Search found 374 matches

by conn11
Mon Dec 07, 2020 8:06 pm
Forum: General discussion
Topic: Thanks for all the fish! (Cave spoiler Spidertron)
Replies: 18
Views: 1863

Re: [Spoilers] The importance of fish production

This has been discussed before, though with inconclusive results.
by conn11
Fri Dec 04, 2020 10:49 am
Forum: Ideas and Suggestions
Topic: Empty Module Slots and Upgrade Planner - Let's Talk
Replies: 14
Views: 1305

Re: Empty Module Slots and Upgrade Planner - Let's Talk

Since Bp mirroring is vanilla now, there is little reason not having module insertion or removal for the upgrade planner.
Not a new suggestion, but I’m liking OPs mockup.
by conn11
Fri Nov 27, 2020 11:13 am
Forum: General discussion
Topic: Does anyone have an archive of the versions 0.2-0.6?
Replies: 5
Views: 352

Re: Does anyone have an archive of the versions 0.2-0.6?

At least version 0.1 is publicly available, but chances are you already know that.
by conn11
Thu Nov 26, 2020 7:06 am
Forum: Releases
Topic: Version 1.1.1
Replies: 73
Views: 20903

Re: Version 1.1.1

Added an interface option (off by default) to change quick bar slot filters by clicking them with different items.
Thank you very much!
With that as an option a player can use the new feature to build up his quickbar and once completed conserve it from accidental cluttering.
by conn11
Tue Nov 24, 2020 7:39 am
Forum: Releases
Topic: Version 1.1.0
Replies: 214
Views: 36330

Re: Version 1.1.0

Aside the already presented changes in the FFF, spidertron waypoints and squad, flip and turn for blueprints made Vanilla, more multithreading. This is great! Though the new selection feature defeats the purpose of the quickbar. It might fit some play style but definitely not mine, this should be to...
by conn11
Sat Nov 14, 2020 7:47 am
Forum: News
Topic: Friday Facts #363 - 1.1 is getting close
Replies: 178
Views: 46545

Re: Friday Facts #363 - 1.1 is getting close

Lots of interesting changes. My thoughts: (...) 7. I haven't seen it mentioned in any recent FFFs, so I thought I would add: Please add the ability to copy module emplacements just like copy/pasting recipes on assemblers, miners, etc. I feel that this has been overlooked and would add much Quality ...
by conn11
Fri Nov 13, 2020 3:23 pm
Forum: General discussion
Topic: Alt-F4 #13 - Megabase Archaeology
Replies: 4
Views: 580

Re: Alt-F4 #13 - Megabase Archaeology

Impressed work. What a monumental task building such a beast. But also porting it to 1.0. I remember quitting a pre 0.15. steam powered base after the changes made to the boilers. I would also voice my support including the circuit build in the main menu simulation. Maybe there should even be some s...
by conn11
Fri Nov 13, 2020 11:56 am
Forum: News
Topic: Friday Facts #363 - 1.1 is getting close
Replies: 178
Views: 46545

Re: Friday Facts #363 - 1.1 is getting close

All in all good changes. Especially the alert arrows and the graphical tweaks for those shiny blue nights. I’m not entirely sold on the removal of the characters tab though. The redundancy would be much less relevant if all armour modules were togglable and not only exoskeletons and roboports. This ...
by conn11
Mon Nov 09, 2020 11:02 am
Forum: Ideas and Suggestions
Topic: bigger chest 2xN size (for railway blueprints) or long-handed stacker inserter.
Replies: 8
Views: 386

Re: bigger chest 2xN size (for railway blueprints) or long-handed stacker inserter.

Trains/tanks in train stations have never been a necessity. It' perfectly doable to unload a train into 1 tile chests with stack inserters. Your use case is extremely specific, and the issues you face are the consequence of a design decision. A such, I think you should address your need with mods, ...
by conn11
Sat Nov 07, 2020 12:59 pm
Forum: Ideas and Suggestions
Topic: Nuclear Thermal Furnaces
Replies: 3
Views: 288

Re: Nuclear Thermal Furnaces

Though being an interesting idea in principle. Heat piping as all fluid dynamics is UPS intensive. Eliminating wide spread use in the late game.
Also mods (e.g. from darkfrei)
by conn11
Fri Nov 06, 2020 4:42 pm
Forum: Ideas and Suggestions
Topic: Improving Factorio's Mining Endgame: A Programmable Bucket Chain Excavator
Replies: 13
Views: 665

