Search found 120 matches

by voddan
Fri Aug 23, 2019 6:35 pm
Forum: News
Topic: Friday Facts #309 - Controversial opinions
Replies: 291
Views: 22936

Re: Friday Facts #309 - Controversial opinions

I support almost everything @wheybags said about biters and combat. The current version feels dull and dumb. Biters are an exiting constraint on the player, they add danger and time pressure to the gameplay. If anything, I would prefer smarter and more adaptable biters that can communicate and gang ...
by voddan
Fri May 31, 2019 1:30 pm
Forum: News
Topic: Friday Facts #297 - New resource icons
Replies: 125
Views: 16970

Re: Friday Facts #297 - New resource icons

Love the new ores! Do you think you could make different ores of different grain? That would make them even more distinct. In the current version iron and uranium look like the same thing of different colour, despite you using different pictograms for them. Having, say, iron, a finer grain would rea...
by voddan
Mon Apr 01, 2019 8:26 am
Forum: Ideas and Suggestions
Topic: Could you please stop gating access to the main menu on having the sprites loaded?
Replies: 1
Views: 188

Re: Could you please stop gating access to the main menu on having the sprites loaded?

+1 for this. Many non-game operations in Factorio still require a game reload, and waiting for the sprites to load when you don't actually need them is infuriating. This problem is x100 worse on older computers with HDs.
by voddan
Thu Mar 07, 2019 2:40 pm
Forum: Minor issues
Topic: [0.16.51]Inserters stuck looping with uncompressed blue belt
Replies: 5
Views: 997

Re: [0.16.51]Inserters stuck looping with uncompressed blue belt

Because "management" wants inserters to chase items on belts this is always going to be a possibility: the item out-running the inserter. Thank you for a detailed and clear explanation. However are we to understand that you don't see a technical possibility of fixing this issue without changing the...
by voddan
Thu Mar 07, 2019 1:25 pm
Forum: Not a bug
Topic: [0.17.7] Every third stack inserter misses items from blue belt
Replies: 14
Views: 1108

Re: [0.17.7] Every third stack inserter misses items from blue belt

Thanks or the report but as others have stated: this isn't a bug. So, just to clarify, will this problem be fixed or not? Call it a bug or a usability problem, but it is an unintended behaviour which is caused by internal imperfections of the simulator. It has been mentioned that it could be mitiga...
by voddan
Fri Feb 22, 2019 6:20 pm
Forum: News
Topic: Friday Facts #283 - Prepare to Launch
Replies: 341
Views: 73402

Re: Friday Facts #283 - Prepare to Launch

The new graphics looks awesome, thank you for the effort put in! One object that sticks out thou is the character itself. It seems that the new resolution is not enough to convince the eye of the fine details. This is made worse by the fact that the character is always in the center of the screen, s...
by voddan
Wed Jan 16, 2019 1:56 pm
Forum: Ideas and Suggestions
Topic: Logistics Robot Balance
Replies: 36
Views: 1976

Re: Logistics Robot Balance

A User: - The game is a bit unbalanced and weird to play in some scenarios The Devs: - We already know about it! We get this comment like twice a week, so shut up already! If we wanted to fix it, we would, but we didn't, therefore we don't. We have explained why won't ever change it. Nothing have ch...
by voddan
Wed Jan 16, 2019 9:49 am
Forum: Ideas and Suggestions
Topic: Tree leaf regrowth
Replies: 22
Views: 1881

Re: Tree leaf regrowth

I think it is a wonderful idea! Regenerating trees would reward shifting from coal to clean energy in a nice visual way. A couple of notes: - regenerating should be WAY slower than degradation from pollution. Healing is always harder than hurting. - regenerating trees could have some sort of flowers...
by voddan
Sat Dec 01, 2018 10:55 am
Forum: Ideas and Suggestions
Topic: Automated guided vehicles (AGV)
Replies: 22
Views: 2052

Re: Automated guided vehicles (AGV)

Why are we discussing CPU usage BEFORE we discuss the details of AGVs and their impact on the game balance? Shouldn't we concentrate on the game aspects and let the developer team invent the optimizations that allow for it to run efficiently. I am sure that if AGVs are a core part of the game (not a...
by voddan
Fri Nov 30, 2018 12:47 pm
Forum: Ideas and Suggestions
Topic: Place gates above diagonal rails
Replies: 17
Views: 2222

