Search found 23 matches

by shadetheartist
Fri Jun 29, 2018 11:35 pm
Forum: News
Topic: Friday Facts #249 - Dead end exploration
Replies: 206
Views: 36189

Re: Friday Facts #249 - Dead end exploration

sinsiliux wrote:I don't particularly like any of the options, mostly because they still treat blueprints as items to some extent.
sinsiliux wrote:5. For blueprints you need access often - you can move blueprint to quickbar.
Your idea really muddles up the concept of the blueprints not being items, since they act like items.
by shadetheartist
Fri Jun 29, 2018 11:31 pm
Forum: News
Topic: Friday Facts #249 - Dead end exploration
Replies: 206
Views: 36189

Re: Friday Facts #249 - Dead end exploration

Proposal 4 for sure. I feel the that this solution solves the most problems, simplifies the system, and does the least amount of harm to the existing player strategies. (sorry whoever is storing blueprints in chests). The one thing i think needs to be considered is a mechanism in which to quickly sh...
by shadetheartist
Thu Feb 08, 2018 1:02 am
Forum: Ideas and Suggestions
Topic: Production Statistics for a Selected Area
Replies: 6
Views: 1119

Production Statistics for a Selected Area

I'd love to be able to highlight & save a portion of my base to a group in the production statistics area. That way i could see Global Statistics: (this is what exists currently) Science 1: 10 x Factory Level 2 - Science Pack 1 1 x Factory Level 1 - Gear Production: Science Pack 1: 1/s Gear: 1/s...
by shadetheartist
Thu Jan 18, 2018 9:22 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 200298

Re: In defence of Megabases and logistics robots.

I feel you're a programmer.
by shadetheartist
Thu Dec 14, 2017 7:40 pm
Forum: Releases
Topic: Version 0.16.1
Replies: 15
Views: 13882

Re: Version 0.16.1

wahming wrote:First game in 0.16. Factorio appears to be trying to tell me something...
Its probably telling you to use the map preview feature.
by shadetheartist
Wed Dec 13, 2017 11:01 pm
Forum: Releases
Topic: Version 0.16.0
Replies: 130
Views: 81839

Re: Version 0.16.0

stretch611 wrote:Just noticed... not in release notes... (unless I'm really blind and this was already in the game.)

We now have shadows of clouds moving across the ground. COOL 8-)
Those were there before.
by shadetheartist
Wed Dec 13, 2017 10:54 pm
Forum: Releases
Topic: Version 0.16.0
Replies: 130
Views: 81839

Re: Version 0.16.0

BenSeidel wrote:WWWWWWOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!!!!!!!!!!!!!!!!!!!!!
LOVE YOU'RE WORK!!!
...


Your*












sorry
by shadetheartist
Wed Dec 13, 2017 10:52 pm
Forum: Releases
Topic: Version 0.16.0
Replies: 130
Views: 81839

Re: Version 0.16.0

cbhj1 wrote:found a treat not listed in the notes, nuclear fuel for cars/tanks/trains 1.21GJ 250% acceleration
If you can put it in cars can you put it in a stone furnace?

NUCLEAR POWER STONE FURNACE
by shadetheartist
Tue Dec 12, 2017 11:24 pm
Forum: News
Topic: Friday Facts #220 - The best Friday Facts ever
Replies: 197
Views: 42762

Re: Friday Facts #220 - The best Friday Facts ever

Becasue my taxi trains have a cargo wagon of frequently used resources, (walls,bots, turrets, poles) that refills at the main base. And my normal trains around base are something like 2-4 (or 2-4-2, depends) and a royal pain to drive manually. I have construction trains serving the exact same purpo...
by shadetheartist
Tue Dec 12, 2017 9:27 pm
Forum: News
Topic: Friday Facts #220 - The best Friday Facts ever
Replies: 197
Views: 42762

Re: Friday Facts #220 - The best Friday Facts ever

... Why dont you just keep a train on you? Thats waaay easier. ... If I need a train, I simply steal the one that's going the closest to where I want to go and use manual mode. Although, I don't really have enough trains to make crashes a big issue... Becasue my taxi trains have a cargo wagon of fr...
by shadetheartist
Mon Dec 11, 2017 11:37 pm
Forum: News
Topic: Friday Facts #220 - The best Friday Facts ever
Replies: 197
Views: 42762

