Search found 11 matches
- Mon Apr 22, 2019 12:19 am
- Forum: Ideas and Suggestions
- Topic: Accumulator charge history in electric info
- Replies: 1
- Views: 918
Accumulator charge history in electric info
The electricity info panel has history of consumption and production, and current accumulator charge. But I frequently want to know the history of the accumulator charge, to diagnose problems like "do I have enough accumulators? Are they getting charged all the way?", and I have to guess that ...
- Tue Apr 09, 2019 2:07 am
- Forum: News
- Topic: Friday Facts #289 - Character GUI
- Replies: 137
- Views: 71649
Re: Friday Facts #289 - Character GUI
I love this, and can't wait to play with it! My comments:
The click targets on the close/info/search buttons seem really small. Could you make them bigger?
How do you set the request/trash numbers? Today has a slider, which is fine. I see the +/- buttons labeled (9), but I don't see how they'd be ...
The click targets on the close/info/search buttons seem really small. Could you make them bigger?
How do you set the request/trash numbers? Today has a slider, which is fine. I see the +/- buttons labeled (9), but I don't see how they'd be ...
- Tue Mar 05, 2019 1:05 pm
- Forum: Duplicates
- Topic: [17.4] Tiered research missing dependency on science packs
- Replies: 2
- Views: 966
Re: [17.4] Tiered research missing dependency on science packs
Yeah, it'd make the tree messier, but would make the list of available/unavailable/completed research neater.
- Tue Mar 05, 2019 1:02 pm
- Forum: Not a bug
- Topic: [0.17.4] [Map generation] Biter nest spawned on top of starting resources
- Replies: 3
- Views: 1329
Re: [0.17.4] [Map generation] Biter nest spawned on top of starting resources
Sorry I couldn't find a Map Generation feedback board.
- Tue Mar 05, 2019 12:25 am
- Forum: Not a bug
- Topic: [0.17.4] [Map generation] Biter nest spawned on top of starting resources
- Replies: 3
- Views: 1329
[0.17.4] [Map generation] Biter nest spawned on top of starting resources
A large biter nest spawned on top of my starting coal. I tried to play it, but when I got close to the coal, I quickly died.
Ideally the map generation algorithm could avoid this situation.
Settings: deathworld with a couple of tweaks around water and oil.

Ideally the map generation algorithm could avoid this situation.
Settings: deathworld with a couple of tweaks around water and oil.

- Tue Mar 05, 2019 12:19 am
- Forum: Duplicates
- Topic: [17.4] Tiered research missing dependency on science packs
- Replies: 2
- Views: 966
[17.4] Tiered research missing dependency on science packs
Higher-leveled tiered research sometimes requires science packs to research without those science packs being listed as dependencies in the tech tree.
For example, Physical Projectile Damage 3 requires Military Science Packs (which level 2 does not), but the tech tree lists it as only being ...
For example, Physical Projectile Damage 3 requires Military Science Packs (which level 2 does not), but the tech tree lists it as only being ...
- Sat Apr 14, 2018 5:39 pm
- Forum: News
- Topic: Friday Facts #238 - The GUI update (Part II)
- Replies: 143
- Views: 67638
Re: Friday Facts #238 - The GUI update (Part II)
I'm not a fan of Queued being another color (orange). It's pretty hard to tell the orange "Queued" apart from the yellow available, which has the text "Queue" (especially for red/green colorblind people. The states should have a way to tell them apart that's not color-based.) Also, could you queue ...
- Sat Jul 08, 2017 5:11 pm
- Forum: Ideas and Suggestions
- Topic: Default auto trash to 0 instead of stack size
- Replies: 2
- Views: 1407
Default auto trash to 0 instead of stack size
Of the 27 items in my auto trash, 20 of them are set to 0, since I have no use for them anymore. Since the default amount for auto trash is the stack size, for each one I have to move the slider, and it's kind of annoying to have to do that on the most common case.
I suggest making the default ...
I suggest making the default ...
- Wed Jul 05, 2017 5:00 pm
- Forum: Ideas and Suggestions
- Topic: Personal Assembly shop
- Replies: 1
- Views: 1138
Re: Personal Assembly shop
I know that one of the reasons hand crafting is slow is to encourage you to automate. Would this let you fall into the trap of hand making everything? And since armor comes in late game, when you should have most things automated anyway, would it really solve the frustration of having to wait for ...
- Mon Jun 19, 2017 7:55 pm
- Forum: Ideas and Suggestions
- Topic: Late game solar: solar thermal plants and mirrors
- Replies: 2
- Views: 1914
Re: Late game solar: solar thermal plants and mirrors
From a technology standpoint, yeah, but I'm more concerned about gameplay. The fact that solar is so simple to design and deploy doesn't fit well with it's real world counterpart, so the existing photovoltaic panels fit better with midgame.
I just saw this suggestion about how to make solar ...
I just saw this suggestion about how to make solar ...
- Sun Jun 18, 2017 5:33 pm
- Forum: Ideas and Suggestions
- Topic: Late game solar: solar thermal plants and mirrors
- Replies: 2
- Views: 1914
Late game solar: solar thermal plants and mirrors
https://solar-energy.technology/media/termica/central-energia-solar-termica-torre.jpg http://s.hswstatic.com/gif/solar-thermal-power-1.jpg
Solar is nice, but has two problems: it takes lots of space, and layout doesn't matter. All the best parts of factorio involve work to get a good layout. I ...
Solar is nice, but has two problems: it takes lots of space, and layout doesn't matter. All the best parts of factorio involve work to get a good layout. I ...