Search found 41 matches

by _alphaBeta_
Tue Oct 22, 2019 4:02 pm
Forum: News
Topic: Friday Facts #317 - New pathfinding algorithm
Replies: 69
Views: 9604

Re: Friday Facts #317 - New pathfinding algorithm

I'm hoping this pathfinding upgrade is a precursor to more sophisticated biter attacks. Would be nice if biters offered more of a challenge by avoiding hazards altogether and going through a hole in your defenses.
by _alphaBeta_
Fri Apr 19, 2019 12:00 am
Forum: News
Topic: Friday Facts #290 - Rail building changes & High-res icons
Replies: 75
Views: 12950

Re: Friday Facts #290 - Rail building changes & High-res icons

I'm not getting a maintainability vibe on this at all. We've all started building a rail the unintended way and had to correct. Seems like that was the main inconvenience they were looking to address. I think this was a smaller problem and certainly wasn't worth giving up the fully functional and we...
by _alphaBeta_
Sun Apr 14, 2019 4:09 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.17.31] Distractor follower count shown in bonuses screen
Replies: 1
Views: 534

[Rseding91] [0.17.31] Distractor follower count shown in bonuses screen

Distractor capsules do not count against the player's follower count, yet they are listed in the bonuses screen like they do. Very minor, but potentially confusing for newer players. Bonuses screen should only show the defender and destroyer capsules. The follower technology graphic also shows all t...
by _alphaBeta_
Sat Apr 13, 2019 1:52 am
Forum: News
Topic: Friday Facts #290 - Rail building changes & High-res icons
Replies: 75
Views: 12950

Re: Friday Facts #290 - Rail building changes & High-res icons

Simplified rail building. Holding shift while rail building always activates the combination of ghost-rail-building + remove-obstacles, releasing shift returns back to normal manual mode. It doesn't matter anymore, whether the rail building started with shift or not. This removed the possibility to...
by _alphaBeta_
Fri Apr 05, 2019 8:22 pm
Forum: News
Topic: Friday Facts #289 - Character GUI
Replies: 137
Views: 19937

Re: Friday Facts #289 - Character GUI

I feel the logistics tab would benefit a lot from an option to temporarily turn off the logistics trashing (and maybe requesting too? I find myself mostly using the slot filtering for items I request as putting them away means robots will get it back to me whether i want it or not, but it's still w...
by _alphaBeta_
Wed Apr 03, 2019 12:41 am
Forum: Ideas and Suggestions
Topic: [0.17.4] Toggle Belt Immunity shortcut
Replies: 6
Views: 597

Re: [0.17.4] Toggle Belt Immunity shortcut

+1
Certainly concur with this; came here to suggest the same.
by _alphaBeta_
Wed May 09, 2018 4:54 pm
Forum: Won't fix.
Topic: [posila] [0.16.13] Fluid wagon tank indicators not lining up
Replies: 5
Views: 1293

Re: [posila] [0.16.13] Fluid wagon tank indicators not lining up

Trebor wrote:This is usefull when placing two pumps next to each other to show they are on different tanks.
I'm not following. The yellow outline doesn't track the position of the tanks in all cases. That's the complaint. I agree this would be very useful if the feature did what you'd expect.
by _alphaBeta_
Mon Apr 09, 2018 1:43 pm
Forum: Won't fix.
Topic: [posila] [0.16.13] Fluid wagon tank indicators not lining up
Replies: 5
Views: 1293

Re: [posila] [0.16.13] Fluid wagon tank indicators not lining up

I was going to report the same issue in [0.16.36]. I thought this bug was new to [0.16.x], but perhaps it was always just highlighting the track as you say and I just never noticed before. Is that helpful though? Granted the need to specifically identify which tank the pump will attach to has been r...
by _alphaBeta_
Tue Mar 20, 2018 4:17 pm
Forum: Releases
Topic: Version 0.16.32
Replies: 21
Views: 10989

Re: Version 0.16.32

Changes Only item ingredients are automatically sorted in recipes. I was puzzled, when I loaded up my current factory, on why I wasn't getting any flamethrower ammo. I then noticed the inputs were reversed between light and heavy oil, so perhaps I had too many beers the day before while playing. :D...
by _alphaBeta_
Fri Feb 16, 2018 6:12 pm
Forum: News
Topic: Friday Facts #230 - Engine modernisation
Replies: 81
Views: 23781

Re: Friday Facts #230 - Engine modernisation

I appreciated the humor in this FF. There's nothing like firing up an initial attempt at a change or optimization and not quite finding what you expected.

