Search found 28 matches

by thriem
Wed Jan 08, 2025 11:01 pm
Forum: News
Topic: Friday Facts #438 - Space Age wrap up
Replies: 108
Views: 35821

Re: Friday Facts #438 - Space Age wrap up

I kinda hoped for a "content-update", where new content may still be added… especially when it comes to locomotion. E-Trains, motorcycles, "hypertubes", ships - aircraft probably don't make any sense? And some Logistic-Interfaces, like "nixie tubes" mod, to make displays of numbers - and symbols ...
by thriem
Sun Dec 01, 2024 11:00 pm
Forum: Ideas and Suggestions
Topic: Reading recipe of assembler.
Replies: 0
Views: 233

Reading recipe of assembler.

TL;DR
Reading recipe of assembler.

What?
In the menus, where we can set what an assembler should act on the logic wires it is connected. Adding the option, not only to have one tick of a given signal, but also a permanent signal of the set recipe.

Why?
In the early days, resources and ...
by thriem
Sat Nov 09, 2024 8:40 pm
Forum: Ideas and Suggestions
Topic: Biter Build up more intuitive
Replies: 11
Views: 1177

Biter Build up more intuitive

I am a fairly slow builder and like to spend my first half of the game not over producing any items in bulk, since every new resource patch becomes harder to capture and secure and to hold.

And what brings me in a bad situation - the time evolution. I end up with big biters before bots or laser ...
by thriem
Sat May 04, 2024 8:47 am
Forum: News
Topic: Friday Facts #409 - Diminishing beacons
Replies: 180
Views: 52095

Re: Friday Facts #409 - Diminishing beacons

Rarely ever fiddled with Beacons.
Overall, i am excited for the addon though not for everything alike. Especially the quality levels seems to become a nightmare - for every min/max gamer. And I see it coming, the recycle loops for non-legendary items, just to give it another try.
And at the same ...
by thriem
Mon Feb 05, 2024 7:45 pm
Forum: News
Topic: Friday Facts #396 - Sound improvements in 2.0
Replies: 98
Views: 26193

Re: Friday Facts #396 - Sound improvements in 2.0

Really amazed what unexpected difference the inventory sound makes. Not sure how i feel about the non-hostile critter sounds. Guess I'd be looking around for things whenever i hear a strange noice but cant see where it comes from. Unless the critter becomes visible ofc. Environment in general.

One ...
by thriem
Sat Nov 11, 2023 9:37 am
Forum: News
Topic: Friday Facts #384 - Combinators 2.0
Replies: 334
Views: 101842

Re: Friday Facts #384 - Combinators 2.0

Excited about these changes way more than is good for me.
Functions I really want to see:
D-Latch - To capture a moment in time and hold it Not technically combinators, but some means to display output - we have colors, but no numbers and what I would love would be graphs, since it allows for ...
by thriem
Sun Sep 24, 2023 10:53 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 266740

Re: Friday Facts #375 - Quality

I do not like this "quality" aspect either. For some aspects it might be ok, but it produces a lot of overhead just to get rid of things.
If it has to be that way, I'd prefer to have a chance, like the Uran enrichment - you set the desired quality (and if it is allowed to be better ??) and the ...
by thriem
Sun Jun 14, 2020 3:52 pm
Forum: News
Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Replies: 199
Views: 93763

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

Another reason, why fluid mixing is a pain, is, because we don't have proper entities to manage fluids.
Compared to belts, we do not have splitters, filters or different kind of "capacity entities" (different items/s).

I would love to have a vanilla "fluid-filter" that is 1x3 big, so you can plump ...
by thriem
Sun Aug 25, 2019 8:30 am
Forum: Mods
Topic: [MOD 0.16 - 1.0] Realistic Electric Trains
Replies: 86
Views: 59411

Re: [MOD 0.16, 0.17] Realistic Electric Trains

Feedback:
Love the idea trouble at covering 100% of rails (attachment) Higher capacity or batteries as fuel - so they would be able to accelerate out of a dead spot[*
Personally - I would like to see the rails modded - not the signals. Guess this would be more of a graphical challenge - but would ...
by thriem
Sun Aug 04, 2019 3:28 pm
Forum: Ideas and Suggestions
Topic: [0.17.62] Signal Latency
Replies: 2
Views: 1812

[0.17.62] Signal Latency

TL;DR
Train-Stations enabled by a signal (i.e. Decider) which also triggers a Circuit condition of a Train, causes the train to skip this station, if this is (usually) the next stop.

Why?
I use deciders on Train-Staitons to determine if it makes sense for a train to come. And this for basically ...
by thriem
Mon Jun 10, 2019 11:22 am
Forum: Duplicates
Topic: [0.17.47] Crash during "blueprinting" (trains?)
Replies: 0
Views: 906

[0.17.47] Crash during "blueprinting" (trains?)

