Search found 107 matches

by deer_buster
Fri Dec 08, 2023 3:52 pm
Forum: News
Topic: Friday Facts #388 - Smaller things for 2.0
Replies: 149
Views: 23071

Re: Friday Facts #388 - Smaller things for 2.0

trad_emark wrote: ↑
Fri Dec 08, 2023 3:03 pm
How much is

Code: Select all

10/2k
?
could be interpreted as (10/2)k, so 5k is my guess.
by deer_buster
Fri Dec 08, 2023 1:59 pm
Forum: News
Topic: Friday Facts #388 - Smaller things for 2.0
Replies: 149
Views: 23071

Re: Friday Facts #388 - Smaller things for 2.0

Being able to set lamp intensity manually would also be nice, and perhaps effects (such as pulsing/blinking, et.al.) as well
by deer_buster
Fri Nov 17, 2023 10:23 pm
Forum: News
Topic: Friday Facts #385 - Asteroid Collector
Replies: 57
Views: 12944

Re: Friday Facts #385 - Asteroid Collector

Personally, not reusing drone-like activities to capture and retrieve debris seems like a misappropriation of talent...a drone with reaction-controls or attitude thrusters seems like it would have been a great idea....imho
by deer_buster
Fri Nov 10, 2023 3:37 pm
Forum: News
Topic: Friday Facts #384 - Combinators 2.0
Replies: 325
Views: 41618

Re: Friday Facts #384 - Combinators 2.0

Regarding multiple outputs...it would be nice to specify which output wire color gets what output
by deer_buster
Fri Oct 13, 2023 8:26 pm
Forum: News
Topic: Friday Facts #380 - Remote view
Replies: 181
Views: 28695

Re: Friday Facts #380 - Remote view

Can we get the ability to upgrade via blueprint? (e.g. One blueprint has yellow belts, assembler 1, interters....upgrade blueprint has red/2/fast). And I mean using regular blueprints, not the upgrade planner...which isn't a blueprint
by deer_buster
Fri Sep 29, 2023 1:08 pm
Forum: News
Topic: Friday Facts #378 - Trains on another level
Replies: 337
Views: 74496

Re: Friday Facts #378 - Trains on another level

So, I like what you're doing here. One thing I would like to see for the expansion. Diagonal belts please. The step diagonal belts look terrible, and I have always hated them.
by deer_buster
Sat Feb 05, 2022 4:31 am
Forum: News
Topic: Friday Facts #367 - Expansion news
Replies: 220
Views: 126688

Re: Friday Facts #367 - Expansion news

Honestly, I would rather have multiple expansions at a reduced cost and quicker turn-around, than multi-year single expansion that (more than) doubles the cost of the game that I paid originally...
by deer_buster
Fri Jan 28, 2022 2:02 am
Forum: Ideas and Suggestions
Topic: Ordering docked bots
Replies: 4
Views: 2320

Re: Ordering docked bots

It's been a long while since this was posted. The need is still there. Any update possible?
by deer_buster
Tue Jun 25, 2019 2:22 am
Forum: Releases
Topic: Version 0.17.52
Replies: 18
Views: 15410

Re: Version 0.17.52

Working for me now....
by deer_buster
Mon Jun 24, 2019 4:48 pm
Forum: Releases
Topic: Version 0.17.12
Replies: 28
Views: 19961

Re: Version 0.17.12

Changes The Install Mods GUI will now automatically install required dependencies. OMG!!! Love this! Would love this too if it extended to upgrading mods. Which it (as I just found out) doesn't. So, any mod that gains a dependency in an upgrade does NOT get that dependency auto-installed. And findi...
by deer_buster
Mon Jun 24, 2019 4:43 pm
Forum: Releases
Topic: Version 0.17.52
Replies: 18
Views: 15410

Re: Version 0.17.52

Automatic updater is still broken for me: Info HttpSharedState.cpp:145: Downloading https://updater.factorio.com/updater/get-download?package=core-linux64&from=0.17.50&to=0.17.51&isTarget=false&username=DaveMcW&token=<private>&apiVersion=2 Info HttpSharedState.cpp:146: Statu...
by deer_buster
Thu Mar 14, 2019 6:54 pm
Forum: Releases
Topic: Version 0.17.12
Replies: 28
Views: 19961

Re: Version 0.17.12

FactorioBot wrote: ↑
Thu Mar 14, 2019 6:44 pm
Changes
  • The Install Mods GUI will now automatically install required dependencies.