On a more serious note, where are we with belt compression?
by _alphaBeta_
Fri Jan 12, 2018 8:40 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 147862

Re: Friday Facts #225 - Bots versus belts (part 2)

The problem isn't so much that existing factories will be broken (as far as I can tell) as it is that if you remove or significantly nerf bots, then the next version of factorio will support only smaller factories than the current version. That seems like an obvious step back, and I think that is w...
by _alphaBeta_
Fri Jan 12, 2018 7:41 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 147862

Re: Friday Facts #225 - Bots versus belts (part 2)

I find any game with mechanics and units to be more interesting when there's an assortment to choose from and each has its place. There's definitive trade-offs with pros and cons the player is faced with to weigh and ultimately deal with. If the choice of what to do is always so obvious, appeal is q...
by _alphaBeta_
Fri Dec 15, 2017 5:02 pm
Forum: Releases
Topic: Version 0.16.0
Replies: 130
Views: 72721

Re: Version 0.16.0

Am I the only one thinking that enemies need a bit of a buff given the expanding player arsenal?
by _alphaBeta_
Thu Dec 14, 2017 7:58 pm
Forum: Not a bug
Topic: [16.0] Logistic buffer chests not providing to requester chest
Replies: 17
Views: 2756

Re: [16.0] Logistic buffer chests not providing to requester chest

Just passing the word in a number of places: According to this post, which links to a Reddit post, this change is not necessarily permanent.
by _alphaBeta_
Thu Dec 14, 2017 7:44 pm
Forum: Ideas and Suggestions
Topic: 0.16 Allow logistic Buffer chests to supply Requester chests
Replies: 14
Views: 2890

Re: 0.16 Allow logistic Buffer chests to supply Requester chests

This may just be a misunderstanding due to their definition of "not-a-bug". Just because the current behavior is intended, doesn't mean it's permanently intended. According to Klonan, this change is temporary until they figure out a solution to a chest priority issue. Source on Reddit I'm guessing ...
by _alphaBeta_
Thu Dec 14, 2017 6:40 pm
Forum: News
Topic: Friday Facts #203 - Logistic buffer chest
Replies: 152
Views: 35508

Re: Friday Facts #203 - Logistic buffer chest

I thought the buffer chest was supposed to allow "Buffer -> Requester." I've found that it does not let items get pulled from the buffer chests. I was about to say that's not how it's supposed to work, so it's probably a bug, and then I found the bug thread where the devs say they intentionally cha...
by _alphaBeta_
Thu Dec 14, 2017 6:32 pm
Forum: Releases
Topic: Version 0.16.0
Replies: 130
Views: 72721

Re: Version 0.16.0

Major Features Added logistic buffer chest. It can request items that are still available to the logistic system. Not true, it's only available to personal logistics. Buffer chests don't work with Requester Chests. Which makes these chests a no-go for me. I was a bit shocked, but this is apparently...
by _alphaBeta_
Thu Dec 14, 2017 6:28 pm
Forum: Ideas and Suggestions
Topic: 0.16 Allow logistic Buffer chests to supply Requester chests
Replies: 14
Views: 2890

Re: 0.16 Allow logistic Buffer chests to supply Requester chests

I'm extremely disappointed by this change and was really looking forward to this working as it was outlined in FFF #203 . I had the same use case in mind as mentioned in the bug thread with being able to have storage self-regulating and organized and returning certain items to their original storage...
by _alphaBeta_
Wed Dec 13, 2017 8:41 pm
Forum: Releases
Topic: Version 0.16.0
Replies: 130
Views: 72721

Re: Version 0.16.0

spinba11 wrote:Yay, can somebody post a link to the FF about fast replacing belt/splitters/underground belts, i need to remind myself about it.
Took me a while to search and identify that this was mentioned in FFF #206.
by _alphaBeta_
Wed Dec 13, 2017 4:01 pm
Forum: Releases
Topic: Version 0.16.0
Replies: 130
Views: 72721

Re: Version 0.16.0

Wow, sounds great! Features Building entities over identical ghosts will revive them. When building a different entity on top of a ghost, settings from the ghost will be copied if possible. I'm not following what is trying to be said here. Anyone following? I think this is when you have an assemble...

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