Search found 54 matches

by Henry Loenwind
Sun Apr 14, 2024 5:56 pm
Forum: News
Topic: Friday Facts #406 - Space Age Music
Replies: 150
Views: 18389

Re: Friday Facts #406 - Space Age Music

Wait a minute... Factorio already has some music?

I'll need to check where that has been hiding, I never noticed any.
by Henry Loenwind
Mon Apr 01, 2024 4:24 am
Forum: News
Topic: Friday Facts #404 - Frustration not found
Replies: 112
Views: 14660

Re: Friday Facts #404 - Frustration not found

No to the new RTS control from me. There are good mods for controlling hordes of combat Spidertrons, tanks, and other automated vehicles. If someone wants to have RTS warfare, they can easily do that. But the vanilla Spidertron isn't something you spam hundreds onto the map. It is primarily a person...
by Henry Loenwind
Fri Feb 09, 2024 11:05 pm
Forum: News
Topic: Friday Facts #397 - Factoriopedia
Replies: 118
Views: 16974

Re: Friday Facts #397 - Factoriopedia

BraveCaperCat wrote: ↑
Fri Feb 09, 2024 8:47 pm
Plus, if you are using WIndows you might not be able to use the RIght Alt button soon! They are replacing it with a new key!
That'll be funny for the half of the world that needs the right alt key for things like {, [, @, ], }, ~, |, ...
by Henry Loenwind
Fri Feb 02, 2024 4:51 pm
Forum: News
Topic: Friday Facts #396 - Sound improvements in 2.0
Replies: 98
Views: 13284

Re: Friday Facts #396 - Sound improvements in 2.0

Nice, but ... I hate those inventory sounds.

I would also suggest a basegame setting to force them all to use one sound set (preferably the old one, although that could be modded), as doing that with a mod would mean digging through all items added by mods and modifying them one by one.
by Henry Loenwind
Sat Jan 20, 2024 2:35 am
Forum: News
Topic: Friday Facts #393 - Putting things on top of other things
Replies: 227
Views: 45947

Re: Friday Facts #393 - Putting things on top of other things

One solution for faster belts that don't move faster would be to give us multi-layer belts. Simple rule: Inserters can only access the top layer of a multi-layer belt. (Add a flag on the prototype to allow accessing all layers for modded loaders.) When a multi-layer belt ends and feeds into a single...
by Henry Loenwind
Sat Jan 13, 2024 1:57 am
Forum: News
Topic: Friday Facts #393 - Putting things on top of other things
Replies: 227
Views: 45947

Re: Friday Facts #393 - Putting things on top of other things

To be honest, since the big inserter change, I haven't used stack inserters at all. Even before that, I only rarely used them, but after, it just wasn't clear what advantage I would have by using them. Fast inserters were fine with vanilla, and for modded, there were faster inserters and loaders. Al...
by Henry Loenwind
Tue Jan 02, 2024 7:10 pm
Forum: News
Topic: Friday Facts #391 - 2023 recap
Replies: 60
Views: 11041

Re: Friday Facts #391 - 2023 recap

I have two wishlist items: 1.) On the "explore" tab, a category "mods that have a dependency on any of your active mods and mods your active mods have an optional dependency on". This would automagically list mods that are related to what one currently has, as well as mods that h...
by Henry Loenwind
Tue Nov 14, 2023 7:31 pm
Forum: News
Topic: Friday Facts #384 - Combinators 2.0
Replies: 328
Views: 45365

Re: Friday Facts #384 - Combinators 2.0

... I loved all these suggestions. The new configuration screen is too much cluttered. One thing I can add is; - We don't need to change the wire color from the main screen. The wires that will be listened to can easily be configured from the "Select a signal" modal which you need to open...
by Henry Loenwind
Tue Nov 14, 2023 12:11 pm
Forum: News
Topic: Friday Facts #384 - Combinators 2.0
Replies: 328
Views: 45365

Re: Friday Facts #384 - Combinators 2.0

"Circuit slots show the values" To be honest, I hate how this is implemented. You're mixing up configuration data and live data in the same field. This makes those conditions really hard to read. The same is true for the green background to a lesser extent. For the combinators, the input c...
by Henry Loenwind
Sat Nov 04, 2023 7:25 pm
Forum: News
Topic: Friday Facts #383 - Super force building
Replies: 172
Views: 29482

Re: Friday Facts #383 - Super force building

Half of the replies seem to be about what people want or want not to happen in one of the 3 modes. So my suggestion: Add a new tool to the quick action bar that brings up a mini-config menu. | Normal | Shift | Shift+Ctrl | ------------------+--------+-------+------------+ Add Landfill | [ ] | [ ] | ...
by Henry Loenwind
Sat Oct 28, 2023 1:14 pm
Forum: News
Topic: Friday Facts #382 - Logistic groups
Replies: 230
Views: 35278

Re: Friday Facts #382 - Logistic groups

Qon wrote: ↑
Sat Oct 28, 2023 11:22 am
Kg does not exist, it's kg.
Maybe they meant "Kelvin * grams"? That would be ... um ... the total heat energy in an object? ;) Although, that measurement only works for items that are uniform in their composition...

