Search found 17 matches

by robyoublind
Fri May 26, 2017 10:22 pm
Forum: Mods
Topic: [MOD 0.16] Upgrade planner
Replies: 329
Views: 207558

Re: [MOD 0.14] Upgrade planner - v1.2.7

Klonan wrote:Should be fixed now
Judging by this thread, that wasn't the only thing that the last update broke in this mod. Could you please take a look at it? Nevermind, that seems to be Picker's fault.

Oh, by the bway, It would be nice to have the changelog on the mod portal sorted by the version.
by robyoublind
Fri May 26, 2017 12:39 pm
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 146903

Re: Friday Facts #191 - Gui improvements

i understand that some or many people dont like changes, so why not making it optional? turn on/off in the options menu? From the fish shell design document : "Configurability is the root of all evil Every configuration option in a program is a place where the program is too stupid to figure o...
by robyoublind
Fri May 26, 2017 4:05 am
Forum: Not a bug
Topic: 0.15.13 Blueprint book scrolls backwards
Replies: 5
Views: 1527

Re: 0.15.13 Blueprint book scrolls backwards

Mouse wheel down should go to the NEXT blueprint. Just like mouse wheel down on this page goes to the NEXT post. I agree. It's one of twelve or so irrational keymappings that Factorio has by default. But blueprint books/library are so counter-intuitive down to the smallest details (like the main li...
by robyoublind
Fri May 05, 2017 7:47 pm
Forum: Releases
Topic: Version 0.15.8
Replies: 58
Views: 33949

Re: Version 0.15.8

Maybe that is just a typical main bus design because underground belts could always bridge 4 belts? The UG yellow belt still has 4 tiles between ends. Usually the main bus is planned early in the game, and it's a lot of hassle to switch it to wider groups of belts. And groups of belts that are powe...
by robyoublind
Fri May 05, 2017 7:17 pm
Forum: Releases
Topic: Version 0.15.8
Replies: 58
Views: 33949

Re: Version 0.15.8

mophydeen, Tubig:
I've updated that post, 5-7-11 seems to be even better: 4 x yellow pair = 3 x red pair = 2 x blue pair
by robyoublind
Fri May 05, 2017 6:47 pm
Forum: Releases
Topic: Version 0.15.8
Replies: 58
Views: 33949

Re: Version 0.15.8

Loving the new underground belt distances, but, as many have pointed out, 5,8,11 would be a better distribution... +1. Here's a comparison of different gaps relative to the typical main bus design: https://i.imgur.com/2H91AbP.jpg 5-8-11 allows to cleanly upgrade from yellow to blue ug belt: 4 x yel...
by robyoublind
Fri May 05, 2017 12:56 pm
Forum: Releases
Topic: Version 0.15.7
Replies: 72
Views: 47462

Re: Version 0.15.7

[*]Increased the underground belt length (basic, fast, express) from 5,5,5 to 5,7,9. That's a great step in a more logical direction, and should help with performance too. One question though: while you're at it, why not make it 5,8,11 so that a blue belt can go under two blocks of 4 belts with 2 t...
by robyoublind
Thu May 04, 2017 9:58 pm
Forum: Implemented Suggestions
Topic: [0.15] Allow selecting blueprints from books with mouse
Replies: 9
Views: 3820

Re: [0.15] Allow selecting blueprints from books with mouse

Right now to select a blueprint from a book you have open, you have to either take it out of the book and use it, or move the mouse out of the blueprint book GUI and use Shift+mouse scroll wheel to scroll to and select a blueprint. There is a keyboard-shortcut. Shift-Key plus Mousemove and I can &q...
by robyoublind
Wed May 03, 2017 5:44 pm
Forum: Ideas and Suggestions
Topic: Make blueprints fully 'out-of-world' feature
Replies: 14
Views: 4987

