Search found 18 matches

by alefu
Sat Jan 11, 2020 7:58 pm
Forum: News
Topic: Friday Facts #329 - Campaign reassessment
Replies: 78
Views: 9511

Re: Friday Facts #329 - Campaign reassessment

You seem to think that it is bad when the campaign is different from freeplay. But I think if they are too similar, there would be no reason to have both. I really liked the old campaign with it's small missions with increasingly difficult tasks. There are other games like e. g. Anno 1404 that also ...
by alefu
Sat Oct 26, 2019 1:14 pm
Forum: News
Topic: Friday Facts #318 - New Tooltips
Replies: 118
Views: 14057

Re: Friday Facts #318 - New Tooltips

Can we have item stack size in tool tips please?
by alefu
Fri Feb 01, 2019 6:01 pm
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 32387

Re: Friday Facts #280 - Visual Feedback is the king

I had hoped for news on 0.17, but I think this was even better!
by alefu
Sun Dec 23, 2018 3:06 pm
Forum: Ideas and Suggestions
Topic: Module Ghosts in Assembling machines.
Replies: 6
Views: 1251

Re: Module Ghosts in Assembling machines.

I would like this too. At the moment we can cancel an open request for bots to put modules into an assembler/furnace, but there is no way to logistically request bots to put modules into an existing machine. Edit: Maybe we could use middle click (aka the button to reserve slots for a specific item) ...
by alefu
Sat Nov 17, 2018 9:57 am
Forum: Resolved Problems and Bugs
Topic: [16.51] Crash loading save: "ID (index: 850, name: puffer-nest) not found in entity list."
Replies: 4
Views: 736

Re: [16.51] Crash loading save: "ID (index: 850, name: puffer-nest) not found in entity list."

I have the same error (index: 804 in my case), also in my Sea Block game, after updating the mods to the newest version.
Would you like to have my save file too?
by alefu
Sat Jun 30, 2018 8:20 pm
Forum: News
Topic: Friday Facts #249 - Dead end exploration
Replies: 206
Views: 26414

Re: Friday Facts #249 - Dead end exploration

I like both options 3 and 4, but would prefer 3, because I think that a clear separation between blueprints and normal items would be nice.
by alefu
Fri Jun 15, 2018 4:36 pm
Forum: News
Topic: Friday Facts #246 - The GUI update (Part 3)
Replies: 161
Views: 24580

Re: Friday Facts #246 - The GUI update (Part 3)

The whole "preset" area makes no sense at all unless you know what is it. First there is that row with "bright orange text field with settings icon and some text, weird button, return/re-run button". Nothing here indicates that this is a preset selection or how to use it. Then there is some white t...
by alefu
Fri Jun 08, 2018 8:00 pm
Forum: News
Topic: Friday Facts #246 - The GUI update (Part 3)
Replies: 161
Views: 24580

Re: Friday Facts #246 - The GUI update (Part 3)

I'm calling it now: With the new GUI tileset, nobody will know if a value can be changed because the button and editable field look exactly the same. Notice the seed field for example, it looks exactly the same as the other buttons, making me wonder if it's a button, or a text field. Yes, that is t...
by alefu
Sat May 19, 2018 6:56 pm
Forum: News
Topic: Friday Facts #243 - New GUI tileset
Replies: 167
Views: 24654

Re: Friday Facts #243 - New GUI tileset

Great work! The only thing that bugs me, is that the editable fields are standing out. I feel like this is contrary to all other applications I know and makes them look to much like buttons.
by alefu
Mon Feb 19, 2018 10:31 pm
Forum: Releases
Topic: Version 0.16.25
Replies: 72
Views: 21734

Re: Version 0.16.25

Thank you a lot for this update! <3
by alefu
Sun Feb 11, 2018 3:02 pm
Forum: News
Topic: Friday Facts #229 - Taiwan report & Lamp staggering
Replies: 45
Views: 11831

Re: Friday Facts #229 - Taiwan report & Lamp staggering

Haha - and I always thought that the lamps not turning on at the same time was some kind of update bug! I am a coder myself, so I guess this is the typical case of "It's a feature, not a bug!" :-)
by alefu
Fri Jan 12, 2018 7:30 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 148268

Re: Friday Facts #225 - Bots versus belts (part 2)

Also add fucking Loaders, which are already programmed in the game. Allow them to only put things in and out of cargo wagons and other chest types and put ores into and out of furnace type buildings faster then then stack inserters. Not Assembler types and Reactors/Steam Engines types. You do this ...
by alefu
Sun Dec 17, 2017 11:48 pm
Forum: Resolved Problems and Bugs
Topic: [Dominik] [0.16.5] [for 0.17] Chest GUI wrong after copy from other chest
Replies: 2
Views: 1237

[Dominik] [0.16.5] [for 0.17] Chest GUI wrong after copy from other chest

When you copy the limitation setting from one chest to another while the target chest's GUI is open, the GUI is not updated correctly. It is somehow in a state between having a limitation and not having one. (Hard to describe, just try yourself...
by alefu
Sat Dec 16, 2017 10:57 am
Forum: News
Topic: Friday Facts #221 - 0.16 is out
Replies: 155
Views: 25779

Re: Friday Facts #221 - 0.16 is out

Great work with the update, thank you devs! On belt compression: I personally would like to make belt compression as easy and intuitive as possible, because a) I would like belts to stay competitive to bots as long as possible in the late game b) it is an unnecessary hurdle for new players to figure...
by alefu
Tue Aug 15, 2017 6:39 pm
Forum: Not a bug
Topic: [0.15] Research inconsistency
Replies: 4
Views: 911

Re: [0.15] Research inconsistency

It would be nice if clicking on a required science pack would select the technology the provides this science pack.
by alefu
Sun Apr 30, 2017 1:39 pm
Forum: Technical Help
Topic: [0.15.3] error updating to [0.15.5]
Replies: 0
Views: 285

[0.15.3] error updating to [0.15.5]

I have currently 0.15.3 installed (originally downloaded 0.15.0 and updated to 0.15.1, 0.15.2 and 0.15.3 without problems when they came out). Upon starting Factorio, I get the info that 0.15.5 is out and I can update. However, after downloading the first zip file there is a pause of about 5-10 seco...
by alefu
Tue Oct 11, 2016 5:19 pm
Forum: Ideas and Suggestions
Topic: Search in crafting recipes should search in ingredients, too
Replies: 2
Views: 740

Re: Search in crafting recipes should search in ingredients, too

There is a new mod called "What is it used for?" that kind of solves this problem, although ingame support would be superior and the mod does not adress research as DukeAI suggested. Another suggestion for easy search for ingredients: When having an item at the mouse cursor and clicking the search i...
by alefu
Sun Oct 02, 2016 3:05 pm
Forum: Ideas and Suggestions
Topic: Search in crafting recipes should search in ingredients, too
Replies: 2
Views: 740

Search in crafting recipes should search in ingredients, too

When searching in the crafting window, the search terms are only matched against the recipe titles. I would love to find recipes with matching ingredients, too. Sometimes you want to know what those advanced circuits are needed for, to plan the layout of your factory... I guess this is mainly a prob...

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