Search found 20 matches

by Quarnozian
Fri Sep 13, 2019 12:36 pm
Forum: News
Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
Replies: 144
Views: 17091

Re: Friday Facts #312 - Fluid mixing saga & Landfill terrain

Request for locked pipes... If there's no fluid in the pipe there should be an indication that it's empty. For example, with the ALT info on there's a fluid icon on the pipe that has a black background. What if empty pipes had a red background instead? This way when placing hundreds of underground p...
by Quarnozian
Fri Aug 23, 2019 7:30 pm
Forum: News
Topic: Friday Facts #309 - Controversial opinions
Replies: 289
Views: 19567

Re: Friday Facts #309 - Controversial opinions

Inserters should not chase items I actually made a video specifically testing possible train loading problems to highlight the issue with inserters hunting for items. If you only watch the bottom right two loading stations (Both with stack inserters), you'll see that when the stack inserters are on...
by Quarnozian
Fri Jun 14, 2019 9:12 pm
Forum: News
Topic: Friday Facts #299 - Everything is more complex than expected
Replies: 52
Views: 9217

Re: Friday Facts #299 - Everything is more complex than expected

Failsafe, and bug-finding condition... When a train comes to a complete stop (anywhere for a manual train, only at a train stop for automatic trains), all blocks reserved by that train are un-reserved except for the blocks the train currently occupies. If the number of released blocks is greater tha...
by Quarnozian
Fri Jun 07, 2019 7:17 pm
Forum: News
Topic: Friday Facts #298 - Demo upgrade for Stable
Replies: 78
Views: 9671

Re: Friday Facts #298 - Demo upgrade for Stable

Now that Loaders are gone, we needed a new 1x1 Consumer entity which the player must use inserters to fill. What about a delivery drone? Give it input slots like the ones in assemblers, where it can stack as many items as needed. (for example, concrete stacks to 100, but the assembler can stack it ...
by Quarnozian
Fri May 31, 2019 6:43 pm
Forum: News
Topic: Friday Facts #297 - New resource icons
Replies: 125
Views: 15836

Re: Friday Facts #297 - New resource icons

- Inserters are now smarter - Twinsen THANK YOU! That was driving me insane. I actually had to do experiments a few months ago to find out what was causing that problem. The method I was using worked in every instance except if the belt was moving West, and the inserter grabbing the items was on th...
by Quarnozian
Fri May 24, 2019 8:17 pm
Forum: News
Topic: Friday Facts #296 - All kinds of bugs
Replies: 58
Views: 8426

Re: Friday Facts #296 - All kinds of bugs

- Cars/Tanks remember their color Nice. Not a huge deal, but nice QoL addition. - Performance: It's never what you think it is That's going to be an amazing change to megabases with massive train networks. 8-) - Crashing on dereferencing null? Add a null check the mod API didn't prevent mods from do...
by Quarnozian
Fri May 17, 2019 6:40 pm
Forum: News
Topic: Friday Facts #295 - New design for the chemical plant
Replies: 77
Views: 11556

Re: Friday Facts #295 - New design for the chemical plant

Looks fantastic. Good work design team. :)
Basically every rotation is like a new entity that tries to look like its other rotations, but somehow rotated (!?).
Hahaha... I get what you're saying, but that was a hilarious way to say it. :lol:
by Quarnozian
Fri Apr 12, 2019 7:42 pm
Forum: News
Topic: Friday Facts #290 - Rail building changes & High-res icons
Replies: 75
Views: 10653

Re: Friday Facts #290 - Rail building changes & High-res icons

the ghost building without obstacle deconstruction is not available anymore :( I loved being able to start at the base, end at the outpost, and not destroy a single tree. Farewell beautiful untouched forests. The ghost rail planner tries to blow up the cliffs even if the cliff explosives technology...
by Quarnozian
Fri Apr 12, 2019 7:24 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.16] Pressing Shift in Rail Builder does not allow temporary ghost placement
Replies: 13
Views: 10268

Re: [kovarex] [0.17.16] Pressing Shift in Rail Builder does not allow temporary ghost placement

This removed the possibility to do ghost-rail-building without the remove-obstacles Oh no. :( I love being able to squeeze through and around forests without destroying trees... or being able to begin a rail placement at the main base, and just drag the entire thing across the map and finishing in ...
by Quarnozian
Fri Apr 05, 2019 7:24 pm
Forum: News
Topic: Friday Facts #289 - Character GUI
Replies: 136
Views: 15219

Re: Friday Facts #289 - Character GUI

There could be one more color for when robots are on the way, but there isn't enough in the logistic network, as when you request something that is just being slowly produced, you will have always one robot coming with the freshly created product, but it would take a long time until there is produc...
by Quarnozian
Fri Apr 05, 2019 7:16 pm
Forum: News
Topic: Friday Facts #289 - Character GUI
Replies: 136
Views: 15219