Re: Improving Factorio's Mining Endgame: A Programmable Bucket Chain Excavator

I'dont think a fixed length chain/wheel extractor is necessary. IMO the core concept of this idea (having a more complex rather repetetice late game mining solution) would be better served, if the extraction arm is dynamically lengthend or shortend depending on ore patch size. Any BWE/BCE on a trai...
by conn11
Fri Nov 06, 2020 4:37 pm
Forum: Ideas and Suggestions
Topic: Improving Factorio's Mining Endgame: A Programmable Bucket Chain Excavator
Replies: 13
Views: 665

Re: Improving Factorio's Mining Endgame: A Programmable Bucket Chain Excavator

A point of critique, besides the practicability of the general implementation, though automating mining, the outpost defences will still have to be built the current way (if needed). Secondly if the BCE/BWE can be balanced such, that mining yield and throughput to traines can be similar to late gam...
by conn11
Fri Nov 06, 2020 4:16 pm
Forum: Ideas and Suggestions
Topic: Improving Factorio's Mining Endgame: A Programmable Bucket Chain Excavator
Replies: 13
Views: 665

Re: Improving Factorio's Mining Endgame: A Programmable Bucket Chain Excavator

Addendum to my first comment: I'dont think a fixed length chain/wheel extractor is necessary. IMO the core concept of this idea (having a more complex rather repetetice late game mining solution) would be better served, if the extraction arm is dynamically lengthend or shortend depending on ore patc...
by conn11
Fri Nov 06, 2020 3:30 pm
Forum: Ideas and Suggestions
Topic: Improving Factorio's Mining Endgame: A Programmable Bucket Chain Excavator
Replies: 13
Views: 665

Re: Improving Factorio's Mining Endgame: A Programmable Bucket Chain Excavator

I like this idea. Outposting is, like setting up more smelting areas repetitive especially in the end game. The latter being more easily semi automatable. The whole idea reminds me, though differently implemented, of the Mining Drones mod by Klonan . Breaking monotony and gaining UPS are certainly b...
by conn11
Tue Nov 03, 2020 4:24 pm
Forum: General discussion
Topic: 1.35k S/M bases should be more popular
Replies: 19
Views: 1224

Re: 1.35k S/M bases should be more popular

I research up to mining productivity 10 (So I get double output), enough weapon upgrades (1 or 2 infinite for bullets makes walls with gun turrets impenetrable and I think I have about 4 for explosions to make clearing by spidertron faster). After that I research follower counts as dummy research b...
by conn11
Sun Nov 01, 2020 10:40 am
Forum: General discussion
Topic: Alt-F4 #11 - Scientific Curiosities
Replies: 11
Views: 1175

Re: Alt-F4 #11 - Scientific Curiosities

I would also like to thank you for youre effort, Alt-F4 are making for a quite interesting read.
In addition to ssilk, alternatively you could release on saturdays instead if FFFs are due.
by conn11
Sun Nov 01, 2020 10:20 am
Forum: Ideas and Suggestions
Topic: Option to build ghost automatically if out of reach.
Replies: 10
Views: 464

Re: Option to build ghost automatically if out of reach.

Yes, very practical suggestion!
This could be handled like the opt-in feature of picking ghosts if an entity is not available to not confuse new players. Either via a new option or expanding the already existing option of picking ghosts.
by conn11
Sun Nov 01, 2020 9:58 am
Forum: Ideas and Suggestions
Topic: Findling personal logistic requests via filter GUI
Replies: 3
Views: 194

Findling personal logistic requests via filter GUI

TL;DR Trying to set an already existing personal logistic request via the filter GUI, should highlight it like the search function dose. What ? With the update to personal logistics, personal logistic requests can become quite numerous. Since they are not sorted and not easily rearranged, finding a...
by conn11
Fri Oct 30, 2020 2:58 pm
Forum: News
Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Replies: 140
Views: 27554

Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button

Philip017 wrote:
Fri Oct 30, 2020 2:48 pm
Love all the changes that you are proposing for 1.1
are you planning at all to bring back the experimental to have the community help test these changes before they are added to the "stable" list? example 1.0.1
1.1 will be released as experimental build.
Source: reddit
by conn11
Fri Oct 30, 2020 1:41 pm
Forum: News
Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Replies: 140
Views: 27554

Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button

This and Blueprint Flip and Turn (credit: NovaM) the two missing features for making the Vanilla (none recursive) blueprint system (thanks for being able to re-edit BPs) complete. I agree, one of the last utils before perfection ! I'd also add to this short list a way to insert item's icon into tra...

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