Search found 1099 matches
- Tue Jun 10, 2014 12:30 pm
- Forum: Ideas and Suggestions
- Topic: Splitters - only connected exits receive goods
- Replies: 8
- Views: 3240
Re: Splitters - only connected exits receive goods
Well, as I see it you are proposing to "waste" an additional transport belt (if I want an inserter after the splitter) instead of "wasting" two items. I must say I don't see why this would be better. I really don't mind the extra 2 items hanging there, but I sometimes to apprecia...
- Mon Jun 09, 2014 11:41 am
- Forum: Implemented Suggestions
- Topic: Research progress visualization ☸
- Replies: 17
- Views: 23843
Re: Research progress visualization
I don't really mind if it would be textual, I just thought a graphical representation might be quicker to see at a glance. I'll try to show some examples of what I mean, with a text-based representation of the current research bar. Legend: = : unit already researched - : unit being researched by a l...
- Mon Jun 09, 2014 8:33 am
- Forum: Not a bug
- Topic: [0.10.0] Map generation in godmode
- Replies: 4
- Views: 2287
Re: [0.10.0] Map generation in godmode
I remember it happening in 0.9.8 as well. Can't say about prior versions.
I don't really mind either way. Maybe just slightly inclined towards the current way, but I may be alone in this
I don't really mind either way. Maybe just slightly inclined towards the current way, but I may be alone in this
- Mon Jun 09, 2014 8:04 am
- Forum: Not a bug
- Topic: [0.10.0] Map generation in godmode
- Replies: 4
- Views: 2287
Re: [0.10.0] Map generation in godmode
Erm.. so?
Would you like the movement speed to be hindered to match the generation speed?
I don't think there is anything that could be done, or anything that needs to be done, for that matter.
But maybe I don't understand the situation correctly...
Would you like the movement speed to be hindered to match the generation speed?
I don't think there is anything that could be done, or anything that needs to be done, for that matter.
But maybe I don't understand the situation correctly...
- Mon Jun 09, 2014 4:55 am
- Forum: General discussion
- Topic: Challenge or not. You decide.
- Replies: 8
- Views: 3653
Re: Challenge or not. You decide.
Ah, now I understand - it is a custom scenario, not a saved game. For that reason there is also no exchange string. Is there a specific reason for doing this rather than a freeplay map? Also - if you start without the default 8 iron 1 burner miner and 1 stone furnace you're going to have a very long...
- Mon Jun 09, 2014 4:43 am
- Forum: General discussion
- Topic: Challenge or not. You decide.
- Replies: 8
- Views: 3653
Re: Challenge or not. You decide.
Looks interesting. On a side note - with map exchange strings introduced in 0.10 you could just paste it - would be much smaller than the saved game, and allow for the exact same map, seeing as you want to share the starting conditions and not an already started factory... Edit: Tried to download yo...
- Mon Jun 09, 2014 1:02 am
- Forum: Implemented Suggestions
- Topic: Research progress visualization ☸
- Replies: 17
- Views: 23843
Re: Research progress visualization
No, I mean show only what the labs are currently actually doing. If for _any_ reason a lab is not currently performing research - it is not counted for this. So the new part (whatever color it may be) only counts the number of labs actually researching at the moment (having all required Science pack...
- Mon Jun 09, 2014 12:02 am
- Forum: Implemented Suggestions
- Topic: Research progress visualization ☸
- Replies: 17
- Views: 23843
Research progress visualization ☸
Just a quick UI/Visual idea - have the research bar have another color (lighter shade of green?) to show the amount of research currently done by labs. That is - if you research a technology with 20 steps, you currently done 6 units, and you have 3 labs currently working on it, the bar would be 6/20...
- Sat Jun 07, 2014 8:33 pm
- Forum: Videos
- Topic: [YouTube] FishSandwich's Factorio playthroughs
- Replies: 292
- Views: 87527
Re: FishSandwich's Factorio playthroughs
Looking forward to see how you fare. Good luck
- Sat Jun 07, 2014 7:12 pm
- Forum: General discussion
- Topic: 2^x vs y*10^x
- Replies: 62
- Views: 17959
Re: 2^x vs y*10^x
Do you have a link to such threads? can be interesting!ssilk wrote:We had very long threads about this. There where many reasons for 2 and also many for 10.
