Search found 45 matches

by Ragnaman
Wed Dec 28, 2016 12:54 am
Forum: Ideas and Suggestions
Topic: [FFF#169] Blueprint GUI Suggestion (image example)
Replies: 2
Views: 574

Re: [FFF#179] Blueprint GUI Suggestion (image example)

Expanded for scalability (imagined what if there are a 30 player session)
However this would lead to a bit more clicking when playing with only 2-3 pals in multiplayer.
blueprintUI2.png
blueprintUI2.png (76.06 KiB) Viewed 558 times
by Ragnaman
Wed Dec 28, 2016 12:23 am
Forum: Ideas and Suggestions
Topic: [FFF#169] Blueprint GUI Suggestion (image example)
Replies: 2
Views: 574

[FFF#169] Blueprint GUI Suggestion (image example)

Drafted a sketch to add subjective improvements to what i saw in FFF #170 Why: I foresee that players will generate a metric ton of blueprints. At least 50. There must be a way for the player to create his own personal filters. I think the image shows everything I want to convey. blueprintUI.png Det...
by Ragnaman
Mon Dec 26, 2016 2:25 pm
Forum: Ideas and Suggestions
Topic: Option to label ores on the map
Replies: 8
Views: 1210

Re: Option to label ores on the map

@ssilk
not only is this useful for anyone, it also is a great move forward in terms of accessibility (many people have difficulty with colour differentiation, they cant easily see ore patches).
I do not know how you categorise suggestions, but this should have the accessibility tag too.
by Ragnaman
Sun Dec 25, 2016 5:34 am
Forum: Ideas and Suggestions
Topic: Machine gets stuck or breaks.
Replies: 3
Views: 466

Re: Machine gets stuck or breaks.

From game design perspective it is an awful feature. It punishes the player for building ever larger factories. Counter-intuitive to the core of the game.
by Ragnaman
Sun Dec 25, 2016 5:28 am
Forum: Ideas and Suggestions
Topic: Combinator Size / Combinator Board
Replies: 3
Views: 383

Re: Combinator Size / Combinator Board

I like the idea,
Also, Wube needs to hire Zach from Zachtronics so he creates something along the lines of this for factorio http://store.steampowered.com/app/504210
With that...I would be doomed to never return to everyday humanity.
by Ragnaman
Tue Dec 20, 2016 9:44 pm
Forum: Ideas and Suggestions
Topic: Anti-turret-creep suggestion (+ harder lategame)
Replies: 5
Views: 823

Re: Anti-turret-creep suggestion

Additional ideas: + Spawner colony slowly dies if the heart is destroyed (allowing faster colony destruction in endgame). this would require hearts to be defended so one would not simply run past them and snipe them. potentially improving the usefulness of often neglected weapons (vulnerability to e...
by Ragnaman
Tue Dec 20, 2016 8:44 pm
Forum: Ideas and Suggestions
Topic: Anti-turret-creep suggestion (+ harder lategame)
Replies: 5
Views: 823

Re: Anti-turret-creep suggestion

I was thinking along similar lines but wanted to keep the suggestion short and simple, im glad there are others who think along similar lines. Not sure how process intensive the creep growth/tracking would be on a global scale (seems analogue to pollution spread but simpler); I like the thought that...
by Ragnaman
Sat Dec 17, 2016 2:22 am
Forum: Ideas and Suggestions
Topic: Slow construction (bots)
Replies: 2
Views: 813

Re: Slow construction (bots)

Could work for some sort of RTS spinoff/mod.

Main reason people try to get portable construction robots in their pocket is the ability to clear forests, build and deconstruct FAST.
However, getting access to construction robots early would be great, these bots could be really slow as you mention.
by Ragnaman
Sat Dec 17, 2016 12:56 am
Forum: Mods
Topic: [MOD 0.15] Greenhouse with modules 0.15.0
Replies: 8
Views: 4634

Re: [MOD 0.12.x] Greenhouse with modules 0.1.1

Apologies for the lack of activity, I am looking to reserve time this weekend to work on migrating this mod to 0.14

Updated, compatible with 0.14
by Ragnaman
Sat Dec 17, 2016 12:31 am
Forum: Ideas and Suggestions
Topic: Anti-turret-creep suggestion (+ harder lategame)
Replies: 5
Views: 823

