The worst part is I was linked that topic the last time I made the same suggestion, and completely forgot about it...Koub wrote:You might want to give a look at this topic : viewtopic.php?f=80&t=16566
Search found 204 matches
- Tue Jul 26, 2016 9:57 am
- Forum: Ideas and Suggestions
- Topic: Information notice, to go with warning an alert notices
- Replies: 2
- Views: 1070
Re: Information notice, to go with warning an alert notices
- Tue Jul 26, 2016 4:37 am
- Forum: Ideas and Suggestions
- Topic: Information notice, to go with warning an alert notices
- Replies: 2
- Views: 1070
Information notice, to go with warning an alert notices
I've noticed that there's a few specific events that the player may want to be notified of, that don't really have enough of an impact to get a warning notice: Miners running out of ore (always important, since you can't place them like this) Radars that just finished discovering new land (ignoring ...
- Fri Jul 15, 2016 6:57 pm
- Forum: Translations
- Topic: Web based translations
- Replies: 88
- Views: 70370
Re: Web based translations
If you're using crowd-sourced languages, you may as well use it to the fullest. There's no real reason to not include it.Klonan wrote:Its not really neededHexicube wrote:Can we get a British English option?
- Fri Jul 15, 2016 6:04 pm
- Forum: Translations
- Topic: Web based translations
- Replies: 88
- Views: 70370
Re: Web based translations
Can we get a British English option?
- Sat Apr 09, 2016 7:05 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
- Replies: 179
- Views: 109480
Re: [MOD 0.12.20+] Misanthrope 0.3.6 -- Better Biter Mechanics
I would really like to see a lite-version, with a bit less agressiv biters that ignore rails. The thing you want is actually in the first post under notable mentions. It only works for rails (not signals/stations), but it changes rail network building difficulty from 'practically impossible' to 'qu...
- Sat Apr 09, 2016 1:10 pm
- Forum: News
- Topic: Friday Facts #133 - The train struggle
- Replies: 175
- Views: 73616
Re: Friday Facts #133 - The train struggle
The heavy inserter looks like a great alternative, but I have a couple of suggestions regarding it: 1. When collecting items, it should ALWAYS wait until it's full before moving, which means regular inserters are still useful when throughput is low. 2. There should either not be a smart heavy insert...
- Mon Apr 04, 2016 6:01 pm
- Forum: Ideas and Suggestions
- Topic: File Format suggestion (base128 integers)
- Replies: 8
- Views: 2986
Re: File Format suggestion (base128 integers)
uint length = *p++;//load a byte into a register boolean hasNext = length &0x80; // move the high bit in another register while(hasnext){ //test other register length <<=7; int current = *p++; // load next byte into register length |= current &0x7f; hasnext = current &0x80; // move the ...
- Mon Apr 04, 2016 4:15 pm
- Forum: Ideas and Suggestions
- Topic: File Format suggestion (base128 integers)
- Replies: 8
- Views: 2986
Re: File Format suggestion (base128 integers)
reading 4 bytes and interpreting as an int is cheaper than reading a byte, checking the high bit and then branching to shift and read the next byte, goto check for high bit This actually depends on the player's read speed and CPU speed, though typically it is in fact the opposite. It would take a p...
- Sat Apr 02, 2016 8:11 am
- Forum: Mods
- Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
- Replies: 179
- Views: 109480
Re: [MOD 0.12.20+] Misanthrope 0.3.2 -- Better Biter Mechanics
[*]End-Game Phase? (Not sure if I like/want this...Maybe.) Triggered when the Player builds the rocket silo, biter evolution locks to 100%, All biter bases that are able to will send attack parties against the player Perhaps every rocket launched (regardless of payload) increases the minimum evolut...
- Tue Mar 29, 2016 6:19 am
- Forum: Balancing
- Topic: Upgrade to accumulators and possibly solar panels.
- Replies: 4
- Views: 2125
Re: Upgrade to accumulators and possibly solar panels.
I'm against this, the entire point is that they take up a lot of room. In exchange you get a power source that is highly flexible and is free to run.