OMG!!! Love this!
by deer_buster
Thu Mar 07, 2019 9:24 pm
Forum: Ideas and Suggestions
Topic: Better mechanism for hand building over ghosts before robots
Replies: 52
Views: 11829

Re: Idling player should delete/place ghosts in reach

I don't think any solution should replace construction bots, or do anything automatically, even within reach. What it should do is act like it does with ghost power poles, and that is to place the item in hand ONLY on the ghost that matches the entity type, if a key is pressed, like shift, alt or co...
by deer_buster
Wed Mar 06, 2019 4:00 am
Forum: Ideas and Suggestions
Topic: Better mechanism for hand building over ghosts before robots
Replies: 52
Views: 11829

[0.17] Replacing Ghosts with Entities

TL;DR Allow a hotkey press to place entities ONLY over ghosts that have already been placed ala how the power poles handle it (albeit without a hotkey) What ? Just like how the power poles place over ghosts already placed, allow us the ability to place all other entities over their ghost with a hot...
by deer_buster
Sat Nov 24, 2018 7:14 am
Forum: News
Topic: Friday Facts #270 - HR Substation & Save/Load overview
Replies: 99
Views: 38292

Re: Friday Facts #270 - HR Substation & Save/Load overview

Tall sizes for the shirts would be much appreciated
by deer_buster
Fri Oct 26, 2018 3:55 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 206598

Re: Friday Facts #266 - Cleanup of mechanics

I'm very glad to hear about the change to assembly machines. I've always felt like I had to rush blue assemblers - despite their expensive early game cost - because greys just can't make too many basic recipes. Now I'll be able to delay upgrading to blues a bit and focus more on automating early ga...
by deer_buster
Fri Oct 05, 2018 8:03 pm
Forum: News
Topic: Friday Facts #263 - Trains in blueprints
Replies: 99
Views: 38131

Re: Friday Facts #263 - Trains in blueprints

posila wrote: ↑
Fri Oct 05, 2018 7:42 pm
Upgrade planner doesn't mess up braided belts, people mess up braided belts.
-or-
Upgrade planner is a good servant but a bad master.
PICNIC
by deer_buster
Fri Oct 05, 2018 3:32 pm
Forum: News
Topic: Friday Facts #263 - Trains in blueprints
Replies: 99
Views: 38131

Re: Friday Facts #263 - Trains in blueprints

V453000 wrote: ↑
Fri Oct 05, 2018 3:19 pm
Serenity wrote: ↑
Fri Oct 05, 2018 3:14 pm
Looks great
The last tweak I'm considering is to allow blueprints to contain the fuel insertion info
Also consider adding the cargo wagon filters
That's already there. :)

Nice
by deer_buster
Fri Oct 05, 2018 3:31 pm
Forum: News
Topic: Friday Facts #263 - Trains in blueprints
Replies: 99
Views: 38131

Re: Friday Facts #263 - Trains in blueprints

Looks great The last tweak I'm considering is to allow blueprints to contain the fuel insertion info Also consider adding the cargo wagon filters yes, please!!!! Well, another tweak would be making filtering cargo wagons easier, such as a copy to all slots function, and ability to filter fluid wago...
by deer_buster
Fri Aug 03, 2018 4:48 pm
Forum: Mod portal Discussion
Topic: Mod portal wishlist Mk XIV
Replies: 4
Views: 2179

Re: Mod portal wishlist Mk XIV

- The mod portal should be able to read the zip files' change logs. It's an unnecessary task to have to publish changes in two or three places. Yes, please! - In the game client, we need more granular control over which mods get updated. Furthermore, it would be a lot better if we could see the cha...

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