Re: Friday Facts #220 - The best Friday Facts ever

I know the gui update was pushed to 0.17, but what about the trains "temporary stop" mechanic mentioned in https://www.factorio.com/blog/post/fff-212 ? Control-clicking on any point on the locomotive's map (or any station) will add a 'Temporary stop' to it's schedule. It sounds a little p...
by shadetheartist
Tue Dec 05, 2017 2:10 am
Forum: General discussion
Topic: Small annoying things in Factorio
Replies: 33
Views: 6524

Re: Small annoying things in Factorio

There needs to be a toggle hotkey to disable personal roboport usage. Sometimes you just want it off, like when you're driving a car and crash into a tree, you could just keep going but you would end up leaving a robot behind since it popped out to repair the 1 damage dealt to the vehicle.
by shadetheartist
Mon Dec 04, 2017 9:52 pm
Forum: General discussion
Topic: I wish I had the money.
Replies: 27
Views: 6790

Re: I wish I had the money.

I do sympathize, depending on where you live, 20$ can be quite a lot. Where I live, 20$ is : - less than 2 tickets to the cinema - half my Internet monthly subscription - If I had a smartphone (which I don't), that's what one month subscription would cost me (on average) - 1 day of food for my sign...
by shadetheartist
Tue Nov 28, 2017 3:48 am
Forum: General discussion
Topic: I wish I had the money.
Replies: 27
Views: 6790

Re: I wish I had the money.

I've watched this game over the years and for all the "development' i honestly haven't seen much change. at least not anything i didn't mod myself into the demo nor on my friends full version at his request.(Thank god for ADHD+Programming habits I gutted the Demo's code in a week out of ADHD B...
by shadetheartist
Thu Nov 16, 2017 10:13 pm
Forum: General discussion
Topic: I wish I had the money.
Replies: 27
Views: 6790

Re: I wish I had the money.

I've watched this game over the years and for all the "development' i honestly haven't seen much change. at least not anything i didn't mod myself into the demo nor on my friends full version at his request.(Thank god for ADHD+Programming habits I gutted the Demo's code in a week out of ADHD B...
by shadetheartist
Wed Nov 15, 2017 12:16 am
Forum: News
Topic: Friday Facts #216 - Paving a path for the GUI update
Replies: 57
Views: 18511

Re: Friday Facts #216 - Paving a path for the GUI update

(not in the egyptian brackets style, but in the rest). Ah yeah, I forgot most programmers tend to put curly braces on separate lines from their corresponding statements. I've gotten in the habit of placing them on the same line as their corresponding statements simply to save space. Both methods ar...
by shadetheartist
Wed Nov 15, 2017 12:03 am
Forum: News
Topic: Friday Facts #216 - Paving a path for the GUI update
Replies: 57
Views: 18511

Re: Friday Facts #216 - Paving a path for the GUI update

I'm glad you're cleaning up the GUI code. The GUI and keybindings are the hardest part of this game for newcomers, and having additional help and consistency for new players will be great. While you're playing with the GUI, can you give mod authors a way to create additional views when you click on...
by shadetheartist
Tue Nov 07, 2017 12:52 am
Forum: News
Topic: Friday Facts #215 - Multithreading issues
Replies: 101
Views: 25971

Re: Friday Facts #215 - Multithreading issues

basementjack wrote:
shadetheartist wrote:the devs should really consider open sourcing the code.
Heck No.

I don't recall where exactly, but it was actually stated by the devs at some point that open sourcing the code may be considered, probably once the game was quite mature.
by shadetheartist
Fri Nov 03, 2017 8:26 pm
Forum: News
Topic: Friday Facts #215 - Multithreading issues
Replies: 101
Views: 25971

Re: Friday Facts #215 - Multithreading issues

I feel like once the game is released, (and i know this has been mentioned before, but tentatively) the devs should really consider open sourcing the code. Because there are some very enthusiastic and talented people out here that might actually be able to take the time to go through and figure thin...
by shadetheartist
Fri Nov 03, 2017 8:18 pm
Forum: News
Topic: Friday Facts #215 - Multithreading issues
Replies: 101
Views: 25971

Re: Friday Facts #215 - Multithreading issues

But, then, I come from a C background where "= new (class)" laziness isn't present. I know my C99 code and force-of-habit is positively sprawling with "int number_of_[object]", "[object] **all_objects;" and some malloc/realloc wrappers to add, remove and get particular...

Go to advanced search