Search found 73 matches

by Killcreek2
Sun Feb 18, 2024 2:27 pm
Forum: News
Topic: Friday Facts #398 - Fulgora
Replies: 114
Views: 23754

Re: Friday Facts #398 - Fulgora

Disabled Accessibility Notes: "The sky dims, and in a flash, the thunder that was on the horizon only moments ago is upon you. Lightning pierces the sky and strikes your energy shield. It can't take many strikes like this." Flashing lights warning. Oh noes. :( Lightning storm VFX in games...
by Killcreek2
Sun Jul 21, 2019 2:48 am
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 206376

Re: Friday Facts #304 - Small bugs; Big changes

1> Thank you for allowing the rail placement mode to optionally route around obstacles once again! The Cliff Preservation Society is well pleased. 2> But I intensely dislike the proposed change to basic oil processing, as it seems to be a poor solution on many fronts without actually solving the mos...
by Killcreek2
Thu Mar 14, 2019 9:51 pm
Forum: Ideas and Suggestions
Topic: [0.17.11] (Accessibility, UI) "Background dimming" can trigger migraine when opening & closing "Esc" menu
Replies: 6
Views: 2927

Re: [0.17.11] (Accessibility, UI) "Background dimming" can trigger migraine when opening & closing "Esc" menu

No offense intended, but this has been like this as long as i can remember . . . Do you have trouble with the day / night cycles too when having lights placed, which triggers a similar effect? No offence taken. This has been a minor concern for as long as I can remember too (I started playing just ...
by Killcreek2
Thu Mar 14, 2019 6:13 am
Forum: Ideas and Suggestions
Topic: [0.17.11] (Accessibility, UI) "Background dimming" can trigger migraine when opening & closing "Esc" menu
Replies: 6
Views: 2927

[0.17.11] (Accessibility, UI) "Background dimming" can trigger migraine when opening & closing "Esc" menu

Problem: Background dimming causes the brightness of the screen to abruptly change, which can be very unpleasant &/or painful for people with light-sensitivity. This includes people with Autism, Migraine, Epilepsy, & various other conditions. (See bottom of post for some links to more infor...
by Killcreek2
Fri Mar 01, 2019 9:12 pm
Forum: News
Topic: Friday Facts #284 - 0.17 experimental
Replies: 190
Views: 64859

Re: Friday Facts #284 - 0.17 experimental

Nice write-up of the design thoughts behind the introduction not-tutorial, thank you for yet another excellent FFF. Though I am rather surprised and concerned that the biter threat is going to be worse than in the old "First Steps" campaign. They were the #1 reason I quit the 0.13 tutorial...
by Killcreek2
Sat Nov 10, 2018 9:50 pm
Forum: News
Topic: Friday Facts #268 - The modern Biter
Replies: 115
Views: 46569

Re: Friday Facts #268 - The modern Biter

The flexible exoskeleton of the biter is not realistic. Nor are the stumpy front legs. Came here to post the same thing: The skin of the biter shown in the FFF looks flexible, soft & supple ~ as found on a caterpillar, grub or maggot. It does not look like the rigid plates of an armoured exoske...
by Killcreek2
Fri Oct 19, 2018 5:41 pm
Forum: News
Topic: Friday Facts #265 - Nomenclature & Steam networking
Replies: 121
Views: 53699

Re: Friday Facts #265 - Nomenclature & Steam networking

Why not just use "Extract" for ore miners / oil wells? Much better than the other options listed on the form imo ~ "gather, mine, take, collect" ~ which kinda miss the point or are too ambiguous with other actions. Using as few clearly-different terms as needed would be best: + P...
by Killcreek2
Sat Sep 22, 2018 6:20 am
Forum: News
Topic: Friday Facts #261 - Performance + New player interaction
Replies: 94
Views: 40330

Re: Friday Facts #261 - Performance + New player interaction

Firstly ~ The "pause game, show message, press tab to continue" style of the old (current) tutorial bothered me a lot too. It was quite annoying to have the gameplay suddenly freeze up while in the middle of building something. I'm glad you are trying something else for the new one. I woul...
by Killcreek2
Thu Aug 30, 2018 11:32 am
Forum: General discussion
Topic: Challenge: Generic max-speed train unload
Replies: 80
Views: 42048

Re: Challenge: Generic max-speed train unload

Main reason for not throttling inserters: it makes train unloading longer. not sure that matters here. It can make unloading longer, but not always. In my design it only slows train unloading when it is not running flat-out at maximum possible speed. At less than max output it runs in a burst cycle...
by Killcreek2
Mon Aug 27, 2018 11:54 pm
Forum: General discussion
Topic: Challenge: Generic max-speed train unload
Replies: 80
Views: 42048

