Search found 379 matches

by conn11
Wed Mar 24, 2021 9:50 am
Forum: Ideas and Suggestions
Topic: [1.0.0] Filtered inventory slots in Spidertron don't automatically fill
Replies: 11
Views: 766

Re: [1.0.0] Filtered inventory slots in Spidertron don't automatically fill

As for now Spidertron Enhancements (credit: Xorimuth) dose provide a modded workaround. Besides other things like pathfinding for spidertron.
by conn11
Sat Mar 20, 2021 11:56 am
Forum: Ideas and Suggestions
Topic: Dynamic Zoom
Replies: 4
Views: 350

Re: Dynamic Zoom

And I doubt this will come to vanilla, because with weaker computers (especially graphic card), a bigger zoom out is a possible issue, which cannot be fixed. This point I would argue. I suggeted switiching from max. zoomed out to radar view or, if insufficient radar covarage, map view. This wouldn'...
by conn11
Fri Mar 19, 2021 4:54 pm
Forum: Ideas and Suggestions
Topic: Dynamic Zoom
Replies: 4
Views: 350

Dynamic Zoom

TL;DR Zoom out from default view to map associated features could be beneficial placing bigger blueprints without the necessity to switch to the map. Should be toggleable. What ? Permit zooming out from default view to radar and map view. This option should be toggleable and turned off by default. ...
by conn11
Fri Feb 05, 2021 9:38 am
Forum: News
Topic: Friday Facts #365 - Future plans
Replies: 230
Views: 60510

Re: Friday Facts #365 - Future plans

Big expansion on the horizon, take my money. Getting the author of Alien Biomes on the team looks more than promising. Guess some space exploration'ish Vanilla expansion is about to come. Very much looking forward for it!
by conn11
Fri Jan 29, 2021 11:03 pm
Forum: News
Topic: Friday Facts #364 - 1.1 stable
Replies: 57
Views: 15309

Re: Friday Facts #364 - 1.1 stable

Amazing work! 1.1. did truly, what was announced. It expanded on features and added technical improvements wished to be in the game before.
Waypoints, fast autosaves, flip and turn; great job.
by conn11
Mon Dec 07, 2020 8:06 pm
Forum: General discussion
Topic: Thanks for all the fish! (Cave spoiler Spidertron)
Replies: 18
Views: 2394

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: 1768

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: 542

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: 74
Views: 26219

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: 222
Views: 50545

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: 53459

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: 946

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: 53459

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: 574

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: 426

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: 1027

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: 1027

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: 1027

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: 1027

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: 1640

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...

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