*scnr*
by Henry Loenwind
Sat Oct 28, 2023 1:09 pm
Forum: News
Topic: Friday Facts #382 - Logistic groups
Replies: 230
Views: 35278

Re: Friday Facts #382 - Logistic groups

What happens to blueprints and blueprint books? Do I need to request them too, to avoid them getting trashed by trash-unrequested? Normally, blueprints are supposted to be in the blueprint library. At this moment, blueprints are trashed as well, but we are planning to change it as it is quite annoy...
by Henry Loenwind
Sat Oct 21, 2023 3:29 am
Forum: News
Topic: Friday Facts #381 - Space Platforms
Replies: 209
Views: 42469

Re: Friday Facts #381 - Space Platforms

Anyway, I'm wondering about the platform and it's self-constructing abilities, and how flexible that is in regards to mods - could you, for example, play as some kind of alien technovirus slowly converting the planet to a mechanical "paradise"? That certainly would make a nice mod: The pl...
by Henry Loenwind
Sat Oct 14, 2023 5:43 am
Forum: News
Topic: Friday Facts #380 - Remote view
Replies: 181
Views: 30141

Re: Friday Facts #380 - Remote view

Please, add the ability to disable shimmering and change the saturation of the tint. My eyes hurt just from looking at the picture of blue ghosts, and the shimmering demo picture looks like blurry blobs to me Same for me! / Upvote PLEASE allow this to be configurable, the vibrant blue absolutely mu...
by Henry Loenwind
Fri Sep 29, 2023 1:39 pm
Forum: News
Topic: Friday Facts #377 - New new rails
Replies: 217
Views: 49833

Re: Friday Facts #377 - New new rails

However, I can see monorail trams being useful on space platforms. You wouldn't really need two rails in space, just one for the train to grip onto is enough, there's no weight to worry about either and the narrower curves would help navigate the limited space and distribute a decent amount of of r...
by Henry Loenwind
Fri Sep 29, 2023 1:29 pm
Forum: News
Topic: Friday Facts #378 - Trains on another level
Replies: 337
Views: 78070

Re: Friday Facts #378 - Trains on another level

Now, if the Space Age mod doesn't depend on the Quality mod...you could have said that 3 weeks ago and ended all the complaining instantly.

Also, when:

Image

;)
by Henry Loenwind
Fri Sep 29, 2023 10:11 am
Forum: News
Topic: Friday Facts #377 - New new rails
Replies: 217
Views: 49833

Re: Friday Facts #377 - New new rails

SupplyDepoo wrote: ↑
Fri Sep 29, 2023 7:40 am
I love this! :lol:
So what? The "not going to happen" stuff didn't happen. The FFF explained the exact same reasoning boskid wrote back then, just in way more words.
by Henry Loenwind
Fri Sep 29, 2023 10:08 am
Forum: News
Topic: Friday Facts #377 - New new rails
Replies: 217
Views: 49833

Re: Friday Facts #377 - New new rails

However, I'm shocked that quality, being an additional feature, is receiving so much criticism, while breaking savegame and blueprint compatibility seems like no big deal, to the point that there are people asking for explicit incompatibility. That's because we know that that incompatibility isn't ...
by Henry Loenwind
Sun Sep 24, 2023 2:42 am
Forum: News
Topic: Friday Facts #377 - New new rails
Replies: 217
Views: 49833

Re: Friday Facts #377 - New new rails

Nice, I just have one tiny issue with what was presented: I find the direction arrows on the segment visualisation herd to read (especially β¬₯ vs β—‚/β–Έ). I think it would be better to use β€› “ and β†ž β† , or β†’ ↣, or maybe just ⇽ β‡Ύ β‡Ώ or ↀ ↦ β†₯ ↧. Less "blobby". β†žβ—‡β†  (i.e. > at the base and >> at the...
by Henry Loenwind
Sun Nov 13, 2022 12:18 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 531666

Re: [MOD 0.14] AAI Programmable Vehicles

Something seems to be weird with path options. When I select anything but the default "Pathfinding: Always", it doesn't stick and reverts as soon as I exit the waypoint or path. However, the behaviour always is "Pathfinding: Drive into the nearest building and become stuck there while...

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