- Sat Jun 07, 2014 1:24 pm
- Forum: General discussion
- Topic: 2^x vs y*10^x
- Replies: 62
- Views: 17959
Re: 2^x vs y*10^x
Powers of two is just more sensible. How so? I think ten-based makes more sense - all modern humans are used to it already, and it technically makes no difference, really. I'd love to see some hard technical reasoning why one is better than the other (Not emotional or "I'm used to that" r...
- Sat Jun 07, 2014 11:33 am
- Forum: Resolved Problems and Bugs
- Topic: [0.10.0] Cargo wagon Alt display buggy
- Replies: 4
- Views: 1736
Re: [0.10.0] Cargon wagon Alt display buggy
So no, I don't think it's intendedsillyfly wrote:Just to make it clear - I have nothing set in the filters, just an empty wagon showing things that used to be there, or doesn't show things that are.
- Fri Jun 06, 2014 8:44 pm
- Forum: News
- Topic: Friday Facts #37
- Replies: 80
- Views: 48448
Re: Friday Facts #37
I love the new graphics. Especially the new loading screen.
This looks great
This looks great
- Fri Jun 06, 2014 8:41 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.0] Cargo wagon Alt display buggy
- Replies: 4
- Views: 1736
[0.10.0] Cargo wagon Alt display buggy
Adding filters to cargo slots seems to have broken the display of the contents (in Alt mode). The wagon shows things that have been in it but are no longer there, sometimes doesn't show things that are, and all in all - behaves strangely. This seems to be related to how the items got inside the wago...
- Fri Jun 06, 2014 1:21 pm
- Forum: General discussion
- Topic: Version 0.10.0 (anticipation thread)
- Replies: 21
- Views: 8636
Re: Version 0.10.0 (anticipation thread)
Well, It's been Friday for a while now. Can we get impatient yet?
- Fri Jun 06, 2014 8:30 am
- Forum: Ideas and Suggestions
- Topic: Construction robots should not...
- Replies: 5
- Views: 1453
Re: Construction robots should not...
I agree.
Just like they don't fly around uselessly when the item to construct is not available. The current state only makes the bots crash after waiting for the player to construct a storage chest.
Just like they don't fly around uselessly when the item to construct is not available. The current state only makes the bots crash after waiting for the player to construct a storage chest.
- Thu Jun 05, 2014 8:14 pm
- Forum: Implemented Suggestions
- Topic: instead of dying, restart in clone center / cloning /respawn
- Replies: 8
- Views: 3489
Re: instead of dying, restart in clone center
I was wondering what that "player port" was. Good to know.
- Thu Jun 05, 2014 8:12 pm
- Forum: Implemented Suggestions
- Topic: Allow circuit network conditions from 0 up
- Replies: 13
- Views: 4620
Re: Allow circuit network conditions from 0 up
My big gripe about was that they did not include the number 6144 in the slider. This number tells you when a chest is FULL, and could be used to create giant, super efficient storage depots. Presumably you would need different numbers according to the different stack sizes of objects (Barrels stack...
- Thu Jun 05, 2014 8:05 pm
- Forum: Pending
- Topic: [0.9.8] Train runs a red light
- Replies: 3
- Views: 4480
Re: [0.9.8] Train runs a red light
I googled "free file upload" and this is the first site that came up. I hope it works :) this is the saved game once I arrived at the main station: http://www.filedropper.com/sbred-light-run This is to autosave, a few minutes earlier (I don't know if by that time the train had already cros...
- Thu Jun 05, 2014 7:20 pm
- Forum: Implemented Suggestions
- Topic: Allow circuit network conditions from 0 up
- Replies: 13
- Views: 4620
Re: Allow circuit network conditions from 0 up
Yes, exactly.
As I said - it is not a big deal, but it would be nice to have, and I would assume it would be very easy to implement.
As I said - it is not a big deal, but it would be nice to have, and I would assume it would be very easy to implement.