- Mon Mar 28, 2016 6:12 pm
- Forum: Ideas and Suggestions
- Topic: Two separate accumulator types: normal and emergency backup
- Replies: 20
- Views: 8111
Re: Two separate accumulator types: normal and emergency backup
How would your setup work, if other types of energy are introduced? Like wind-, water-generators. Or nuclear power? Free energy (needs to fuel) -> Accumulator -> Non-free energy -> Emergency This could be implemented with a number priority system. For instance, set solar to 100, accumulators to 75,...
- Mon Mar 28, 2016 1:42 pm
- Forum: Ideas and Suggestions
- Topic: Add "camera zoom level" to save file
- Replies: 9
- Views: 2540
Re: Add "camera zoom level" to save file
Actually, why not have a default zoom for all games?
- Mon Mar 28, 2016 9:41 am
- Forum: Ideas and Suggestions
- Topic: Multi-line Combinators
- Replies: 1
- Views: 679
Multi-line Combinators
Combinators take up quite a lot of room when you want to do a lot of complex functions, therefore it would be nice if a combinator was able to do multiple operations in one go. Initially they would do one operation (like they do now), but research would allow more and more operations in a single com...
- Mon Mar 28, 2016 9:16 am
- Forum: Mods
- Topic: [MOD 0.12.x] Nixie Tubes - numeric display elements
- Replies: 142
- Views: 102991
Re: [MOD 0.12.x] Nixie Tubes - numeric display elements
Personally, I think nixie tubes don't fully suit the aesthetic of Factorio. Not sure what it is about them, maybe the fact they're very rounded? Also, perhaps large 7-segment displays would better suit the flat display currently being used? Here's something I threw together: https://dl.dropboxuserco...
- Sun Mar 27, 2016 12:37 am
- Forum: Outdated/Not implemented
- Topic: Pseudo Infinite Mode (A way to have a round planet)
- Replies: 3
- Views: 1903
Re: Pseudo Infinite Mode (A way to have a round planet)
The size of the world isn't mentioned, for all we know it could be 10 times as large as our own. Assuming it's about as large as our own, in order to loop back around you'd need to go about 12.7k km. Assuming a tile is 1m, this puts the time to loop in a car (which is close to 100km/h) at 127 hours,...
- Sat Mar 26, 2016 6:13 am
- Forum: Implemented Suggestions
- Topic: HD textures
- Replies: 7
- Views: 4650
Re: HD textures
Time. None of the old models where created with enough detail to make any kind of HD texture pack possible before the steam engine and the car and would need to be completely re-worked to support higher resolutions. I'd take a poke at it if the models were public, though that comes with its own iss...
- Fri Mar 25, 2016 7:08 am
- Forum: Balancing
- Topic: Solar panels less of a no-brainer
- Replies: 378
- Views: 196420
Re: Solar panels less of a no-brainer
My idea about power: Make energy transport more complex. If you implement two problems: - capacity of cables - loss over long distance Then energy would turn into another logistics problem - which is why we play Factorio :-) This would also add some chalenges to large field of solars. Then you'd ju...
- Fri Mar 25, 2016 6:51 am
- Forum: Balancing
- Topic: Pump-jacks make way too much pollution
- Replies: 20
- Views: 9005
Re: Pump-jacks make way too much pollution
However, the if part of the factory simply improves itself as time goes by, as would happen in the case pollution being tied to oil per second, then that's another matter. Even if the reduction in pollution is in trade for a loss in oil production, that's not something the player is deciding for th...
- Thu Mar 24, 2016 11:58 pm
- Forum: Ideas and Suggestions
- Topic: Have 2-3 separate Evolution Factors, use the highest
- Replies: 7
- Views: 1751
Re: Have 2-3 separate Evolution Factors, use the highest
Mods shouldn't influence how the game is balanced, otherwise you end up with a game that has mandatory mods that may as well be part of the game.orzelek wrote:I think that there is enough mods to prevent this.Hexicube wrote:And then the game becomes a walk-over for experienced players.
- Thu Mar 24, 2016 11:57 pm
- Forum: Balancing
- Topic: Pump-jacks make way too much pollution
- Replies: 20
- Views: 9005
Re: Pump-jacks make way too much pollution
I really don't see why pollution needs to be a factor of material out. In real life, pollution increases as ore supply runs low because you're going after worse ores. What starts with high grade oil or native copper end up with pit mines to go after dirt and rock with a 0.1 percent copper content o...