Anti-turret-creep suggestion (+ harder lategame)

I read FFF: https://www.factorio.com/blog/post/fff-169 Suggestion: Biter spawners grow "creep" around them. Empowering biters and making it harder for player to fight in such environment. + cant build structures on the "creep". This image should suffice: Original suggestion: anti-turret-creep-sugges...
by Ragnaman
Fri Oct 14, 2016 6:51 pm
Forum: Ideas and Suggestions
Topic: Ingame mod install usability suggestions
Replies: 0
Views: 198

Ingame mod install usability suggestions

Quick list of things I felt missing when first using ingame mod install option: - when user navigates to mod view (via install mods), he should be presented with search box for query text, "search" button and "show all mods" button (or some alternative to instant query for all mods without user inpu...
by Ragnaman
Tue Apr 26, 2016 10:28 pm
Forum: Mods
Topic: [MOD 0.15] Greenhouse with modules 0.15.0
Replies: 8
Views: 4634

Re: [MOD 0.12.x] Greenhouse with modules 0.1.1

Hi,
Never used Dytech, but it should be possible.

I'll take a look at Dytech in a few days to see what kind of trees it has.
by Ragnaman
Fri Apr 22, 2016 3:23 pm
Forum: Mods
Topic: [MOD 0.12.0+] Greenhouses 0.1.0
Replies: 46
Views: 34752

Re: [MOD 0.12.0+] Greenhouses 0.1.0

Hey SpeedDaemon,

I liked your mod a lot, but I wanted quite a few changes to it and I couldnt find you active. Hope you dont mind that I made a mod of your mod. I mentioned you as the original mod author in my mod so theres that.
by Ragnaman
Sun Apr 17, 2016 3:28 pm
Forum: Texture Packs
Topic: [DONE] Biter Icons 128 bit
Replies: 4
Views: 3465

Re: [Request] Biter Icons 128 bit

until someone makes better gfx ... http://johnsmith.ktec.de/factorio/mods/support/andere/nevo/biter_orange.png http://johnsmith.ktec.de/factorio/mods/support/andere/nevo/biter_red.png http://johnsmith.ktec.de/factorio/mods/support/andere/nevo/biter_blue.png http://johnsmith.ktec.de/factorio/mods/su...
by Ragnaman
Sun Apr 17, 2016 3:01 pm
Forum: Ideas and Suggestions
Topic: Release Blender Material Library for modding
Replies: 7
Views: 1349

Re: Release Blender Material Library for modding

My issue is more the fact that you can use the most beautiful textures on your models, when they are scaled down and mangled through the factorio render they are not visible or ugly most of the times :D So with facotrio the less or simpler textures you use the better. Can I use your materials with ...
by Ragnaman
Sun Apr 17, 2016 2:08 pm
Forum: Ideas and Suggestions
Topic: Lubricated Steam Engine
Replies: 2
Views: 482

Re: Lubricated Steam Engine

I'm a simple man, I see steam, I like.
by Ragnaman
Sun Apr 17, 2016 2:04 pm
Forum: Ideas and Suggestions
Topic: Release Blender Material Library for modding
Replies: 7
Views: 1349

Re: Release Blender Material Library for modding

Thanks for consideration.
All of those are valid points, some modders manage to make wonderful objects anyway;
by Ragnaman
Sun Apr 17, 2016 2:00 pm
Forum: Ideas and Suggestions
Topic: Moduls for inserters
Replies: 1
Views: 217

Re: Moduls for inserters

WIth productivity example you could create infinite resource loop;
Putting a lot of modules around just for inserters also feels like a micromanagement chore, if its possible with blueprints maybe;

I would suggest a completely different thing for next tier inserters, but thats not for this topic.
by Ragnaman
Sat Apr 16, 2016 6:13 pm
Forum: Ideas and Suggestions
Topic: Release Blender Material Library for modding
Replies: 7
Views: 1349

Release Blender Material Library for modding

Why: 1) Would help modders create 3D objects fitting the vanilla world. 2) Would encourage modders to create their own 3D objects for entities. 3) Would encourage modders to share their creations, leading to joint modding efforts, all with the benefit of being streamlined texture wise. How: Release...

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