Search found 217 matches

by AileTheAlien
Tue Mar 19, 2024 2:25 am
Forum: Balancing
Topic: Nerf barrels and buff liquid tanks!
Replies: 20
Views: 7704

Re: Nerf barrels and buff liquid tanks!

Bots can't move fluids but they can move barrels. I think in some previous blogs, the devs said that bots solved too many problems in the game. IMO, barrels could be removed, unless we remove or change logistic bots. But I guess "bad" items and recipes are also a type of puzzle - finding ...
by AileTheAlien
Fri Mar 15, 2024 8:05 pm
Forum: Balancing
Topic: Nerf barrels and buff liquid tanks!
Replies: 20
Views: 7704

Re: Nerf barrels and buff liquid tanks!

I actually don't even understand why barrels are in the game - they do the same thing as fluid-wagons or pipes and they're also overpowered.
by AileTheAlien
Fri Mar 15, 2024 7:52 pm
Forum: News
Topic: Friday Facts #402 - Lightspeed circuits
Replies: 191
Views: 20030

Re: Friday Facts #402 - Lightspeed circuits

remembers the outside circuit wire connections, and tries to reconnect them if possible. To minimize problems, these connections are only remembered when using the cut tool, and are not (and cannot) ever be transferred into the blueprint library or blueprint export string. There's already other opt...
by AileTheAlien
Fri Feb 16, 2024 6:18 pm
Forum: News
Topic: Friday Facts #398 - Fulgora
Replies: 114
Views: 22801

Re: Friday Facts #398 - Fulgora

Can we research any of the tech from the ancient aliens? Is it for super-lategame stuff? :D
by AileTheAlien
Fri Feb 09, 2024 4:15 pm
Forum: News
Topic: Friday Facts #397 - Factoriopedia
Replies: 118
Views: 15544

Re: Friday Facts #397 - Factoriopedia

I like this idea. For me, a real game changer was this tool that can calculate a whole supply chain and the needed factories for it: https://kirkmcdonald.github.io/calc.html#tab=graph&data=1-1-19&items=advanced-circuit:f:1 Maybe, it is worth an idea to add a similar functionality also in th...
by AileTheAlien
Fri Feb 09, 2024 4:09 pm
Forum: News
Topic: Friday Facts #397 - Factoriopedia
Replies: 118
Views: 15544

Re: Friday Facts #397 - Factoriopedia

Feature request: a button to show a tree of sub-components. Long: Instead of just clicking each item individually from the recipes, could there be a button to show a tree of all the sub-components, sub-sub-components, etc? Like, if you click on green circuits, it should show iron plates and copper ...
by AileTheAlien
Fri Jan 05, 2024 3:38 pm
Forum: News
Topic: Friday Facts #392 - Parametrised blueprints
Replies: 131
Views: 22892

Re: Friday Facts #392 - Parametrised blueprints

feature request: instantiating a parameterized blueprint into a regular blueprint so you can select options once and then place it a hundred times. +3 for this one. The second video where the dev picks each parameter looks only slightly faster than just selecting those options on the non-blueprint ...
by AileTheAlien
Fri Dec 29, 2023 3:31 pm
Forum: News
Topic: Friday Facts #391 - 2023 recap
Replies: 60
Views: 10419

Re: Friday Facts #391 - 2023 recap

Quite interesting to see Golang getting some love at Wube. Was it only for prototyping, or is there now Golang in the tech stack? Go is Great! :D I'm also curious, since it should be a pretty good language for all the non-game server stuff. (It's garbage-collected, plus probably some other stuff I'...
by AileTheAlien
Fri Dec 15, 2023 3:15 pm
Forum: News
Topic: Friday Facts #389 - Train control improvements
Replies: 151
Views: 24448

Re: Friday Facts #389 - Train control improvements

Aaaaaarrrrrgggggghhhhh! I want to play 2.0 already! So many quality of life improvements! (And I'm definitely going to get the expansion too. XD )
by AileTheAlien
Mon Dec 04, 2023 11:33 pm
Forum: News
Topic: Friday Facts #387 - Swimming in lava
Replies: 164
Views: 37159

Re: Friday Facts #387 - Swimming in lava

I like the update overall, but don't like how the Big Mining Drill moves. IMO, seems like something with bigger rotating teeth should do one big row of resources all at once, even if it moves more quickly when resetting to the other side. It also seems weird that the thing drills in a small spot, bu...
by AileTheAlien
Fri Nov 24, 2023 3:30 pm
Forum: News
Topic: Friday Facts #386 - Vulcanus
Replies: 121
Views: 23196

