Search found 18 matches

by ahydra447
Sat Jan 04, 2020 11:47 am
Forum: News
Topic: Friday Facts #328 - 2019 recap
Replies: 20
Views: 14947

Re: Friday Facts #328 - 2019 recap

If there is 1 feature I would really like before release: saving of quickbar filters between games. It is such tedium to set up 60+ filters every time.
by ahydra447
Fri May 31, 2019 9:44 pm
Forum: Ideas and Suggestions
Topic: Change petroleum gas barrel colour
Replies: 0
Views: 662

Change petroleum gas barrel colour

The petroleum gas barrel icon differs from the empty barrel icon only in a 1-pixel band around the middle. It makes it hard to see which type of barrel is in your chest. I would suggest making the barrel have a colouring - perhaps a very dark grey - like the oil and sulphuric acid barrels do.
by ahydra447
Fri May 31, 2019 9:39 pm
Forum: News
Topic: Friday Facts #297 - New resource icons
Replies: 125
Views: 54436

Re: Friday Facts #297 - New resource icons

For some reason I don't like the idea of random ores. I think mainly because it would make it hard to see at a glance the number of items. At the end of the day, the icon is just a representation of "there is an item of this type", no particular need for it to look pretty.
by ahydra447
Fri May 03, 2019 9:12 am
Forum: Outdated/Not implemented
Topic: Suggestion to change Whitelist/Blacklist terms
Replies: 57
Views: 17214

Re: Suggestion to change Whitelist/Blacklist terms

Discussions of the language connotations aside, I legitimately do find the deconstruction planner confusing. Does whitelist = things that will be left on the ground, or things that the planner is allowed to touch? I would consider something like "Deconstruct" and "Ignore" (simila...
by ahydra447
Tue Apr 02, 2019 5:49 am
Forum: Not a bug
Topic: [0.17.23] Splitter bug?
Replies: 7
Views: 3664

Re: [0.17.23] Splitter bug?

I don't even know what is the bug there. If you put two inputs and one output, it will produce a mix. But the current behaviour is ok, as both inputs and outs are alternating. Setting an input priority might do what you expect. Tried with input priority but same result. Essentially this behaviour r...
by ahydra447
Sun Mar 31, 2019 8:00 pm
Forum: Not a bug
Topic: [0.17.23] Splitter bug?
Replies: 7
Views: 3664

Re: [0.17.23] Splitter bug?

This behavior was changed back in 0.16.16 . Changed splitters so they work more intuitively. The left and right lane splitting is now completely independent. The decision whether item goes to left or right output is now independent of the item type. This is not what's happening though, is it? The s...
by ahydra447
Sun Mar 31, 2019 4:29 am
Forum: Not a bug
Topic: [0.17.23] Splitter bug?
Replies: 7
Views: 3664

[0.17.23] Splitter bug?

I was just testing a 3 -> 2 belt balancer and it didn't work as expected. Turns out, splitter behaviour seems to have changed (??). When fed a continuous stream of input on both input belts, they will output on the same side (or the opposite side) output belt, but not a mix of the two. In the pictur...
by ahydra447
Mon Mar 25, 2019 12:45 am
Forum: General discussion
Topic: Pollution, Biters, and Biter AI
Replies: 2
Views: 1482

Re: Pollution, Biters, and Biter AI

You can turn the "minimum to damage trees" setting up to 9999 when making a new map. It's not a perfect solution but will probably do the trick unless you're putting out absolutely bucketloads of pollution.
by ahydra447
Sun Mar 03, 2019 10:54 pm
Forum: Ideas and Suggestions
Topic: [0.17.x] Earlier Research Queue
Replies: 4
Views: 1937

Re: Earlier Research Queue

I must have missed something, as the research queue and toolbar have been available for me from the beginning of every game I've played in 0.17. Meanwhile, when my brother and I played multiplayer yesterday he was not able to use the toolbar without the console command, but was able to use the resea...
by ahydra447
Sat Mar 02, 2019 8:59 am
Forum: Ideas and Suggestions
Topic: Remove, or make scalable, burner miners/inserters
Replies: 6
Views: 1950