Re: Friday Facts #289 - Character GUI

(8) Item is not requested and maximum amount is 0: When you don't want the item to be ever in your inventory, in this case, we just show no number, same as it is in the auto trash slots now. under logistics: Items requesting 0 and max set to 0... instead of having nothing on them, how about having ...
by Quarnozian
Sat Mar 30, 2019 9:01 pm
Forum: News
Topic: Friday Facts #288 - New remnants, More bugs
Replies: 60
Views: 8788

Re: Friday Facts #288 - New remnants, More bugs

Remnant Collision: What if instead of it being a hard stop like running into a wall, it was instead a slow-down effect? Like carefully crawling over a bunch of destroyed objects.

I would also love the same effect being used for going over pipes, and squeezing between tight trees.
by Quarnozian
Thu Mar 28, 2019 6:40 pm
Forum: Ideas and Suggestions
Topic: Indicating empty pipes
Replies: 4
Views: 179

Indicating empty pipes

In Alt-Mode wIth the new fluid reservation system it can be hard to tell where pipes lose connection, as even 100% empty pipes will be labeled with a fluid type when connected to a machine's fluid input. Hopefully simple solution: When a pipe is reserved by a fluid, but there are no inputs for that ...
by Quarnozian
Sat Feb 09, 2019 4:24 pm
Forum: News
Topic: Friday Facts #281 - For a Few Frames More
Replies: 84
Views: 16158

Re: Friday Facts #281 - For a Few Frames More

The noisy BC3 compression reminds me of Radar View. :lol: Good work on these optimizations. It's nice to see devs that care enough to bring the best quality graphics even to the lowliest of GPUs. I remember the days of trying to run games on a $40 gpu. Most of the games I played back then still ran ...
by Quarnozian
Fri Nov 02, 2018 7:44 pm
Forum: News
Topic: Friday Facts #267 - Experiments, Explosives & Extended tags
Replies: 120
Views: 14323

Re: Friday Facts #267 - Experiments, Explosives & Extended tags

I love this FFF. Every single bit of it. Also, I noticed the lack of pickaxe above the armor looks a little out of place. A while back I had suggested adding access to the blueprint library to that toolbar. Blueprint library would be a good replacement for that blank spot where the pickaxe was. http...
by Quarnozian
Sat Sep 15, 2018 8:27 pm
Forum: News
Topic: Friday Facts #260 - New fluid system
Replies: 292
Views: 33681

Re: Friday Facts #260 - New fluid system

I just want the machines that create/utilize the fluids to flow at a steady rate. So let's say a machine makes 60 fluid per second... while it's operating it outputs 1 fluid every tick. Same idea for the machines using the fluids. If they're crafting something that needs 20 fluid, and takes 0.5 seco...
by Quarnozian
Thu Aug 16, 2018 6:35 pm
Forum: Ideas and Suggestions
Topic: Entity Request Slot
Replies: 4
Views: 753

Re: Entity Request Slot

They demonstrated exactly what I was hoping to see for the upgrade planner in last week's Friday Factorio Facts.
https://factorio.com/blog/post/fff-255

However, I would still like blueprints to be able to trigger this same behavior.
by Quarnozian
Sun Jul 01, 2018 9:26 pm
Forum: News
Topic: Friday Facts #249 - Dead end exploration
Replies: 206
Views: 20994

Re: Friday Facts #249 - Dead end exploration

Proposed Modification for Proposal 2 https://i.imgur.com/U3CfbMa.png <- Blueprints accessed from here in their own inventory screen. Also provides quick access to the deconstruction planner. https://i.imgur.com/ouxOL9F.png <- Inventory screen holding all blueprints. Books on the left. Individual on...
by Quarnozian
Tue May 15, 2018 7:56 pm
Forum: Ideas and Suggestions
Topic: Entity Request Slot
Replies: 4
Views: 753

Re: Entity Request Slot

That will be nice, but I'd also prefer blueprints being able to upgrade entities. Plus without this feature, I don't think an Upgrade Planner even can leave entities running while they wait to be upgraded, so I doubt it would make this idea obsolete. Reason I'd want it to work for blueprints... If y...
by Quarnozian
Tue May 01, 2018 9:13 pm
Forum: Ideas and Suggestions
Topic: Entity Request Slot
Replies: 4
Views: 753

Entity Request Slot

TL;DR Entities have Item Request Slots (typically used for Modules) which the bots fulfill. Add Entity Request Slots to request a new entity be placed directly on top of an existing entity. Why? If you have a blueprint for Stone Furnaces and Yellow Belts, and an identical one except with Steel Furn...

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