Re: Friday Facts #386 - Vulcanus

Yo, when can I play this? Faster, faster, faster! This all looks so gooooood!
by AileTheAlien
Fri Nov 10, 2023 4:01 pm
Forum: News
Topic: Friday Facts #384 - Combinators 2.0
Replies: 325
Views: 41635

Re: Friday Facts #384 - Combinators 2.0

Great changes, thanks! Combinators were really fiddly before, because you needed separate ones just for a simple and/or. Now I'm hoping that we get the ability to somehow read the composition of train cars in a station Yeah, this plus...I think cargo was missing? Maybe you can already read the cargo...
by AileTheAlien
Sun Oct 22, 2023 1:31 pm
Forum: News
Topic: Friday Facts #381 - Space Platforms
Replies: 209
Views: 40603

Re: Friday Facts #381 - Space Platforms

This expansion looks really good already! 8-) So hopefully I don't sound too negative - I have a bit of a concern with this statement: This means efficiency modules are now much more useful than before. Because: I hope Efficiency Modules 1 will finally be nerfed (keyword: miners) This is basically w...
by AileTheAlien
Fri Aug 25, 2023 2:29 pm
Forum: News
Topic: Friday Facts #373 - Factorio: Space Age
Replies: 267
Views: 66513

Re: Friday Facts #373 - Factorio: Space Age

Space Age has a lot of different challenges but they never get too extreme and the usage of combinators is quite lightweight IMO the game doesn't really encourage players enough to use combinators, so I'd actually prefer at least one recipe per planet that needs combinators for efficient automation...
by AileTheAlien
Sat Mar 25, 2023 5:11 pm
Forum: Ideas and Suggestions
Topic: Rail / chain signals: visualize relevant paths.
Replies: 5
Views: 861

Re: Rail / chain signals: visualize relevant paths.

Yeah, I should have done my mock differently. For the last case with the intersection block occupied, but not the exit blocks, I think you'd want a different symbol like a square instead of an X. (Because squares are blocks. XD ) Then when you're looking at the one chain signal you can at a glance k...
by AileTheAlien
Fri Mar 24, 2023 5:04 am
Forum: Ideas and Suggestions
Topic: Rail / chain signals: visualize relevant paths.
Replies: 5
Views: 861

Re: Rail / chain signals: visualize relevant paths.

Fury's right though - it's not only blue because of the adjacent signals, but also because of the state of the current block . (Inside of this intersection.) Thinking about it more, I still think that could be helped with this type of visualization. Knowing that the signal's red because of the curre...
by AileTheAlien
Thu Mar 23, 2023 6:06 pm
Forum: Ideas and Suggestions
Topic: Rail / chain signals: visualize relevant paths.
Replies: 5
Views: 861

Rail / chain signals: visualize relevant paths.

TL;DR When selected, rail / chain signals should show which paths affect their current color. What ? Rail and chain signals should highlight which paths contributed to them showing red, yellow, or blue. This will help newer players to more quickly understand how they work, and allow experienced pla...
by AileTheAlien
Tue Mar 21, 2023 10:32 pm
Forum: Ideas and Suggestions
Topic: New train cars visualization quantity with signals & train stations
Replies: 13
Views: 4224

Re: New train cars visualization quantity with signals & train stations

I was actually going to post a similar suggestion, to add the numbers to the existing train-length visualization when placing signals or stations. But this one's even better, because I can't see the end of the train if I'm not zoomed out, or using very long trains. Would love to see this in the game...
by AileTheAlien
Fri Jun 19, 2020 2:54 pm
Forum: News
Topic: Friday Facts #352 - New website
Replies: 83
Views: 38195

Re: Friday Facts #352 - New website

This CSS tutorial has both shadows and a triangle in CSS. Combine it with the above poster's solution for the square+triangle.
by AileTheAlien
Sun Dec 15, 2019 3:46 am
Forum: Ideas and Requests For Mods
Topic: Hazard lights
Replies: 10
Views: 3811

Re: Hazard lights

can you make a list of Entities that you want these Hazard lights on specifically? or should i make that Sorry for the late reply; I haven't played Factorio a lot in the last two years (possibly at all...) and definitely have't checked the forums until today. If it was up to me, every building ever...

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