Search found 35 matches

by Pinga
Sat Oct 31, 2020 2:31 am
Forum: News
Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Replies: 141
Views: 39607

Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button

Can I finally blueprint this in 1.1?
factorio_2020-10-30_22-25-17.png
factorio_2020-10-30_22-25-17.png (65.76 KiB) Viewed 2557 times
by Pinga
Fri Oct 09, 2020 11:44 pm
Forum: News
Topic: Friday Facts #361 - Train stop limit, Tips and tricks
Replies: 163
Views: 39927

Re: Friday Facts #361 - Train stop limit, Tips and tricks

Amazing, now we can finally set a supply / demand train network, without the nightmare of manually balancing everything. Now, if only we could centralize train refueling. Maybe optional station conditions (go there if fuel count < X). What about GLOBAL train conditions, something that you set once a...
by Pinga
Fri Jul 17, 2020 10:31 pm
Forum: News
Topic: Friday Facts #356 - Blueprint library for real
Replies: 123
Views: 26006

Re: Friday Facts #356 - Blueprint library for real

Stay strong kovarex! The new library looks great. One of the big problems of the live version is that input is kinda of a mess. You left click to pick blueprints, but right click to open books, so I always wrongly pick the book that I'm trying to open. I was hoping for a more standard click to selec...
by Pinga
Fri Jun 19, 2020 5:22 pm
Forum: News
Topic: Friday Facts #352 - New website
Replies: 83
Views: 18368

Re: Friday Facts #352 - New website

Looks great. Just please, please, for the love of all that you hold dear, DO NOT change the forums to one of those infinite scrolling layouts. You can't search, you can't link. It's a nightmare. I can't even comprehend why they became so popular. Just no, please.
by Pinga
Fri Jun 12, 2020 6:47 pm
Forum: News
Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Replies: 199
Views: 32312

Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing

I do like the final new beacon design, but removing the alt view from it is a very bad thing imo. It's inconsistent with the modules in asm and it's very much harder to see if the beacon has modules inserted compared to alt mode which is there to actually give that improved overview. The alt view g...
by Pinga
Tue May 26, 2020 6:47 pm
Forum: Releases
Topic: Version 0.18.27
Replies: 65
Views: 18560

Re: Version 0.18.27

Perhaps this is a good time to ask: why the stack filter inserter can have only one filter, while the regular filter inserter supports 5?

I once tried to make an unloader that cleaned my building train from wood, coal and stone, but the stack filter inserter seemed needlessly limited.
by Pinga
Fri Apr 17, 2020 3:23 pm
Forum: News
Topic: Friday Facts #343 - Environmental particle effects
Replies: 51
Views: 10721

Re: Friday Facts #343 - Environmental particle effects

Cool.

Will we eventually get proper nuke explosions? You know, mushrooms, and blinding lights, and shockwaves, and stuff.
by Pinga
Fri Mar 20, 2020 3:34 pm
Forum: News
Topic: Friday Facts #339 - Beacon HR + Redesign process
Replies: 216
Views: 40906

Re: Friday Facts #339 - Beacon HR + Redesign process

If I may, I think you guys forgot the most important aspect of beacons: they are support units. They don't do anything, they just exist so stuff around them do things better. Let's take a look at this: https://cdn.factorio.com/assets/img/blog/fff-339-composition.png If you show this picture so someo...
by Pinga
Fri Feb 21, 2020 3:42 pm
Forum: News
Topic: Friday Facts #335 - Scenario changes, Damage effect filtering
Replies: 57
Views: 11679

Re: Friday Facts #335 - Scenario changes, Damage effect filtering

A problem with scaling wave defense scenarios is that the only way to scale attacks is to increase the ammount of biters. As you increase the number of players, and they get gear, waves become trivial, even when you have thousands of enemies. But at that point, half the server stopped playing anyway...
by Pinga
Fri Jun 28, 2019 4:27 pm
Forum: News
Topic: Friday Facts #301 - Crash site: First state
Replies: 52
Views: 14451