Re: Challenge: Generic max-speed train unload

I am really late to this thread, damnit (took a break from Factorio). Some very creative setups here, & lots of good discussion worth reading! Hope I'm not too late to submit another design for consideration: Also bot-based but with unload-inserter throttling * (did not notice anyone else in the...
by Killcreek2
Fri Aug 17, 2018 9:41 pm
Forum: News
Topic: Friday Facts #256 - The little things 3
Replies: 111
Views: 46831

Re: Friday Facts #256 - The little things 3

Nice QoL update, it really is the small touches like these that make Factorio shine, & keep me coming back. Awesome. "Belt Motion Compensator"... Think I actually like that name better than "Belt Immunity". Also this: Its time to implement equipment (or skills) switches which...
by Killcreek2
Sat Apr 14, 2018 4:51 pm
Forum: News
Topic: Friday Facts #238 - The GUI update (Part II)
Replies: 143
Views: 55115

Re: Friday Facts #238 - The GUI update (Part II)

I applaud the choice to focus on gui function rather than gui pretty. Bravo! A clean & uncluttered gui aids readability tremendously. First impressions: "Whoa, that's kinda garish." ~ the colours are a bit too vibrant. Tone them down a bit please, the green is the worst. What confirm b...
by Killcreek2
Tue Mar 27, 2018 3:21 pm
Forum: News
Topic: Friday Facts #235 - 0.16 stable
Replies: 122
Views: 52060

Re: Friday Facts #235 - 0.16 stable

I think we just need to give a pair of Stack Inserters the ability to compress/consume a blue belt - this will both simplify and buff train-belt loading and unloading, and make those faster prod+speed setups more feasible with belts. 2x stack can now compress a blue lane, is this what you mean? Blu...
by Killcreek2
Fri Jan 12, 2018 8:29 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 369999

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

Such insights into the dev discussions, marvellous read! Thank you for taking the time to explain your thoughts. You guys are #1. Removing bot cargo research does look like the best of those options, to be fair. Technology which would turn all belts into stack belts. If you can figure out how to mak...
by Killcreek2
Sat Jan 06, 2018 11:00 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 343692

Re: Friday Facts #224 - Bots versus belts

I actually think the base shown in the FFF #224 is actually a very nice design and took a lot of thought and planning to build. I have not looked at it in detail, but I suspect it has some very well planned out logistics networks to minimize bot travel, etc. Agree wholeheartedly! You can see the ef...
by Killcreek2
Fri Jan 05, 2018 10:29 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 343692

Re: Friday Facts #224 - Bots versus belts

At the moment: Trains are in a great spot, #1 choice for long distance. High initial cost, but cheap to expand / increase throughput. Bots are in a great spot, #1 choice for short distance. High power requirements & difficult to optimise, but easy to increase throughput. Belts should be the #1 c...
by Killcreek2
Fri Dec 22, 2017 11:30 pm
Forum: Releases
Topic: Version 0.16.7
Replies: 153
Views: 66867

Re: Version 0.16.7

This is a great example, of making the mistake of allowing a feature without making sure we really wanted that in the first place. If it never existed people would have zero problems with that . To all people complaining the end of 3-liquid wagons is the end of Factorio, the real question is : woul...
by Killcreek2
Fri Dec 22, 2017 2:20 am
Forum: Releases
Topic: Version 0.16.7
Replies: 153
Views: 66867

Re: Version 0.16.7

The removal was not the gui problem itself. The fix wouldn't be that hard. But we opened the question whether the feature really adds enough to justify all the logic and gui around it, and we kind of discovered that the feature usefulness is too minor to justify the complications for the player. &q...
by Killcreek2
Sun Dec 17, 2017 12:08 am
Forum: Resolved Problems and Bugs
Topic: [Kovarex] [0.16.0] Sideloading works completely different now
Replies: 116
Views: 59232

Re: [16.0] Sideloading works completely different now

Currently there is only one method to compress a belt ~ splitters ~ this is a rather Un-Factorio , imho: There are alternatives methods to do nearly everything else ingame: move items from A->B, destroy biters, power generation, control circuits, etc. So being forced to use only a single method to c...
by Killcreek2
Fri Nov 03, 2017 5:19 am
Forum: Mods
Topic: [MOD 0.15.x] Minimap autohide
Replies: 23
Views: 11558

Re: [MOD 0.15.x] Minimap autohide

Found a bug with this latest version: With mod enabled, if you have any structure popup window open [eg; combinator settings] and have moved it away from centre of screen, when you mouse-over any other structure the window will jump to the centre of the screen every time. Disabling this mod results ...

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