Search found 14 matches

by vyktor
Mon Aug 20, 2018 3:14 pm
Forum: News
Topic: Friday Facts #256 - The little things 3
Replies: 111
Views: 47093

Re: Friday Facts #256 - The little things 3

Why not adding couple of other 1x1 enhancements items? Enhanced walk control - allow you to temporary disable exoskeletos (precision work, say while holding shift) Enhanced bot control - temporary disable personal roboports (for a train ride) and/or logistic bots (put manually items to outpost netwo...
by vyktor
Sun Jul 01, 2018 9:23 am
Forum: News
Topic: Friday Facts #249 - Dead end exploration
Replies: 206
Views: 69887

Re: Friday Facts #249 - Dead end exploration

I quite like the Proposal 4 with Library still existing. The idea of global action bar (without some sort of switchable profiles) would be a nightmare if you switch between bot heavy/no-bots/no-blueprints play-troughs a lot. And speaking of Use it (or not) and press Q , the blueprint would be destro...
by vyktor
Sun Jul 01, 2018 8:51 am
Forum: News
Topic: Friday Facts #249 - Dead end exploration
Replies: 206
Views: 69887

Re: Friday Facts #249 - Dead end exploration

Just quick note on updating Blueprint library. I'd make syncing blueprints name based. This would mean forcing Blueprints books/Blueprints to have unique names when exporting to Library (and possibly make names like Book 1::Blueprint 7 when copying BP from Library to Inventory). And then: Add checkb...
by vyktor
Sat May 19, 2018 9:41 am
Forum: News
Topic: Friday Facts #243 - New GUI tileset
Replies: 167
Views: 59126

Re: Friday Facts #243 - New GUI tileset

Checkboxes, radiobuttons and switches look really great.

Speaking of the table... When is the "campaign ideas brainstorm" starting? How many tower defense levels are we getting? (Hold off biters until rocket gets built)
by vyktor
Fri Apr 20, 2018 9:20 am
Forum: Spread the Word
Topic: Factorio-styled "homemade items"
Replies: 2
Views: 3688

Factorio-styled "homemade items"

Hi guys, We are all fans of Factorio in our office and we though of getting T-Shirts with something like "automation engineer" styled as Factorio logo (with o replaced by iron wheel). I was wondering whether you guys are okay with something like this and if you could share some technical d...
by vyktor
Thu Apr 19, 2018 1:35 pm
Forum: Ideas and Suggestions
Topic: I want to make suggestions, but I got links to mods!! :(
Replies: 18
Views: 25965

Re: I want to make suggestions, but I got links to mods!! :(

FFF Idea: List of mods that made (will make) it into vanilla
by vyktor
Thu Apr 19, 2018 9:01 am
Forum: Implemented Suggestions
Topic: Give the Exoskeleton an "off" switch
Replies: 10
Views: 5013

Re: Give the Exoskeleton an "off" switch

I would love this; I find it difficult to pick up stuff from belt (especially if there's two different things on the each side of belt) with 2+ exoskeletons. One click on on keyboard moves you more than 1 tile. I'd suggest to use: shift "hold to walk (temporary disable exoskeletons)" caps ...
by vyktor
Mon Jan 15, 2018 5:59 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 371982

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

Also one of the most tedious things to do is to upgrade your whole main bus from one tier of belts to the another... adding two tiers of auto-upgraders (so in case of belt weaving you can red->blue; yellow->red) would be huge QOL improvement. And if you want to make a few people angry make bots slow...
by vyktor
Sun Jan 14, 2018 9:05 am
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 371982

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

I guess bot occupying space would be quite difficult to implement. Also routing would be fun (500 bots going towards chest from all directions completely blocking the one bot that's trying to leave and taking the space around chest). It would make sense (from real life perspective) to: limit access ...
by vyktor
Fri Jan 12, 2018 9:52 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 371982

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

https://www.factorio.com/blog/post/fff-225 https://mods-data.factorio.com/pub_data/media_files/bCrq9A2ntzzs.png Also add fucking Loaders, which are already programmed in the game. Allow them to only put things in and out of cargo wagons and other chest types and put ores into and out of furnace typ...
by vyktor
Tue Oct 24, 2017 1:03 pm
Forum: Ideas and Suggestions
Topic: New Achievement Ideas
Replies: 120
Views: 32790

Re: New Achievement Ideas

Maybe some Nuclear power/atomic bomb related:

? - Research nuclear power
EBR-1 - Build first reactor
Manhattan Project - Research Atomic Bomb
Mutual assured destruction - Build an Atomic Bomb but don't use it
? - Using atomic bomb
by vyktor
Fri Oct 13, 2017 12:48 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.15.34] Achievement progress doesn't survive hard shutdown
Replies: 6
Views: 2630

Re: [Rseding91] [0.15.34] Achievement progress doesn't survive hard shutdown

Thanks for the reply!

Optimization is a way of life ;)

Since this is the only achievement that is "accumulative progress heavy" I'd suggest saving progress every 500k (this would trigger only 40 disk writes all together) and on a game exit.
by vyktor
Fri Oct 13, 2017 8:54 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.15.34] Achievement progress doesn't survive hard shutdown
Replies: 6
Views: 2630

[Rseding91] [0.15.34] Achievement progress doesn't survive hard shutdown

Playing on current steam version. I was farming green circuits for Mass production 3, in-game achievement tracker was displaying 11M /20M. I: saved the game Alt-Tab to browser windows realized it's late and with the game still running hit Windows->Power->Shut down Today Achievemnt tracker show 7.8M ...

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