Re: Friday Facts #301 - Crash site: First state

The numbers, what do they mean?
by Pinga
Thu May 23, 2019 3:42 pm
Forum: Resolved Problems and Bugs
Topic: [Twinsen][0.17.42] Incorrect loss count in the Kills panel
Replies: 1
Views: 1132

[Twinsen][0.17.42] Incorrect loss count in the Kills panel

Hi, Last week I reported that the Loss side of the Kill count was incorrectly reporting some values, and Rseding stablished that some values were being incorrectly rounded, and it was fixed. But today I came upon something fishy: factorio_2019-05-23_11-26-16.png As you can see in the bottom, 2 bots ...
by Pinga
Wed May 15, 2019 2:50 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.17.39] Loss icon count show 1 less for some entities
Replies: 4
Views: 1502

[Rseding91] [0.17.39] Loss icon count show 1 less for some entities

Hi, In the Kills panel, the Loss count icon shows 1 less for some entities. For example: factorio_2019-04-26_15-59-55.png In the above picture, I lost 2 turrets (as evidenced by the 2 ghosts) and 2 bots, but the panel displays 1. I appears that the icon is displaying empty for 1 loss, 1 for 2 losses...
by Pinga
Fri Apr 05, 2019 7:48 pm
Forum: News
Topic: Friday Facts #289 - Character GUI
Replies: 137
Views: 29977

Re: Friday Facts #289 - Character GUI

Another suggestion, it would be nice if the character tab showed every relevant stat. Like, what's your current move speed? How much power is your armor generating? What's your personal laser DPS? And more...

You know, similar to how ARPGs do.
by Pinga
Fri Apr 05, 2019 7:37 pm
Forum: News
Topic: Friday Facts #289 - Character GUI
Replies: 137
Views: 29977

Re: Friday Facts #289 - Character GUI

Ewww durability. Amazing changes all around, the number of personal requests is not nearly enough right now, so happy it will be infinite. It's missing one thing though, what happened to the sort buttons idea? https://cdn.factorio.com/assets/img/blog/fff-191-inventory.png Source: FFF #191 The use ca...
by Pinga
Wed Feb 27, 2019 4:54 pm
Forum: Resolved Problems and Bugs
Topic: [TOGoS][0.17.1] Map preview, random seed stops working after importing exchange string
Replies: 4
Views: 2009

[TOGoS][0.17.1] Map preview, random seed stops working after importing exchange string

When creating a new game the "random seed" button stops working after you import a map exchange string. Steps to reproduce: - Play / New Game - Expand Preview - Import map exchange string (input a string then confirm) - Click "Random seed" - The number of the seed will change, bu...
by Pinga
Mon Feb 18, 2019 7:05 am
Forum: News
Topic: Friday Facts #282 - 0.17 in sight
Replies: 186
Views: 50440

Re: Friday Facts #282 - 0.17 in sight

The hand tool sounds great, and I think the idea can be extended for the bots themselves. For example, when deconstructing a huge forest, your inventory will quickly fill with wood, then the bots themselves can't go back in because it's full. Currently I need to manually allocate space for them. fac...
by Pinga
Sat Feb 02, 2019 8:53 pm
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 46424

Re: Friday Facts #280 - Visual Feedback is the king

It seems the temporary station defaults to the "5s passed" condition. Wouldn't it make more sense if it defaulted to the new "Passenger present" one? As it seems the most common use case of using trains to pick you up at random places.
by Pinga
Fri Feb 01, 2019 5:59 pm
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 46424

Re: Friday Facts #280 - Visual Feedback is the king

Amazing. Specially the toolbar, and toggles. Would you kindly add an option to Toggle Personal Logistics? For example, when you die, you don't need to re-request everything, since your stuff is waiting for you in your body. Actually, it would be really convenient if there was an option to automatica...

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