Search found 282 matches

by conn11
Thu Jul 09, 2020 4:18 pm
Forum: Ideas and Suggestions
Topic: Disable artillery wagon auto-fire when train is in manual mode
Replies: 7
Views: 133

Re: Disable artillery wagon auto-fire when train is in manual mode

I don't understand why you quoted this paragraph from the wiki. It's about manual targeting mode , not about manually driven train . Trains in manual mode are described in the "Train properties" section below: When part of a manual-mode (player-driven) train, artillery wagons will fire whenever the...
by conn11
Thu Jul 09, 2020 3:36 pm
Forum: Ideas and Suggestions
Topic: Disable artillery wagon auto-fire when train is in manual mode
Replies: 7
Views: 133

Re: Disable artillery wagon auto-fire when train is in manual mode

In automatic mode, when the train is stopped, the artillery wagon will automatically scan for enemy structures (spawners and worms) and shoot at them. Automatic mode cannot target mobile units (biters and spitters); shells do, however, damage mobile units in the vicinity of impact normally. In manu...
by conn11
Thu Jul 09, 2020 1:00 pm
Forum: Ideas and Suggestions
Topic: Disable artillery wagon auto-fire when train is in manual mode
Replies: 7
Views: 133

Re: Disable artillery wagon auto-fire when train is in manual mode

Though with a designated artillery train, this behaviour might be desirable.
If any change is to be made, a toggle (probably manually operated) automatic artillery UI addition will do the trick.
by conn11
Sat Jul 04, 2020 3:08 pm
Forum: General discussion
Topic: New Stile Tool Belt
Replies: 3
Views: 145

Re: New Stile Tool Belt

0.17.79 is to be outdated by 0.18 stable (or 1.0) in a few weeks. Any complaint should at least consider the new GUIs.
by conn11
Fri Jul 03, 2020 11:00 am
Forum: News
Topic: Friday Facts #354 - Launch party and HR power switch
Replies: 29
Views: 3715

Re: Friday Facts #354 - Launch party and HR power switch

Only to update the power switch graphic is a good idea. The entity design is functional and is fitting the rest of the combinator/ circuit stuff style.
by conn11
Fri Jul 03, 2020 6:21 am
Forum: Releases
Topic: Version 0.18.34
Replies: 23
Views: 8833

Re: Version 0.18.34

Logistic request related item and count windows now have notched sliders for 0 to 10 stacks selection. Different numbers that are not multiplies of stacks can be still written into the textboxes. Please reconsider this, or at least make it configurable. The old logarithmic sliders were really nice ...
by conn11
Tue Jun 30, 2020 12:10 pm
Forum: Ideas and Suggestions
Topic: Factorio 1.0 Launch Special Edition
Replies: 19
Views: 676

Re: Factorio 1.0 Launch Special Edition

A coffee mug for long night shifts would be much appreciated.
Probably by extending the merch section.
by conn11
Sun Jun 28, 2020 12:10 pm
Forum: News
Topic: Friday Facts #353 - Trailer update
Replies: 34
Views: 4048

Re: Friday Facts #353 - Trailer update

I wonder if new players will be interested in Factory 0.1. While it is very interesting for those, who did travel along with you, others might not care. What is it you like to achieve with the new trailer? Wich would be a considerable chunk of players. A (launch) trailer explicitly created for leav...
by conn11
Sun Jun 28, 2020 9:55 am
Forum: Releases
Topic: Version 0.18.34
Replies: 23
Views: 8833

Re: Version 0.18.34

The recent changes to GUI are really refinig it. Well done.
Thou the term „flat character GUI“ is a bit confusing, maybe expanded character GUI would be more intuitive.
by conn11
Fri Jun 26, 2020 12:29 pm
Forum: News
Topic: Friday Facts #353 - Trailer update
Replies: 34
Views: 4048

Re: Friday Facts #353 - Trailer update

New trailers, refurbished website. It‘s time to connect to the hype train :D
Can‘t weit to the See the launch trailer.
Will the renewed main trailer be uploaded before release?
by conn11
Tue Jun 23, 2020 4:10 pm
Forum: Ideas and Suggestions
Topic: Upgrade planner for no module to module
Replies: 14
Views: 2341

Re: Upgrade planner for no module to module

+1 for being able to upgrade modules via upgrade planner. It can already do that. It just can't do no module -> module. Wich would be a desireable feature. Once e.g. a row of beacons is moduled up, it‘s trivial enough. But for situations creating such a bp a little more flexibility would be a gain ...
by conn11
Tue Jun 16, 2020 9:41 pm
Forum: Releases
Topic: Version 0.18.32
Replies: 36
Views: 10580

Re: Version 0.18.32

valneq wrote:
Tue Jun 16, 2020 9:14 pm
(...)
What you want is the interface setting that was introduced alongside the new beacon. Go to "Settings" → "Interface" and adjust what you want
(...)
Indeed, overlooked it. My bad.
by conn11
Tue Jun 16, 2020 9:06 pm
Forum: Releases
Topic: Version 0.18.32
Replies: 36
Views: 10580

Re: Version 0.18.32

this would be the perfect opportunity for showing modules in a second surface when alt mode is enabled (like already frequently suggested in the FFF) What do you mean? The new interface setting to show or not show which modules are inside the beacons when alt-mode is active? Or do you mean surfaces...
by conn11
Tue Jun 16, 2020 7:50 pm
Forum: News
Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Replies: 194
Views: 13136

Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing

Such designs weren‘t possible when fluid mixing was a thing. It just bricked your pipe network. The backup input should be something achieveable with a little more sophisticated contraption. Though funktional fluid mixing would have some use for flamethrower turrets, in most other entities it would...
by conn11
Tue Jun 16, 2020 7:35 pm
Forum: Releases
Topic: Version 0.18.32
Replies: 36
Views: 10580

Re: Version 0.18.32

Seeing the new beacons in game they look pretty nice. Even better than the preview images from the latest FFF. 2 issues though: overlap.PNG this would be the perfect opportunity for showing modules in a second surface when alt mode is enabled (like already frequently suggested in the FFF) horizontal...
by conn11
Tue Jun 16, 2020 5:16 am
Forum: News
Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Replies: 194
Views: 13136

Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing

What would be the benefit for Vanilla , exactly? The benefit would be to allow for more interesting designs where the same pipe can be used to carry multiple different fluids at different times. Perhaps you want to hook your flamethrower turrets up to light oil by default, but you don't want to ris...
by conn11
Tue Jun 16, 2020 4:05 am
Forum: News
Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Replies: 194
Views: 13136

Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing

What would be the benefit for Vanilla , exactly? The relevant edge cases where mixing prevention is limiting are, with the flush feature, taken care off. I hope you do realize your statement makes no sense in a game like Factorio. That's not because you can't imagine a limitation it does not exists...
by conn11
Mon Jun 15, 2020 7:57 pm
Forum: News
Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Replies: 194
Views: 13136

Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing

fuinril wrote:
Mon Jun 15, 2020 7:23 pm
The flush button is a good, very needed, idea ! But please, allow fluid mixing again !
What would be the benefit for Vanilla, exactly?

The relevant edge cases where mixing prevention is limiting are, with the flush feature, taken care off.
by conn11
Fri Jun 12, 2020 3:35 pm
Forum: News
Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Replies: 194
Views: 13136

Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing

This new iteration should improve beaconed factories significantly.
The recent trend to integrate alt-mode or bottleneck information into vanilla is hopefully continued into the Assembler redesign.

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