Re: Place gates above diagonal rails

Wow, gates really can't be placed on diagonal rails. That definitely seems like an oversight. It's not, they specifically have no logic to be built over diagonals and so reject being built over them. Caaaan we have the logic added? Pretty please? ^_^ (Sorry ssilk, I'm firmly in the 'let my straight...
by voddan
Fri Nov 30, 2018 12:40 pm
Forum: Ideas and Suggestions
Topic: Automated guided vehicles (AGV)
Replies: 22
Views: 2052

Re: Automated guided vehicles (AGV)

I support this suggestion with both hands! The current implementation of transport bots disbalances the game and looks, dare I say it, absurd. No technology in the world allows for flying robots to deliver heavy loads inside real-world factories. On the other hand, many heavy-industry facilities uti...
by voddan
Thu Nov 15, 2018 1:07 pm
Forum: Balancing
Topic: Re-balancing Night Vision
Replies: 17
Views: 1342

Re: Re-balancing Night Vision

eradicator, bobucles, guys, let's not take this personally! I understand that everybody is passionate about Factorio and wants it to grow and improve, but there is no reason do invalidate someone's way of playing the game or take offence. So far most of the feedback in this topic have been very cons...
by voddan
Thu Nov 15, 2018 11:08 am
Forum: Ideas and Suggestions
Topic: Move Modular Armor item grid to the Character
Replies: 15
Views: 891

Re: Abolish Modular Armor

Hannu wrote:
Thu Nov 15, 2018 10:53 am
like on-off switches for nightvision, personal roboports, exoskeletons etc.
Switches would be so nice! Every game I take my roboport out of the armor when I go near an alien base, but I've never thought about having a switch. Kudos!
by voddan
Wed Nov 14, 2018 7:48 pm
Forum: Ideas and Suggestions
Topic: Move Modular Armor item grid to the Character
Replies: 15
Views: 891

Re: Abolish Modular Armor

I think modular armor in general opens up cool things for equipment grid modders. I would hate to see the whole mechanic scrapped. Yes, I have seen some pretty cool modes that add item grids to trains, etc. I think the capability to add grids to objects should definitely stay in the game for mods, ...
by voddan
Wed Nov 14, 2018 2:38 pm
Forum: Ideas and Suggestions
Topic: Move Modular Armor item grid to the Character
Replies: 15
Views: 891

Re: Abolish Modular Armor

Solution would be to put research of night vision and all armor equipment so that researching the modular armors unlocks them. That is a nice idea and I wonder why it wasn't done like that from the beginning. It solves problems 1. and 3. for me, but what do you think about the problems with game UI...
by voddan
Wed Nov 14, 2018 2:16 pm
Forum: Ideas and Suggestions
Topic: Move Modular Armor item grid to the Character
Replies: 15
Views: 891

Re: Abolish Modular Armor

Like you I disagree with his solution, but agreeing with one of the suggested alternatives or suggesting your own is a far more useful than an obvious non-solution. What problems do you see in the proposed move from modular armor grid to a character grid that is dependent of the equipped armor? All...
by voddan
Wed Nov 14, 2018 10:00 am
Forum: Ideas and Suggestions
Topic: Move Modular Armor item grid to the Character
Replies: 15
Views: 891

Re: Abolish Modular Armor

If you do not like something just do not make and use it. Problem solved. You do realize that I have not come here for life advice, right? When I write a post about some aspect of the game that is hard to grasp or inconvenient to use, I relay MY EXPERIENCE only. I do it because chances are that the...
by voddan
Wed Nov 14, 2018 9:40 am
Forum: Balancing
Topic: Re-balancing Night Vision
Replies: 17
Views: 1342

Re: Re-balancing Night Vision

bobingabout wrote:
Wed Nov 14, 2018 9:35 am
I never really use lamps at all, but that's not because of night vision. Can't see at night? adjust your screen brightness so you can.
A little bird tells me you are playing Factorio NOT entirely as-intended.
by voddan
Tue Nov 13, 2018 1:55 pm
Forum: Balancing
Topic: Re-balancing Night Vision
Replies: 17
Views: 1342

Re: Re-balancing Night Vision

I have never even build gogles. What are they good for anyway? You can Build just as well at night without them. Your weapons work just as well without them (even targeting) You move just as well without them They take up space You see bites on the minimap just as well Judging from the screenshots ...
by voddan
Tue Nov 13, 2018 12:57 pm
Forum: Ideas and Suggestions
Topic: Move Modular Armor item grid to the Character
Replies: 15
Views: 891

Re: Abolish Modular Armor

dog80 wrote:
Tue Nov 13, 2018 12:45 pm
modular armor (which is expensive)
wut?
Corrected. In the current research tree the armor is not much more difficult to get then the goggles - both need red circuits. The bigger problem is batteries since they require chemical production, delaying then night-vision goggles.

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