Search found 148 matches
- Fri Apr 12, 2019 10:20 pm
- Forum: News
- Topic: Friday Facts #290 - Rail building changes & High-res icons
- Replies: 75
- Views: 36110
Re: Friday Facts #290 - Rail building changes & High-res icons
Yeah, current rail building is not ideal. But, instead of bringing in another mod (FARL), you remove options, which ruins rail building in the early game (especially in slow-research options like marathon / deathworld). Why ruin? Currently you can use planner in early game. Now you won't be able to,...
- Sun Apr 07, 2019 9:46 am
- Forum: News
- Topic: Friday Facts #289 - Character GUI
- Replies: 137
- Views: 57994
Re: Friday Facts #289 - Character GUI
I really like suggestions of togglable-requests and "ephemeral" (rather temporary?) requests, those would be so helpful. Sorting for requests would be nice to have too. And it's not clear to me what would be the default flow for setting logistic slot - would it automatically set autotrash ...
- Fri Mar 08, 2019 9:42 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.3] Adding or removing a train stop when waiting at a temporary stop (Ctrl+Click) resets wait time
- Replies: 2
- Views: 1243
Re: [0.17.3] Adding or removing a train stop when waiting at a temporary stop (Ctrl+Click) resets wait time
This is quite annoying bug for railworld maps
Temporary stations is very nice addition, but when you are using them a lot, you encounter this bug like 3-8 times per hour.
![Sad :(](./images/smilies/icon_e_sad.gif)
- Sun Sep 23, 2018 1:00 am
- Forum: News
- Topic: Friday Facts #261 - Performance + New player interaction
- Replies: 94
- Views: 40847
Re: Friday Facts #261 - Performance + New player interaction
... if the first 15 minutes of a game feels shitty, there is big chance that the player will not play any further. A million people tried the demo, learned from the tutorial, and went on to buy the game. There's nothing fundamentally wrong with the first 15 minutes and in my opinion the first 15 mi...
- Fri Aug 24, 2018 12:46 pm
- Forum: News
- Topic: Friday Facts #257 - NPE/Campaign update
- Replies: 111
- Views: 50206
Re: Friday Facts #257 - NPE/Campaign update
Can I suggest to call shallow water bogland or marsh? Then it makes more sense you can walk on it but not build on it. An intuitive idea is to have two types of landfill: Basic Landfill: makes water into bogland Permeable Landfill: fills in all water and bogland Basic Landfill would be cheaper than...
- Fri Jul 06, 2018 8:59 pm
- Forum: News
- Topic: Friday Facts #250 - Dead end conclusion
- Replies: 142
- Views: 55576
Re: Friday Facts #250 - Dead end conclusion
Proposal zero sounds like much better and thought through solution! Especially with regards to the library.
I would maybe add different "sheets" (think excel) to the library for organizational purposes, but that might complicate things.
I would maybe add different "sheets" (think excel) to the library for organizational purposes, but that might complicate things.
- Fri Jun 29, 2018 9:45 pm
- Forum: News
- Topic: Friday Facts #249 - Dead end exploration
- Replies: 206
- Views: 70296
Re: Friday Facts #249 - Dead end exploration
I am using current blueprint system extensively, and it works great. Not big user of library (as I spend a lot of time on single map), and I guess its UI can be improved, but PLEASE don't mess with great blueprint system just because you added unpolished version of blueprint library! Only proposal 2...
- Sat Dec 30, 2017 9:42 am
- Forum: News
- Topic: Friday Facts #223 - Reflections on 2017
- Replies: 116
- Views: 44680
Re: Friday Facts #223 - Reflections on 2017
Thanks for the playtime per commit / LoC / etc. statistic. It nicely highlights how awesome is work of programmer ![Smile :)](./images/smilies/icon_e_smile.gif)
![Smile :)](./images/smilies/icon_e_smile.gif)
- Sat Nov 25, 2017 11:15 am
- Forum: News
- Topic: Friday Facts #218 - Import bpy, Export player
- Replies: 67
- Views: 32891
Re: Friday Facts #218 - Import bpy, Export player
the colors are looking very 'washed out' in the updated version. The saturation in the .15 images look way better. Obviously the pixel count looks much better in the new version but the colors (to me) take away from that stride forward and act as a step back. I'm not a programmer or graphic artist,...
- Sat Nov 18, 2017 12:33 am
- Forum: News
- Topic: Friday Facts #217 - Just another Friday Facts
- Replies: 84
- Views: 35097
Re: Friday Facts #217 - Just another Friday Facts
Please don't mess too much with expensive setting, rather fix the base settings disbalance.
