Search found 185 matches

by KoblerMan
Mon Nov 02, 2020 2:29 pm
Forum: Ideas and Suggestions
Topic: Persistent toolbar and logistics settings
Replies: 11
Views: 2534

Re: Persistent toolbar and logistics settings

A global and persistent settings file would be great, but kept in the configuration location as specified by the player in config-path.ini rather than solely %appdata% I do like to have different settings depending on the map and mod combination I'm playing, so as well as a global preferences, a pe...
by KoblerMan
Mon Nov 02, 2020 2:22 pm
Forum: Ideas and Suggestions
Topic: Text plates
Replies: 46
Views: 9323

Re: Text plates

[Moderated by Koub : off topic]
by KoblerMan
Mon Nov 02, 2020 2:02 pm
Forum: Ideas and Suggestions
Topic: Persistent toolbar and logistics settings
Replies: 11
Views: 2534

Persistent toolbar and logistics settings

What...? You ever play Factorio? :) You ever play Factorio and use the toolbar? :) You ever play Factorio and use the toolbar, then finish your game or jump into a new game, and realize that you have to redo your settings all over again? :) If you're anything like me, this is just extra steps to yo...
by KoblerMan
Mon Nov 02, 2020 1:45 pm
Forum: Ideas and Suggestions
Topic: Train Filter Signs
Replies: 28
Views: 6299

Re: Train Filter Signs

My question is, why was that thread locked? I didn't see any message explaining why.

Maybe ssilk did it to stifle the competition, so that his suggestion takes the cake.

:D
by KoblerMan
Mon Nov 02, 2020 1:39 pm
Forum: Ideas and Suggestions
Topic: Text plates
Replies: 46
Views: 9323

Re: Text plates

coppercoil is right, the idea is for it to look decent, and not require alt-view & combinators or multiple tile spaces to achieve simple text. This. The current solution relies on people having specific settings turned on. Personally I usually run with combinator logic turned off on alt-view, s...
by KoblerMan
Mon Nov 02, 2020 1:09 pm
Forum: Ideas and Suggestions
Topic: Train Colors in HSV
Replies: 45
Views: 13377

Re: Train Colors in HSV

You guys can say HSV is "intuitive" all you want, but I will argue that is purely subjective. I have spent more time using RGB and hex conventions to pick my colors than anything else, so to me, those two are more "intuitive". Also with RGB, you can more easily get exact values, ...
by KoblerMan
Mon Nov 02, 2020 12:53 pm
Forum: Implemented Suggestions
Topic: Limiting the inventory doesn't change the "Last user" of the chest
Replies: 4
Views: 1410

Re: Limiting the inventory doesn't change the "Last user" of the chest

+1, I've never run into this issue before but I can see how it would be a problem. I also don't see why not.
by KoblerMan
Fri Oct 30, 2020 7:31 pm
Forum: News
Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Replies: 141
Views: 79164

Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button

Koub wrote:
Fri Oct 30, 2020 11:29 am
ThunderFD wrote:
Fri Oct 30, 2020 11:27 am
Klonan wrote:
Fri Oct 30, 2020 11:17 am
Draxinusom wrote:
Fri Oct 30, 2020 11:15 am
AdamK wrote:
Fri Oct 30, 2020 10:49 am
Whta is 1.1 ETA?
It's either before or after Cyberpunk 2077 8-)
Before :)
So early next year? ;DD
Before 2028 :mrgreen:
No, I think he means before 2077, which is when Cyberpunk takes place. :kappa:
by KoblerMan
Fri Oct 30, 2020 10:47 am
Forum: News
Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Replies: 141
Views: 79164

Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button

Man, I am SO stoked for 1.1. One thing you guys were right about is that this is just the update that polishes off 1.0. I've already worked out my station logic to be optimized for the new 1.1 train behavior as outlined in FFF #361. All we need now is a release date! I'm proud of you Wube, Factorio ...
by KoblerMan
Wed Oct 28, 2020 12:47 pm
Forum: Gameplay Help
Topic: My freight cars are not filling
Replies: 3
Views: 1308

Re: My freight cars are not filling

Specifically, in your image, the inserter is holding stack inserter(s) while the cargo wagon cannot accept any more stack inserters. This. The way to fix this would be limiting the number of items for the inserter can pick up at a time to 1, however it would take forever for just one wagon to load ...
by KoblerMan
Tue Oct 27, 2020 10:59 pm
Forum: Ideas and Suggestions
Topic: Flying spitters
Replies: 12
Views: 3311