Re: Remove, or make scalable, burner miners/inserters

-1 46 - 3.7i I use burner inserters a lot, even in late game. Look at my tutorials on youtube and I explain it somewhere, I'm not sure which one I explain it in, it's either "Getting started" which was more of me practicing making a tutorial, or Electronics. But basically as previously me...
by ahydra447
Sat Mar 02, 2019 8:51 am
Forum: Ideas and Suggestions
Topic: Biter carcasses should fade out
Replies: 4
Views: 1426

Biter carcasses should fade out

I think they used to in previous versions, but it seems that biter bodies just stay on the map forever now. They should automatically fade out after 30 seconds or so. If you watch KoS's latest video, you'll see she is having trouble distinguishing what is damaged / destroyed and what isn't because o...
by ahydra447
Thu Feb 28, 2019 2:05 am
Forum: Ideas and Suggestions
Topic: Better mechanism for hand building over ghosts before robots
Replies: 58
Views: 13799

Better mechanism for hand building over ghosts before robots

TL;DR Allow player, if idling, to delete ghost entities and place ghost entities in reach. What ? The new cut/copy/paste feature is ABSOLUTELY WONDERFUL. There is just one small problem - it's available from the very beginning of the game, and indeed has uses from early on (when you start to lay a ...
by ahydra447
Thu Feb 28, 2019 1:57 am
Forum: Ideas and Suggestions
Topic: Remove, or make scalable, burner miners/inserters
Replies: 6
Views: 1950

Remove, or make scalable, burner miners/inserters

TL;DR Burner miners and burner inserters are the only items that don't scale into the lategame. Could they be removed? What ? The beginning of the game is rather tedious with having to run to get coal, feed iron/copper/stone burner drills and furnaces with coal, collect resources from furnaces, rin...
by ahydra447
Thu Feb 28, 2019 1:45 am
Forum: Ideas and Suggestions
Topic: [0.17.x] Save and Load Quickbar Layouts like blueprints
Replies: 53
Views: 17095

Re: [0.17.x] Ability to save Quickbar filters between games, like BP library

Definitely! Reprogramming up to 100 slots every time you start a new game will get annoying very quickly, even with Factorio's natural tendency to have long games.
by ahydra447
Wed Feb 27, 2019 9:31 pm
Forum: General discussion
Topic: Not pleased with 17.1 so far...
Replies: 65
Views: 18811

Re: Not pleased with 17.1 so far...

One problem is that there's no way to control pollution short of turning your factory off completely, which then prevents you making ammo to defend yourself. If there was some sort of pollution absorber you could build e.g. some plants, filtering tech, ... you could choose to try to prevent attacks ...
by ahydra447
Wed Feb 27, 2019 8:17 am
Forum: Resolved Problems and Bugs
Topic: [0.17.0] Can't use capital 'Z' in save name
Replies: 4
Views: 6216

Re: [0.17.0] Can't use capital 'Z' in save name

There are three hard problems in computer science: naming things, and off-by-one errors. :)
by ahydra447
Fri Jan 25, 2019 6:16 pm
Forum: News
Topic: Friday Facts #279 - Train GUI & Modern Spitter
Replies: 208
Views: 79189

Re: Friday Facts #279 - Train GUI & Modern Spitter

What would be really useful for trains is dynamic routing. Example: go to station with ID given by circuit network, or to one of a number of stations in a list based on condition like lowest ore count / longest time since last train.
by ahydra447
Sun Jan 14, 2018 3:04 am
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 394434

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

My 2c: My brother and I enjoy this game a lot. We are very casual players - we play for 5hrs or so per week, and our current project is building a 0.2 SPM (that's one rocket per 5 minutes) megabase, which judging by some of the other numbers I've seen is barely anything :) We're so casual that we do...

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