Re: Make blueprints fully 'out-of-world' feature

I'll just repost my reply from a similar discussion in a dismissed bug report (ironically, adding a way to delete blueprints didn't do much to alleviate the issue, as it only increased the complexity of the design instead of treating the inventory/library clunkiness directly): I don't think blueprin...
by robyoublind
Tue Apr 25, 2017 12:37 pm
Forum: Not a bug
Topic: Way to delete blueprint books
Replies: 10
Views: 22649

Re: Way to delete blueprint books

But yes, I'm considering doing something like that. I don't think blueprints and books should appear in the inventory or even exist as items at all. If you can't craft them, they are obtainable with no cost, and aren't used anywhere as an intermediary, what's the point? Just treat the library as a ...
by robyoublind
Sat Apr 22, 2017 3:18 pm
Forum: News
Topic: Friday Facts #187 - Space science & 0.15 graphics
Replies: 362
Views: 139110

Re: Friday Facts #187 - Space science & 0.15 graphics

um... i have some concerns about the sience symbols in the tech tree... for the early techs it is a nice info gain. but later one, with techs that need 5 and more different techs it might get confusing. they simply get to squeezed in the tech button to show them all. A little bit of abstraction in ...
by robyoublind
Fri Apr 21, 2017 6:59 pm
Forum: Resolved Problems and Bugs
Topic: [14.22] Teleporting Fire to diff chunk causes desyncs
Replies: 9
Views: 9887

Re: [14.22] Teleporting Fire to diff chunk causes desyncs

posila wrote:Fixing bugs due to broken assumptions in optimized code usually introduces some overhead into optimization. So than it becomes question of use case, if it is worth it to introduce new overhead or not.
Some next-level bit of wisdom right there.
by robyoublind
Fri Apr 14, 2017 9:46 am
Forum: Mods
Topic: [MOD 0.16.x] ShinyBob_0.16.x
Replies: 264
Views: 130398

Re: [MOD 0.14.21] ShinyBob_v0.14.10

Almost everything in configurable. I understand, but it is still confusing that a mod that seems to be basically a cosmetic fix also does many unobvious small things. That is just too much to cram into a single mod, especially since some are on by default. I bet I am not alone in that I just want u...
by robyoublind
Thu Apr 13, 2017 10:09 pm
Forum: Mods
Topic: [MOD 0.16.x] ShinyBob_0.16.x
Replies: 264
Views: 130398

Re: [MOD 0.14.21] ShinyBob_v0.14.10

I would also appreciate it if you split off the non-graphical changes into another mod. It's getting ridiculous. Focus on what you started on. +1. The hodgepodge of new graphics and new items/gameplay changes is the only reason I keep avoiding this mod. What happened to "doing one thing and do...
by robyoublind
Fri Mar 03, 2017 6:16 pm
Forum: News
Topic: Friday Facts #180 - Map interaction
Replies: 161
Views: 65923

Re: Friday Facts #180 - Map interaction

Theres already a logistic network overview GUI in 0.15: http://i.imgur.com/zAWCk8E.png Would it be possible to change the list item ordering from horizontal to vertical before this feature has been shipped? I think the way it is now makes it hard to scan the list in order of item count and contradi...
by robyoublind
Fri Dec 09, 2016 12:47 pm
Forum: Not a bug
Topic: [0.14.21] Lamps load chunks causing unnecessary lag
Replies: 4
Views: 2235

Re: [0.14.21] Lamps load chunks causing unnecessary lag

In theory though, would it not be possible to optimize this by skipping light updates if 1) all lamps in a chunk are not connected to circuit/logistic network; 2) no players can see them? Like, set a flag on a chunk skipLamps = true and change it if these circumstances change? After all, they have a...
by robyoublind
Fri Dec 09, 2016 9:17 am
Forum: Not a bug
Topic: [0.14.21] Addition not good :-)
Replies: 3
Views: 1259

Re: [0.14.21] Addition not good :-)

A neat way to make this message even clearer and prevent any confusion in the future ("N objects" and a list afterwards, usually it means that N is a sum of all items listed) would be to change it from: 16 objects are missing materials to: 16 objects are missing a total of 30 materials I w...

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