Search found 52 matches
- Sat Apr 20, 2024 11:17 am
- Forum: Implemented in 2.0
- Topic: Upgrade planner for no module to module
- Replies: 17
- Views: 14806
Re: Upgrade planner for no module to module
Sorry for necroposting. I found a lot of questions regarding this, several mods to implement it, and it bothers how inconsistent it is with the rest of the game. If not an upgrade planners - at least blueprints with modules should work the same as with every other entity. Chest, inserters, combinato...
- Sun Feb 25, 2024 8:08 am
- Forum: Ideas and Suggestions
- Topic: Maintainable/modifiable blueprints
- Replies: 3
- Views: 231
Re: Maintainable/modifiable blueprints
I'm sure I've seen a post here asking for proper VCS for blueprints that includes stuff like this. I'm confident VCS is an overkill for Factorio, it's almost impossible without introducing a lot of extra interface. And I'm confident devs don't like extra complexity. That is why I tried to write a s...
- Sat Feb 24, 2024 3:46 pm
- Forum: Ideas and Suggestions
- Topic: Maintainable/modifiable blueprints
- Replies: 3
- Views: 231
Maintainable/modifiable blueprints
TL;DR / What Say you have a nice blueprint for rails. You put it in 50 locations already and want to add some lights now. Why do it manually if you could change it in blueprint and see it instantly applied as ghosts everywhere. Same with upgrades, dismantling and redesign. There should be a mode to ...
- Sun Aug 16, 2020 9:59 pm
- Forum: Ideas and Suggestions
- Topic: Multiplayer lobby GUI
- Replies: 6
- Views: 1538
Re: Multiplayer lobby GUI
I can work around lack of this GUI, but it's just weird. Take a look at any "Civilisation" game. They don't have basic multiplayer features like faction as scenarios. Nor they expect player to create scenario to play with the friend. Things I'm talking about are basic multiplayer settings....
- Sun Aug 16, 2020 9:26 am
- Forum: Ideas and Suggestions
- Topic: Multiplayer lobby GUI
- Replies: 6
- Views: 1538
Multiplayer lobby GUI
Right now it seems factorio is designed to play 2 types of games. Single player, wich is awesome for the first several times, but later - became tediouse, unless you are chasing some wierd goals like huge for the sake of huge, or building x86 because you can. Cooperative multiplayer, highly cooperat...
- Sat Mar 21, 2020 7:20 pm
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 89915
Re: Friday Facts #339 - Beacon HR + Redesign process
This variability is the special kind of perfectionist hell. Not everywhere, but In factorio where you can have borderless fields of perfectly synchronous machines this is just painful.
- Wed Jan 15, 2020 8:40 am
- Forum: Campaign / Scenario suggestions
- Topic: Find a writer please
- Replies: 1
- Views: 2390
Find a writer please
With all do respect, guys, you make probably the best game for decades, but you are not writers. Campaign should contain story, it's shouldn't be only about "how to teach someone play factorio" or "how to force player to solve some challenges" It should contain all of this, but i...
- Wed Jan 15, 2020 8:12 am
- Forum: Campaign / Scenario suggestions
- Topic: Don't make red science first step.
- Replies: 0
- Views: 1794
Don't make red science first step.
This expanding base from FFF is nice, but first step is not red/green if we are talking about new players. Not even close. Right now it seems people who design campain played for way too long. Yes every veteran could and would hancraft to automation tech, because it's doable and fast, but it's not t...
- Wed Jan 15, 2020 7:24 am
- Forum: Campaign / Scenario suggestions
- Topic: Make previous parts of the campaign insignificant.
- Replies: 0
- Views: 1407
Make previous parts of the campaign insignificant.
I mean, you guys already solved the problem one time in old campaign. Let the player build small base, then expand the map to the bigger objectives, and let him keep the old base as suplimentary. Just like in real game. If campaign is partly tutorial - player have to rebuild bases, because first one...
- Wed Nov 13, 2019 11:47 am
- Forum: News
- Topic: Friday Facts #320 - Color correction
- Replies: 202
- Views: 74453
Re: Friday Facts #320 - Color correction
It's interesting, that's quite a lot of people with 1 post only accounts in this friday facts thread. Not sure it's only this time, or it's always happen with FF. It's frequent. Not for all FFFs, but it's almost systematic on significant changes. Funny that simple color change became significant to...
