Search found 44 matches

by teemu
Fri Oct 30, 2020 10:35 am
Forum: News
Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Replies: 141
Views: 79341

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

To make it clear that behind the menu is not your factory, every scene has the logos in the exact same position, and the screen has a vignette-like shader on the edges. Maybe you could also apply a small blur filter to make it better fade into the background. But then the logo would probably also b...
by teemu
Sat Apr 14, 2018 8:04 am
Forum: Duplicates
Topic: [0.16.36] Strange cliff generation
Replies: 1
Views: 907

[0.16.36] Strange cliff generation

The map generator seems to generate cliffs in the starting area and not outside it if cliff settings are set to "Very low" frequency and "Big" size.
Screenshot at 2018-04-14 11-02-06.png
Screenshot at 2018-04-14 11-02-06.png (424.77 KiB) Viewed 907 times
Map settings
by teemu
Fri Mar 02, 2018 8:27 am
Forum: Resolved Problems and Bugs
Topic: [kovarex][for 0.17][0.16.27] "usage_priority = "terciary""
Replies: 5
Views: 4223

[kovarex][for 0.17][0.16.27] "usage_priority = "terciary""

In the accumulator definition in entities.lua, starting from line 8342, we have the following: { type = "accumulator", name = "accumulator", ... energy_source = { ... usage_priority = "terciary", ... }, ... }, Seems like "terciary" should be "tertiary&quo...
by teemu
Tue Feb 27, 2018 7:50 am
Forum: Not a bug
Topic: [16.26] Items on belt overcompressed after last update
Replies: 8
Views: 5719

Re: Strange belt bug

Likewise

Image

Merged...
by teemu
Mon Dec 18, 2017 3:20 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [16.x] Achievement track state is not saved.
Replies: 11
Views: 3892

Re: [16.x] Achievement track state is not saved.

Looks like that this only happens in modded saves. If I disable mods, my past achievements show up properly again.
by teemu
Wed Oct 04, 2017 7:55 am
Forum: Ideas and Suggestions
Topic: Nuclear Reactor & Heat Exchanger missing effects
Replies: 6
Views: 3698

Add a warning icon for entities that are out of heat

We have warning icons for when an entity doesn't have fuel or electricity, but we don't have one for heat. Something like this maybe?
by teemu
Tue Oct 03, 2017 5:20 pm
Forum: Ideas and Suggestions
Topic: Heat Exchanger Sprites
Replies: 13
Views: 4720

Re: Heat Exchanger Sprites

I just found out that heat exchangers are boilers, which just use heat energy. I wonder if I can make a mod that does this combining.
by teemu
Mon Oct 02, 2017 10:11 am
Forum: Ideas and Suggestions
Topic: Heat Exchanger Sprites
Replies: 13
Views: 4720

Re: Heat Exchanger Sprites

Unlike your examples, boilers and heat exchangers are almost identical machines by appearance and size and interface. There's very little difference between them. The steam turbine can be considered a direct upgrade to the steam engine.
by teemu
Sun Oct 01, 2017 6:42 pm
Forum: Ideas and Suggestions
Topic: Heat Exchanger Sprites
Replies: 13
Views: 4720

Re: Heat Exchanger Sprites

I don't think that you can compare boilers to ammo. Heat exchangers aren't a direct upgrade to boilers because they lack the coal burning function. Instead, it's a niche machine only useful in nuclear plants. In Factorio you'd typically get "necessities" like heating water with heat pipe t...
by teemu
Sun Oct 01, 2017 12:32 pm
Forum: Ideas and Suggestions
Topic: Heat Exchanger Sprites
Replies: 13
Views: 4720

Re: Heat Exchanger Sprites

The recipes are vastly different and due to the temperatures reachable that makes sense, the boiler is just a few stone and pipe but the heat exchanger is twice as much pipe, 100 copper presumably to simulate a heat sink and 10 steel for the containing of all the added pressuer and building steam t...
by teemu
Sun Oct 01, 2017 10:38 am
Forum: Ideas and Suggestions
Topic: Heat Exchanger Sprites
Replies: 13
Views: 4720

Re: Heat Exchanger Sprites

Maybe the two entities should be merged? Give boilers a heat pipe interface in addition to coal insertion, coal burning can only reach 100Β°C while the heat pipe interface reaches the higher temperatures. Then the heat exchanger can be discarded.
by teemu
Sun Oct 01, 2017 10:21 am
Forum: Ideas and Suggestions
Topic: Rename Programmable Speaker
Replies: 0
Views: 719

Rename Programmable Speaker

I think that the name and description of the speaker could be improved. The "programmable" doesn't really mean anything since everything in Factorio is programmable, like how we don't have a "Programmable power switch" but "Power switch". Come to think of it, since the ...
by teemu
Mon Sep 18, 2017 9:15 am
Forum: Outdated/Not implemented
Topic: Make green science be enabled by Automation 2
Replies: 14
Views: 5087

Re: Make green science be enabled by Automation 2

bobingabout wrote:I'm fairly sure you can make green science straight from the beginning, you just can't automate it until you get the assembling machine 2 with Automation 2.
That's the point of this thread.
by teemu
Sun Sep 17, 2017 5:09 pm
Forum: Outdated/Not implemented
Topic: Make green science be enabled by Automation 2
Replies: 14
Views: 5087

Re: Make green science be enabled by Automation 2

5thHorseman wrote:Not to mention "Automation 2" is generally the first thing you research after "Automation 1" :D
I usually go for Logistics straight up, possibly even first up. I need the splitters early on.
by teemu
Sun Sep 17, 2017 1:57 pm
Forum: Outdated/Not implemented
Topic: Make green science be enabled by Automation 2
Replies: 14
Views: 5087

Re: Make green science be enabled by Automation 2

My point is that the green science cannot be manufactured with the resources available at game start. It only becomes possible with Automation 2. It would be more straightforward to new players if there was only one science type to worry about. You don't actually need to worry about the green scienc...
by teemu
Sun Sep 17, 2017 6:52 am
Forum: Outdated/Not implemented
Topic: Make green science be enabled by Automation 2
Replies: 14
Views: 5087

Re: Make green science be enabled by Automation 2

The point of science is to manufacture it. Or are you going to craft 200 green sciences manually to research red belts?
by teemu
Sat Sep 16, 2017 9:13 am
Forum: Outdated/Not implemented
Topic: Make green science be enabled by Automation 2
Replies: 14
Views: 5087

Make green science be enabled by Automation 2

You need the blue assembling machine to manufacture inserters, which green science needs. So it doesn't make much sense to have green science enabled from the beginning. So I think the green science should be unlocked when the blue assembling machines are. I think this would help new players better ...
by teemu
Fri Sep 15, 2017 6:58 pm
Forum: News
Topic: Friday Facts #208 - Tips and tricks improvement
Replies: 58
Views: 25463

Re: Friday Facts #208 - Tips and tricks improvement

I think the tips & tricks could benefit from a better browser. Right now they're all just crammed in a sequence and finding a specific one was tedious. A list or tree view beside the tips would improve it, IMO, especially if more tips & tricks get added to it.

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