Search found 1241 matches

by Qon
Tue Jun 04, 2019 2:34 pm
Forum: Implemented mod requests
Topic: Minor: excessive recipe time precision?
Replies: 15
Views: 447

Re: Minor: excessive recipe time precision?

Deadlock989 wrote:
Mon Jun 03, 2019 6:30 pm
I'd prefer 2.67 but literally anything other than 2.66667 would do me
Yeah please make it 2.666667! 8-)
by Qon
Tue Jun 04, 2019 2:20 pm
Forum: General discussion
Topic: Question - Is Inserter item drop position intuitive?
Replies: 89
Views: 4715

Re: Question - Is Inserter item drop position intuitive?

Wisey wrote:
Mon Jun 03, 2019 10:48 pm
The way I see it is the inserter places it dependant on how the belt starts. On the LH bend in the example it is going down before turning left (within it's square) so therefore logical to place it on the far side.
Wrong.
I & P:
SkiCarver wrote:
Tue Jun 04, 2019 12:08 am
Still no correct explanations.
by Qon
Tue Jun 04, 2019 2:11 pm
Forum: News
Topic: Friday Facts #297 - New resource icons
Replies: 125
Views: 16541

Re: Friday Facts #297 - New resource icons

If it is actually a problem with a mod then the mods can add that as an option in their startup settings. It isn't really needed as a factorio setting. Or a mod can disable variations for all items, vanilla and other mods. That mod is probably written before the feature is out anyways :) Plates and ...
by Qon
Tue Jun 04, 2019 12:56 pm
Forum: News
Topic: Friday Facts #297 - New resource icons
Replies: 125
Views: 16541

Re: Friday Facts #297 - New resource icons

While the random look on the belt looks nice for sure I wonder about the cost. Doesn't it mean you need N times as many icons for each resource. Meaning N times the graphics ram and more complex rendering setup? Will there be an option to turn this off to reduce memory overhead without going all th...
by Qon
Tue Jun 04, 2019 12:25 am
Forum: General discussion
Topic: Question - Is Inserter item drop position intuitive?
Replies: 89
Views: 4715

Re: Question - Is Inserter item drop position intuitive?

A weird consequence is that inserters inserting on underneathies from the north and south on a north or south going belt will both output to the same side. So there's 3 directions that output on one side and only one that inserts on the other. So even if you know about the weird behaviour you can't ...
by Qon
Mon Jun 03, 2019 10:03 pm
Forum: Balancing
Topic: Solar panels less of a no-brainer
Replies: 378
Views: 107637

Re: Solar panels less of a no-brainer

There is one more factor that needs to be considered (though not always applied) as both a player-time cost and "fun", and that is the design process. In actual gameplay, this will only be relevant if you are not using a ready-made blueprint, but if anything, I think this factor should be weighed t...
by Qon
Mon Jun 03, 2019 8:05 pm
Forum: Balancing
Topic: Solar panels less of a no-brainer
Replies: 378
Views: 107637

Re: Solar panels less of a no-brainer

Koub wrote:
Mon Jun 03, 2019 8:02 pm
whatever was not an argument pro or against this thread's topic was removed.
Can we get back fury's last post, please? It was on topic.
by Qon
Mon Jun 03, 2019 8:03 pm
Forum: Balancing
Topic: Solar panels less of a no-brainer
Replies: 378
Views: 107637

Re: Solar panels less of a no-brainer

That's an improvement. You seem to actually try to understand my argument now. For that, I will try to give you a proper response. Yes, that is kind of what I'm saying. There's a difference that should be made clear before it gets lost. The cost of coal power is not coal. The coal is not an upfront ...
by Qon
Mon Jun 03, 2019 5:44 pm
Forum: General discussion
Topic: Question - Is Inserter item drop position intuitive?
Replies: 89
Views: 4715

Re: Question - Is Inserter item drop position intuitive?