- Sat Jun 17, 2017 8:55 am
- Forum: News
- Topic: Friday Facts #195 - Poles re-design
- Replies: 102
- Views: 53206
Re: Friday Facts #195 - Poles re-design
I love Albert's party-related work, but otherwise I was disappointed. Fact_3011 said it better than I could have: I am sorry to say that i don't particularly like any of the new designs. The old ones looked a lot more elegant to me. The new designs are functional, but far less interesting. Their geo...
- Tue May 30, 2017 6:52 am
- Forum: Gameplay Help
- Topic: How to make trains NOT drive THROUGH a station?
- Replies: 11
- Views: 6526
Re: How to make trains NOT drive THROUGH a station?
Fix: place more stations on the branches you wish to be not pass-through. (I use "_" as name for such stations) Watch changelogs, it was one of the better and more discussed changes in the 0.15 threads. Rant: wonderfully wrong solutions ITT :D I mean - obviously, the design is just wrong, ...
- Mon May 29, 2017 1:45 pm
- Forum: Balancing
- Topic: [0.15] Research pack changes - too complex/difficult
- Replies: 20
- Views: 9953
Re: [0.15] Research pack changes - too complex/difficult
I do believe though that modules have the effect of pushing the bias back towards iron for science packs, mainly because of copper wire, for the most part you can get +40% extra productivity on copper costs than iron costs, and also because of steel often being a final ingredient and gaining poorly...
- Mon May 29, 2017 1:43 pm
- Forum: Balancing
- Topic: Logistics net: Less research needed
- Replies: 73
- Views: 25974
Re: Logistics net: Less research needed
This forum needs +1 function so I can just +1 posts like the BlakeMW's one above.
- Sun May 28, 2017 3:47 pm
- Forum: Gameplay Help
- Topic: My trains keep trying to loop...
- Replies: 17
- Views: 6666
Re: My trains keep trying to loop...
Best advice is DO NOT USE LOOPS. There are many people defending them vigorously, and if you'll work hard enough they are probably workable (possibly equal in limited systems), but I don't see (m)any benefits to them, and simple T-intersections (http://guide.factorio.com/img/51.jpg) and terminus sta...
- Sun May 28, 2017 3:28 pm
- Forum: Balancing
- Topic: [0.15] Research pack changes - too complex/difficult
- Replies: 20
- Views: 9953
Re: [0.15] Research pack changes - too complex/difficult
The only thing I dislike is the unbalance between iron needs and copper needs. I'm using iron like there's no tomorrow, while the first few smelters I set up for copper still cover my needs at all times. 20h into my game, I've used almost 4x as much iron as copper. Tbh that's same as before, iron w...
- Wed May 24, 2017 1:21 pm
- Forum: Ideas and Suggestions
- Topic: No Water Sign for Boilers and No Steam for Steam Engines
- Replies: 6
- Views: 4016
Re: No Water Sign for Boilers and No Steam for Steam Engines
Yay, a good idea for once.
+1!
+1!
- Wed May 24, 2017 11:21 am
- Forum: Balancing
- Topic: Odd sulfuric acid ratios for processing units and batteries
- Replies: 8
- Views: 5367
Re: Odd sulfuric acid ratios for processing units and batteries
Majority of players does not care about ratios tbh.
And since h2so4 and plastics are kind of mass produced general-purpose-oil-product, their ratios are even less important.
Or do you care about ratios of steel furnaces to anything?
And since h2so4 and plastics are kind of mass produced general-purpose-oil-product, their ratios are even less important.
Or do you care about ratios of steel furnaces to anything?
- Wed May 24, 2017 8:17 am
- Forum: Balancing
- Topic: Spawners generate too frequently on any map setting
- Replies: 11
- Views: 5197
Re: Spawners generate too frequently on any map setting
Koub: thanks! I finally understand it now. Seems like a big change to me, and few people really complain. Nukes aren't much of a solution when I'm struggling to find new resources long before I reach that tech level. Well before behemoths ("long before nukes", right?) just circling the big...
- Wed May 24, 2017 7:45 am
- Forum: General discussion
- Topic: Ore gen, there's no middle ground
- Replies: 14
- Views: 6562
Re: Ore gen, there's no middle ground
Unless you also defend these highways, you're gonna lose a lot of bots to the odd biter that sneaks inbetween. Spitters especially can wreak havoc on undefended botlines. I usually end up laying a yellow belt to the nearest mine of the same resource and then stripmine the small patch instead. If it...