- Wed Nov 13, 2019 9:54 am
- Forum: News
- Topic: Friday Facts #320 - Color correction
- Replies: 202
- Views: 74453
Re: Friday Facts #320 - Color correction
It's interesting, that's quite a lot of people with 1 post only accounts in this friday facts thread. Not sure it's only this time, or it's always happen with FF. But if your changes force significant part of silent readers (like me) to answer - it should probably draw attention. This theme is too b...
- Tue Feb 26, 2019 5:03 pm
- Forum: News
- Topic: Friday Facts #283 - Prepare to Launch
- Replies: 341
- Views: 155051
Re: Friday Facts #283 - Prepare to Launch
The rocket in "factorio" is not very streamlined. It seems planet have very low gravity, so you don't need staging. It also explains efficiency of the flying robots.
- Mon Feb 25, 2019 11:00 pm
- Forum: News
- Topic: Friday Facts #283 - Prepare to Launch
- Replies: 341
- Views: 155051
Re: Friday Facts #283 - Prepare to Launch
It's quite strange to say: "Oh, be patient, please, what's wrong with you?" right after "Hey, I'll show you this new version you waited for a year... soon"
Really, why people became so inpatient?
Really, why people became so inpatient?
- Sat Sep 15, 2018 7:42 am
- Forum: News
- Topic: Friday Facts #260 - New fluid system
- Replies: 292
- Views: 116005
Re: Friday Facts #260 - New fluid system
... The tricky bit is the electric pumps. At a bare minimum, you want them to conduct only in one direction (basically, making them a diode). Unfortunately, this introduces non-linearity into your system: the Ohm's law doesn't work for diodes, and so you can't use a time-proven sparse linear solver...
- Fri Aug 31, 2018 3:06 pm
- Forum: News
- Topic: Friday Facts #258 - New autoplace
- Replies: 145
- Views: 60392
Re: Friday Facts #258 - New autoplace
What about starting areas for multiplayer? It seems it'll be even harder to generate balanced start for 2 players.
- Fri Jun 01, 2018 8:47 pm
- Forum: News
- Topic: Friday Facts #245 - Campaign concept
- Replies: 167
- Views: 60715
Re: Friday Facts #245 - Campaign concept
As for Production vs High Tech science. Probably good idea - is giving Player a choise between "Drone-Powered Base" and "Good power armor and all related stuff" because it's 2 ultimate endgame goals quite often, and they could be easily separated. Now Production path looks more o...
- Fri Jun 01, 2018 6:39 pm
- Forum: News
- Topic: Friday Facts #245 - Campaign concept
- Replies: 167
- Views: 60715
Re: Friday Facts #245 - Campaign concept
I think that campaign would work best if it's built on top of sandbox, something like https://mods.factorio.com/mod/Mining-Space-Industries like sandbox but, directed with tasks and events. If you want another experience for another player don't force then to play the same sandbox but with another ...
- Fri Jun 01, 2018 6:21 pm
- Forum: News
- Topic: Friday Facts #245 - Campaign concept
- Replies: 167
- Views: 60715
Re: Friday Facts #245 - Campaign concept
Why do we need a new campaign at all? We find that the current campaign: * Does not convey the feeling of loneliness that the Freeplay does. Feeling of loneleliness is not that good at all. Plying single player is much less fun after playing multiplayer. In my opinion the lack of "feeling of l...
- Wed May 30, 2018 10:47 pm
- Forum: Ideas and Suggestions
- Topic: Semaphores penalty multiplier
- Replies: 7
- Views: 3499
Re: Semaphores penalty multiplier
I think any settings for rail segments will never been implemented because it's not realistic at all. Rail is more or less - piece of steel. Some drawbridge - probably. But I think it's not priority task for developers at all. Furthermore I think using "pathfinding penalty" for train routi...
- Wed May 30, 2018 7:19 pm
- Forum: Ideas and Suggestions
- Topic: Semaphores penalty multiplier
- Replies: 7
- Views: 3499
Re: Semaphores penalty multiplier
If you'll ever make a mod that does this please post link here. Lack of ability to automatically control trains on big scale is one of biggest dissapointments now. Especially because quite a lot could be solvedwith such ease.