, like making the light sources (furnaces, boilers, ...) "shine through" a bit more?
- Wed Nov 12, 2014 11:00 am
- Forum: Balancing
- Topic: Some items becoming "useless" in lategame & changing recipes
- Replies: 51
- Views: 55713
Re: Some items becoming "useless" in lategame & changing rec
Steel furnaces have an advantage over Electric furnaces, unless you are running the Electric ones on coal. As long as you are boiler dependent, you lose 50% of all energy, since boilers have an efficiency of 50% - Steel furnaces operate at 100%. That means, since Steel and Electric (without modules)...
- Tue Nov 04, 2014 11:17 pm
- Forum: Ideas and Suggestions
- Topic: Sorting key for any Inventory
- Replies: 16
- Views: 7496
Re: Sorting key for any Inventory
I made a similar suggestion a while back... I believe a hotkey for sorting would solve the need of turning autosort off and on in the options and clicking around a lot, but I ended up using the toolbelt slots to split up my item stacks, if needed Not sure how, but I somehow got used to that^^
- Tue Nov 04, 2014 11:12 pm
- Forum: Technical Help
- Topic: Factorio 0.11.1 update
- Replies: 5
- Views: 7220
Re: Factorio 0.11.1 update
Try running it as administrator. Might sound stupid, but it fixed the problem for me.
- Tue Nov 04, 2014 9:45 am
- Forum: Implemented Suggestions
- Topic: Multiplayer - local Player Prediction
- Replies: 5
- Views: 3088
Re: Multiplayer - local Player Prediction
I'd like to second this idea, even if I don't care as much for the delayed movement directly, as I do care about the inability in multiplayer to hold down the mine key to retrieve e.g. a lot of conveyor belts in a line. Currently, it leaves a lot of gaps, since the character seems to walk about one ...
- Sun Nov 02, 2014 8:47 pm
- Forum: Implemented Suggestions
- Topic: Marker item or function
- Replies: 3
- Views: 2187
Re: Marker item or function
Interesting post you linked me to, thanks for that - however, in comparison to my post, you simply suggested "coloring areas" (which seems to be quite meta, compared to actual tools) and signs (which weren't really the point of my post). Feel free to add my suggestion to your list, though ;)
- Sun Nov 02, 2014 8:26 pm
- Forum: Implemented Suggestions
- Topic: Marker item or function
- Replies: 3
- Views: 2187
Marker item or function
I had this idea looming in my head for a while now, but now with multiplayer added, it seems to be even more useful - a marker in order to show other players various things, e.g. "Can you get the copper ore over *there*, please?" No matter, how much I circled with my mouse on my screen (an...
- Sun Nov 02, 2014 8:03 pm
- Forum: Ideas and Suggestions
- Topic: Grapher
- Replies: 3
- Views: 2570
Re: Grapher
That's actually a cool idea... similar to each power network creating input / output graphs, a liquid "network" could do the same. You could find out that there's a shortage of e.g. oil (because the pumpjacks are running low), or that there's a shortage of gas, so the player would need to ...
- Sun Jun 15, 2014 11:58 am
- Forum: Balancing
- Topic: Possible balance issue: Electric energy / Effectivity
- Replies: 18
- Views: 18973
Re: Possible balance issue: Electric energy / Effectivity
I just believe that this hidden effectivity of 50% within the boilers breaks the balance between burner furnaces and their electric equivalent, as long as you produce electricity with fuel - but that has been discussed already. As soon as fuel is less abundant, alternative energy sources are needed ...
- Sun Jun 15, 2014 11:46 am
- Forum: Ideas and Suggestions
- Topic: Sorting Quickbutton / Overriding Autosort
- Replies: 10
- Views: 4766
Re: Sorting Quickbutton / Overriding Autosort
I would have used the feature of drag-splitting quite a lot of times myself, but I do understand that it's probably not worth the hassle of implementing it into the current system. I still would prefer the autosort feature to be toggled from within the UI rather than browsing the options menu - afte...
- Fri Jun 13, 2014 12:12 pm
- Forum: Balancing
- Topic: Is fuel too strong
- Replies: 12
- Views: 17631
Re: Is fuel too strong
I can only second that statement - there are definitely too many lossless burners, so why make the boiler waste half the fuel?
- Fri Jun 13, 2014 12:03 pm
- Forum: Balancing
- Topic: Possible balance issue: Electric energy / Effectivity
- Replies: 18
- Views: 18973
Re: Possible balance issue: Electric energy / Effectivity
@Khyron: Thanks for the clarification. My personal opinion is still that the step stone->steel is way larger than steel->electric, but I should trust the developers, rather than question them :oops: @Gammro: When I said that the effectivity couldn't be at 100%, I meant that the amount of work needed...
- Fri Jun 13, 2014 9:40 am
- Forum: Balancing
- Topic: Possible balance issue: Electric energy / Effectivity
- Replies: 18
- Views: 18973
Re: Possible balance issue: Electric energy / Effectivity
I think you've just pointed out the most compelling reason why not to make this change. Yes and no - yes, because it *is* more confusing to have different coal consumption than expected and no, because boilers already do consume coal at a different rate. You are missing something :) Mainly I think ...
- Fri Jun 13, 2014 8:55 am
- Forum: Ideas and Suggestions
- Topic: Increasing - Decreasing Indicator also for Power
- Replies: 5
- Views: 2567
Re: Increasing - Decreasing Indicator also for Power
I doubt that it would cause too much lag... Not being able to see the whole list is rather an issue, but as far as I know, this is being worked on already. :) You can view the contents of the chests without noticable lag, the only difference with the arrows would be, that a past state needs to be sa...
- Fri Jun 13, 2014 12:57 am
- Forum: Ideas and Suggestions
- Topic: Sorting Quickbutton / Overriding Autosort
- Replies: 10
- Views: 4766
Re: Sorting Quickbutton / Overriding Autosort
My current approach is almost identical to what you posted, the only difference being more clicks vs. lower accuracy. The goal would be less clicks and maximum accuracy at the same time :) It's not only about bullets and turrets. It was merely an example. The very same thing applies to laboratories ...
- Thu Jun 12, 2014 10:41 pm
- Forum: Balancing
- Topic: Possible balance issue: Electric energy / Effectivity
- Replies: 18
- Views: 18973
Possible balance issue: Electric energy / Effectivity
Hi! Browsing through the wiki (as well as the .lua files), I came to the conclusion that the effectivity of electric devices is always at 100% - they drain exactly the amount as stated. This might be great for looking at the tooltip and knowing immediately, how long your energy will last, how high t...
- Thu Jun 12, 2014 8:46 pm
- Forum: Ideas and Suggestions
- Topic: Sorting Quickbutton / Overriding Autosort
- Replies: 10
- Views: 4766
Re: Sorting Quickbutton / Overriding Autosort
... the autosort checkbox would be easier to reach, if it was placed directly on the UI, rather than "hidden" within the option menu. Yes, I am aware of this option. I find it hard to reach though, and I'd like to toggle it on/off whenever I want to split a stack. In fact, I'd rather keep...
- Thu Jun 12, 2014 1:11 pm
- Forum: General discussion
- Topic: 2^x vs y*10^x
- Replies: 62
- Views: 20533
Re: 2^x vs y*10^x
Unless base two has a significant advantage on filesize / RAM (such that 256 different values can be stored in a single byte only, rather than the 4(?) bytes of an unsigned int ranging up to almost 4.2 billion - so stack sizes won't really matter, since most players probably have yet to harvest 4.2 ...