Re: Flying spitters

Don’t get salty my people. Factorio is about hate for trees not each other. :) Hate is bad. Trees clean my pollution. I love trees. 8-) We can talk about biters every day of the week, but when it gets down to brass tacks, trees are the REAL enemy in Factorio. Also it's not pollution. It's happy gas.
by KoblerMan
Tue Oct 27, 2020 6:09 pm
Forum: Ideas and Suggestions
Topic: Flying spitters
Replies: 12
Views: 3311

Re: Flying spitters

I think flying enemies would add diversity to the game, pose an interesting but manageable extra challenge for the player, and incentivize killing off islands of "biter zoos" to prevent flyer attacks. It's something I'd really love to see. But what do you guys think? Should this be a thin...
by KoblerMan
Tue Oct 27, 2020 5:44 pm
Forum: Ideas and Suggestions
Topic: Flying spitters
Replies: 12
Views: 3311

Re: Flying spitters

MassiveDynamic wrote:
Tue Oct 27, 2020 5:36 pm
It just proves that we all want flying enemies
I suppose. But it's been paraded around before that player opinion cannot guarantee the addition of new features. :)
by KoblerMan
Tue Oct 27, 2020 3:54 pm
Forum: Ideas and Suggestions
Topic: Flying spitters
Replies: 12
Views: 3311

Re: Flying spitters

Oops. :oops:

I guess as the adage goes, "there's no such thing as an original idea". This applies here too.
by KoblerMan
Tue Oct 27, 2020 3:23 pm
Forum: Ideas and Suggestions
Topic: Change beacon effect area
Replies: 20
Views: 4315

Re: Increase Beacon Reach by 1 Tile

In the pic, you have no place for belts and you cannot place lines of assemblers. You should google for "12 beacon" assembler setups - the most common pattern in megafactories. Above picture has space for 3 full unbraided belt lanes. That's a lot more than 12-beacon setups have. This. You...
by KoblerMan
Tue Oct 27, 2020 3:08 pm
Forum: Ideas and Suggestions
Topic: Flying spitters
Replies: 12
Views: 3311

Flying spitters

Flying... what? Yeah. My suggestion: introduce a new enemy type, flyers that can shoot globs of acid just like the spitters. Why would we EVER want this? Right now, the game only has 3 enemy types (excluding evolution states): biters, spitters, and worms. As we know, worms are static defenses for t...
by KoblerMan
Tue Oct 27, 2020 1:36 pm
Forum: Ideas and Suggestions
Topic: Optimization idea: abstraction
Replies: 236
Views: 60418

Re: Optimization idea: abstraction

The whole abstraction thing is a neat idea on paper, but I really don't see it as being practical, and it seems out of scope for a game like Factorio anyway. That's even assuming the whole idea is compatible with the game engine, which hasn't been built for it. IMO it would create more problems than...
by KoblerMan
Tue Oct 27, 2020 12:52 pm
Forum: Ideas and Suggestions
Topic: Rocket Silo should connect to circuit network
Replies: 50
Views: 15913

Re: Rocket Launch by Circuit Condition

As I understand it, it's working as designed. You can stop a launch by circuit network as things stand in 0.15 - by controlling the inserter that places the satellite. Keep the satellite out - rocket won't launch. Sure, but this is sub-optimal. Nuclear reactor setups that prevent wasting fuel rely ...
by KoblerMan
Tue Oct 27, 2020 11:49 am
Forum: Ideas and Suggestions
Topic: Change beacon effect area
Replies: 20
Views: 4315

Re: Increase Beacon Reach by 1 Tile

Remember that the question is "would this make the game more fun or interesting", not "do I personally like this/think it is OP/(not) like to play this way". Finding something OP means the game would feel unbalanced. And an unbalanced game is usually less fun, so it has a lot to...
by KoblerMan
Mon Oct 26, 2020 8:48 pm
Forum: Gameplay Help
Topic: Advanced circuit network conditions for train behavior in 1.1
Replies: 27
Views: 11130

Re: Advanced circuit network conditions for train behavior in 1.1

I edited my post containing the blueprints so that it's updated with the new convention.

When 1.1 drops I will do this again, so that the logic modifies the train limit instead of enabling/disabling the station. I'll also make one for fluid loading.

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