Search found 15 matches

by havarc
Wed Nov 13, 2024 11:56 am
Forum: Releases
Topic: Version 2.0.17
Replies: 25
Views: 13548

Re: Version 2.0.17

Linux update wehn? (it's still on 2.0.15)
by havarc
Sun Nov 03, 2024 10:49 pm
Forum: Ideas and Suggestions
Topic: (Standalone) Custom Music Player for the Soundtrack packs
Replies: 5
Views: 690

(Standalone) Custom Music Player for the Soundtrack packs

Some of these tracks (absolute kudos to Petr!) make good background music for concentrating on specific tasks, not unlike actually laying out a factory. Yet if there was, say, a custom audio application, that mixes music like in the game does, but doesn't actually need to run the game, it would be ...
by havarc
Sun Nov 03, 2024 6:55 pm
Forum: Not a bug
Topic: Molten Metall looks like water in storage tank windows
Replies: 5
Views: 506

Re: Molten Metall looks like water in storage tank windows

That'd be molten Iron, same with the pipe highlighting, is just a bit darker than water and probably difficult to spot for some people.
by havarc
Sun Nov 03, 2024 12:50 pm
Forum: Not a bug
Topic: [2.0.14] Trees planted by agricultural tower rapidly flipping between two frames
Replies: 4
Views: 634

[2.0.14] Trees planted by agricultural tower rapidly flipping between two frames

Both Jellynut and Yumako trees planted by the agricultural tower are rapidly flipping between two animation frames. Fresh Fedora 40 install without native Linux Factorio, can test on Proton if needed.
by havarc
Sun Nov 03, 2024 12:02 am
Forum: Balancing
Topic: Gleba is a problem
Replies: 17
Views: 18466

Re: Gleba is a problem

Yes, Gleba is difficult and tedious, but that's the entire point of an expansion that costs more than the base game (and I love it)!
However, here's some tips, as I currently have a stable production chain within a six hour session dropping dry (no QA, PA2, exoskeletons, no bots or buildables ...
by havarc
Fri Feb 23, 2024 5:13 pm
Forum: Outdated/Not implemented
Topic: Cliffs as natural rail elevators
Replies: 10
Views: 2112

Re: Cliffs as natural rail elevators

I see, thank you very much for the notion and the clarification.
by havarc
Fri Feb 23, 2024 1:35 pm
Forum: Outdated/Not implemented
Topic: Cliffs as natural rail elevators
Replies: 10
Views: 2112

Re: Cliffs as natural rail elevators

Wube, you can't be seriously building a Base like that without the urge to implement this idea. Even more so when other images show straight edges almost made for that purpose.
Image
by havarc
Mon Feb 19, 2024 9:15 pm
Forum: Outdated/Not implemented
Topic: Cliffs as natural rail elevators
Replies: 10
Views: 2112

Re: Cliffs as natural rail elevators

Chiming in again from here.
Koub wrote: Mon Feb 19, 2024 9:43 am How would a quick succession of two (or more) cliffs be handled in this context, knowing there are only two rail levels ?
Any Cliff that is not aligned to the elevation will be considered deconstruction.
by havarc
Sun Feb 18, 2024 8:12 pm
Forum: Outdated/Not implemented
Topic: Cliffs as natural rail elevators
Replies: 10
Views: 2112

Cliffs as natural rail elevators

Since cliffs are already considered natural elevations, wouldn't it make sense to also be able use them as natural rail elevators?
I just read FFF 378 and this popped into my mind. The cliffs are directional already, so likely most of this would be just some smoothed underlying sprite replacing the ...
by havarc
Wed Jan 31, 2024 9:58 pm
Forum: Off topic
Topic: FPS/UPS flickering and CPU C-States
Replies: 1
Views: 3869

FPS/UPS flickering and CPU C-States

Just throwing this in here...
I was just watching Linus talking about CPU Performance variation on Test-benches and "something like Factorio" having the widest variation, and it just popped into my head: This game is super optimised, yet I get this flickering between 59.9 and 60 FPS/UPS in any map ...
by havarc
Fri Jul 26, 2019 7:05 pm
Forum: Ideas and Suggestions
Topic: FFF 305: Change Sulfur to Sulfuric Acid for Chemical Science Pack
Replies: 0
Views: 726

FFF 305: Change Sulfur to Sulfuric Acid for Chemical Science Pack

Hello,

Didn't want to disturb the discussions in the main thread.
Considering that the most vanilla factories are already running the (usually beltless) 2:1 sulfur to acid ratio the change to sulfur would mess up every other factory, while on the other hand sulfuric acid is already/will have to be ...
by havarc
Tue Apr 09, 2019 10:29 am
Forum: Ideas and Suggestions
Topic: Use more color masks like the locomotive
Replies: 4
Views: 2571

Re: Use more color masks like the locomotive

Koub wrote: Tue Apr 09, 2019 5:47 am Done :)
Thanks, I hope this actually gets considered!
by havarc
Mon Apr 08, 2019 3:54 pm
Forum: Ideas and Suggestions
Topic: Use more color masks like the locomotive
Replies: 4
Views: 2571

Use more color masks like the locomotive

So I just checked the "gui-new.png" in the core/graphics folder to see how difficult it would be to change the colors to adjust for color-blindness.
Wouldn't it be better to use a color-mask and a separate shadow mask to create a button, kinda like you already do with the locomotive and the trees?
A ...
by havarc
Fri Oct 26, 2018 7:29 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 275593

Re: Friday Facts #266 - Cleanup of mechanics

So far agreeing with this FFF, except with the easing of Assemblers. Have you ever been to an assembly factory? Much actually worked in one? Or several even?
I actually did, and believe me when I say that the current system makes way more sense. I've literally seen assembling machines that take only ...

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