Search found 24 matches

by thriem
Mon Feb 05, 2024 7:45 pm
Forum: News
Topic: Friday Facts #396 - Sound improvements in 2.0
Replies: 98
Views: 12076

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 t...
by thriem
Sat Nov 11, 2023 9:37 am
Forum: News
Topic: Friday Facts #384 - Combinators 2.0
Replies: 325
Views: 41624

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: 798
Views: 120514

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...
by thriem
Sun Jun 14, 2020 3:52 pm
Forum: News
Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Replies: 199
Views: 71922

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...
by thriem
Sun Aug 25, 2019 8:30 am
Forum: Mods
Topic: [MOD 0.16 - 1.0] Realistic Electric Trains
Replies: 86
Views: 49632

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 in...
by thriem
Sun Aug 04, 2019 3:28 pm
Forum: Ideas and Suggestions
Topic: [0.17.62] Signal Latency
Replies: 2
Views: 1392

[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 any...
by thriem
Mon Jun 10, 2019 11:22 am
Forum: Duplicates
Topic: [0.17.47] Crash during "blueprinting" (trains?)
Replies: 0
Views: 641

[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 arguments: &q...
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: 3405

[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 --s...
by thriem
Tue Mar 05, 2019 12:38 pm
Forum: Duplicates
Topic: [0.17.5] Crash on Research Screen
Replies: 1
Views: 736

[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 aga...
by thriem
Sat Mar 02, 2019 11:16 pm
Forum: Ideas and Suggestions
Topic: Re-use of Tier 0 stuff
Replies: 1
Views: 736

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 burner ins...
by thriem
Sat Jan 12, 2019 2:00 am
Forum: News
Topic: Friday Facts #277 - GUI progress update
Replies: 101
Views: 41916

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 mode....
by thriem
Fri Sep 21, 2018 5:19 pm
Forum: News
Topic: Friday Facts #261 - Performance + New player interaction
Replies: 94
Views: 39968

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 ...
by thriem
Fri Sep 21, 2018 8:49 am
Forum: Ideas and Suggestions
Topic: electric trains
Replies: 176
Views: 63038

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 carria...
by thriem
Fri Sep 21, 2018 8:13 am
Forum: Development Proposals
Topic: Peace with Aliens
Replies: 205
Views: 213881

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 ab...
by thriem
Sun Sep 16, 2018 10:50 pm
Forum: Ideas and Suggestions
Topic: [GUI] Increment / Decrement Buttons
Replies: 0
Views: 1069

[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...
by thriem
Fri Sep 14, 2018 3:43 pm
Forum: News
Topic: Friday Facts #260 - New fluid system
Replies: 292
Views: 113704

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't be done wit...
by thriem
Fri Sep 14, 2018 2:47 pm
Forum: News
Topic: Friday Facts #260 - New fluid system
Replies: 292
Views: 113704

Re: Friday Facts #260 - New fluid system

AT this image...*image* how does/will it split, like - from top to bottom 1/6 1/6 2/6 1/6 1/6 or 1/5 each? I made some thoughts about the algorithm... I wish I had a demanding sample to see the complexity. I toy around and see for myself how hard this can be :D Came up with different ideas... Each ...
by thriem
Fri Sep 14, 2018 2:20 pm
Forum: News
Topic: Friday Facts #260 - New fluid system
Replies: 292
Views: 113704

Re: Friday Facts #260 - New fluid system

AT this image... https://eu1.factorio.com/assets/img/blog/fff-260-new-fluid-system.png how does/will it split, like - from top to bottom 1/6 1/6 2/6 1/6 1/6 or 1/5 each? I made some thoughts about the algorithm... I wish I had a demanding sample to see the complexity. I toy around and see for myself...
by thriem
Fri Aug 24, 2018 9:48 pm
Forum: Ideas and Suggestions
Topic: Plant and grow trees
Replies: 9
Views: 4036

Plant and grow trees

As trees does benefit pollution and you/we are looking into a way of reducing pollution and be nice to the biters, it would be nice to have a natural growth/die of trees (like in deserts). And at endgames, brighten and beautify our industry/base, being able to plant trees/avenue would be nice. Pollu...
by thriem
Fri Aug 24, 2018 4:33 pm
Forum: Ideas and Suggestions
Topic: Make use of bodies of water
Replies: 4
Views: 2085

Re: Make use of bodies of water

I had this idea too - along with the -map-style-approach- AKA Continents, etc... I think it would be both, rather quick to implement and huge gain in content & fun - specially when you can make drilling rigs to pump high quantity of oil and set up automated ships at harbors and docks. And there ...

Go to advanced search