TL;DR
Crash upon placing blueprints and order decunstruction and cancel individual decunstruction (overlap sections of blueprint and built entities).

0.001 2019-06-10 01:07:07; Factorio 0.17.47 (build 45537, win64, steam)
0.001 Operating system: Windows 10 (version 1803)
0.001 Program ...
by thriem
Tue Mar 19, 2019 11:08 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.16] Invalid value "false" of TextureCompression on startup
Replies: 2
Views: 4502

[0.17.16] Invalid value "false" of TextureCompression on startup

I run factorio on a Laptop and host factorio headless on LAN (Steam version, via command line startup headless).

However, I try to keep my versions updated. On update x.16, I couldn't rund my batchfile
Batchfile script G:
cd "G:\Steam Games\steamapps\common\Factorio"
.\bin\x64\factorio --start ...
by thriem
Tue Mar 05, 2019 12:38 pm
Forum: Duplicates
Topic: [0.17.5] Crash on Research Screen
Replies: 1
Views: 1027

[0.17.5] Crash on Research Screen

Game crashed upon hitting <Esc> on the Research Screen - I did some cancellation on queued projects and queued new ones (basically reorder).

It crashed, as stated, upon hitting <Esc>, not while I was at the screen.

It may be relevant:
Upon experiencing some crashes recently, I activated Autosave ...
by thriem
Sat Mar 02, 2019 11:16 pm
Forum: Ideas and Suggestions
Topic: Re-use of Tier 0 stuff
Replies: 1
Views: 985

Re-use of Tier 0 stuff

TL;DR
There are few -vanilla- ways, and with 0.17. even less to get rid off burner inserter, spaghetti-poles and such.


What ?
We were used to be able to use wooden-chests and small electric poles as fuel, this is as in 0.17 removed. We usually build plenty of those, and other stuff (like ...
by thriem
Sat Jan 12, 2019 2:00 am
Forum: News
Topic: Friday Facts #277 - GUI progress update
Replies: 101
Views: 52838

Re: Friday Facts #277 - GUI progress update

I barely got into the Wave-Defense - If I recall right, you have to defend a given structure and build your factory around it - with main concern about the defence. You still have to produce everything - but have less harsh starting condition.

What I expected: ... a more classy version of this ...
by thriem
Fri Sep 21, 2018 5:19 pm
Forum: News
Topic: Friday Facts #261 - Performance + New player interaction
Replies: 94
Views: 50431

Re: Friday Facts #261 - Performance + New player interaction


https://www.factorio.com/blog/post/fff-261


Despite i know that UI is under construction, I might say something...

I for one, think that the menu should be more categorized. Like, 5dim mods do (for example) - maybe not that specific.
But it would nice to see "logistic stuff" at a separate tab ...
by thriem
Fri Sep 21, 2018 8:49 am
Forum: Ideas and Suggestions
Topic: electric trains
Replies: 176
Views: 89396

Re: Electric Locomotives & Other Rail Cars

[quote=eradicator post_id=378667 time=1536860975 user_id=24632]
[quote=bobingabout post_id=378629 time=1536834481 user_id=1693]
[quote=eradicator post_id=378625 time=1536833364 user_id=24632]@Bob:
Accumulator cars too? Hm. I'd have thought that a train with accumulators (built-in or seperate ...
by thriem
Fri Sep 21, 2018 8:13 am
Forum: Development Proposals
Topic: Peace with Aliens
Replies: 205
Views: 251495

Re: Peace with Aliens

I would love to have a more environment friendly approach. Since I do not like to scale my base to infinite extends and optimize everything - specially onward the point you have robots - I also try to avoid removing the cliffs.

However, I basically do not care that much about the biters, but more ...
by thriem
Sun Sep 16, 2018 10:50 pm
Forum: Ideas and Suggestions
Topic: [GUI] Increment / Decrement Buttons
Replies: 0
Views: 1390

[GUI] Increment / Decrement Buttons

I did not much of an search, since GUI / increment&decrement did end up in no or " research increment", which is not my point.
I often visualize stuff with (small) lamps, for example fluids, item-counts, battery-charge, etc... And I find myself often increment numbers by small amounts, since ...
by thriem
Fri Sep 14, 2018 3:43 pm
Forum: News
Topic: Friday Facts #260 - New fluid system
Replies: 292
Views: 148559

Re: Friday Facts #260 - New fluid system




1/6 1/6 2/6 1/6 1/6


If so, that sucks. Hope they'll fix the pipe auto-connection then.


While I would also like to dictate how pipes connect, I don't see why this is an argument for it. How would you split 1 pipe into 5 to force 1/5th flow in each by specifying connections, that couldn ...

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