Anyone who votes "It's logical" should explain what the consistent behaviour is. That option should require an explaining comment. Or we can just discard any such vote that lacks it. Because I see none and wish there was a way know where items will land except just memorising random configurations, ...
by Qon
Mon Jun 03, 2019 5:35 pm
Forum: Balancing
Topic: Solar panels less of a no-brainer
Replies: 378
Views: 107637

Re: Solar panels less of a no-brainer

[Moderated by Koub]
by Qon
Mon Jun 03, 2019 4:37 pm
Forum: Balancing
Topic: Solar panels less of a no-brainer
Replies: 378
Views: 107637

Re: Solar panels less of a no-brainer

[Moderated by Koub]
by Qon
Mon Jun 03, 2019 4:26 pm
Forum: Balancing
Topic: Solar panels less of a no-brainer
Replies: 378
Views: 107637

Re: Solar panels less of a no-brainer

[Moderated by Koub]
by Qon
Mon Jun 03, 2019 4:19 pm
Forum: Minor issues
Topic: [posila] [0.17.25] Alt-info layered icon scaling issues
Replies: 20
Views: 1080

Re: [posila] [0.17.25] Alt-info layered icon scaling issues

Some test code: piece.icons = {{ icon = '__'..mod_name..'__/graphics/0.png', icon_size = 1, scale = 1, -- scale is bugged, so we need a blank scale 1 image first -- https://forums.factorio.com/viewtopic.php?f=7&t=71480&p=433700&hilit=scale#p433700 }} local pn = function() return (math.random() < 0.5...
by Qon
Mon Jun 03, 2019 4:10 pm
Forum: Balancing
Topic: Solar panels less of a no-brainer
Replies: 378
Views: 107637

Re: Solar panels less of a no-brainer

[Moderated by Koub]
by Qon
Mon Jun 03, 2019 3:37 pm
Forum: Balancing
Topic: Solar panels less of a no-brainer
Replies: 378
Views: 107637

Re: Solar panels less of a no-brainer

[Moderated by Koub]
by Qon
Mon Jun 03, 2019 3:34 pm
Forum: Duplicates
Topic: strange icons behaviour
Replies: 5
Views: 298

Re: strange icons behaviour

I would say more like undocumented behaviour, or a mismatch between user expectation and the actual mechanics, than a bug. How is scale not doing anything for the first icon in the list not a bug? scale Type: Types/double Default: 1 Values different than 1 specify the scale of the icon on default g...
by Qon
Mon Jun 03, 2019 11:45 am
Forum: Ideas and Suggestions
Topic: Update Map
Replies: 1
Views: 141

Re: Update Map

A fairly simple mod could do that...
Avoiding excess clutter would be most of the work. So if that is deprioritised it would be even simpler.
by Qon
Mon Jun 03, 2019 11:39 am
Forum: Ideas and Suggestions
Topic: Multi-window / multi-monitor gaming
Replies: 4
Views: 220

Re: Multi-window / multi-monitor gaming

This sounds like an awesome idea. Currently my other monitor is broken but still, that seems really useful.
by Qon
Mon Jun 03, 2019 11:33 am
Forum: Ideas and Suggestions
Topic: Allow copy-paste of settings at any distance
Replies: 1
Views: 128

Re: Allow copy-paste of settings at any distance

+1 I was hoping when the new radar+map was coming out that we would be able to remote base building from map view without moving our character once you had the tech for it. So you can transition to blueprint design and a more RTS-commander style of play. It was also a stretch goal and suggested futu...
by Qon
Mon Jun 03, 2019 11:08 am
Forum: Ideas and Suggestions
Topic: Add "show-chunk-grid" in Debug Settings
Replies: 3
Views: 165

Re: Add "show-chunk-grid" in Debug Settings

ChunkyChunks - Configurable Gridlines by Qon
Chunk aligned blueprints? Display chunk lines without the annoying tile lines that the debug option adds. Configurable grids at any sizes if your blueprints are substation, chunk, roboport or radar sized (or any other size)!

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