Search found 242 matches

by Durabys
Fri Jul 06, 2018 4:57 pm
Forum: News
Topic: Friday Facts #250 - Dead end conclusion
Replies: 142
Views: 73376

Re: Friday Facts #250 - Dead end conclusion

Cute. The first Staff reply is only to the poster who is actually praising this change and not one of the complainers.
by Durabys
Fri Jun 22, 2018 6:11 pm
Forum: Ideas and Suggestions
Topic: Quality of Life: Toolbelt Slot Auto-Deselect
Replies: 2
Views: 1278

Re: Quality of Life: Toolbelt Slot Auto-Deselect

I've read this before, and i'm not sure how you people do it. But this is exactly how the game already behaves. The "can't put this item here" messages only pops up if the item you're holding is not assigned to any filter slots.

*fiddle* *fiddle*

Well, in the quickbar anyway, for filtered main ...
by Durabys
Sat Jun 16, 2018 7:41 am
Forum: Ideas and Suggestions
Topic: Quality of Life: Allow for Tree/Stone Hand mining
Replies: 1
Views: 1255

Quality of Life: Allow for Tree/Stone Hand mining

Allow for Tree/Stone Hand mining when holding a blueprint/blueprint book in your hands. Too many times there was this one tree that I wanted to get rid off and I forgot to deselect the blueprint in my hand. Why is it actually forbidden to use the mine function when holding a blueprint?
by Durabys
Sat Jun 16, 2018 7:37 am
Forum: Ideas and Suggestions
Topic: Quality of Life: Toolbelt Slot Auto-Deselect
Replies: 2
Views: 1278

Quality of Life: Toolbelt Slot Auto-Deselect

This is the problem that I could see could be easily solved:

Okay. So early to mid game, you middle-mouse click dedicate a slot in your toolbelt to specific items. Making it impossible that another item jumps in. That slot is now Reserved to that time. You lock it down with the sky-blue box.

So ...
by Durabys
Fri Jun 08, 2018 6:47 pm
Forum: News
Topic: Friday Facts #246 - The GUI update (Part 3)
Replies: 161
Views: 79190

Re: Friday Facts #246 - The GUI update (Part 3)

Jap2.0 wrote:New resource system confirmed?
fff-246-mapgen-preview-02-tooltips.png
YAY!!!
They will be adding Angel's/Bob's Infinite Ores setting option! :D
by Durabys
Fri May 25, 2018 9:58 pm
Forum: News
Topic: Friday Facts #244 - Localised plurals & Modernisation progress
Replies: 68
Views: 39157

Re: Friday Facts #244 - Localised plurals & Modernisation progress

*reads the articles...suddenly notices something*
Progress on engine modernisation (Posila)
The rewrite of the rendering framework goes well. We are at the point where the game looks exactly the same (with minor fixes to line rendering) as our main 0.17 branch, and the only major thing that is ...
by Durabys
Fri May 11, 2018 3:20 pm
Forum: Releases
Topic: Factorio Roadmap for 1.0.
Replies: 801
Views: 1167508

Re: Factorio Roadmap for 0.17+

ugh... Fluid optimalisation last on the list for 0.17+ ? Really?
So Nuclear is useless as before? Thanks devs! *half-joking*

It's not useless on smaller late-game bases, but it's still way too easy.
I wouldn't mind it being harder to build. Like for example making the 'concrete' in the Reactors ...
by Durabys
Sun May 06, 2018 2:34 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3794
Views: 1923951

Re: Development and Discussion

Angel?
I think it should be possible to re-melt plates back into ingots.

Yes, also rewind wires back into coils
with the coils, you are cutting them apart.
No. Make it possible to melt ANY metal/material/plate back into its pure (aka: Periodic Table Element) base ingots. Wires, plates, coils ...
by Durabys
Sun May 06, 2018 12:15 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3794
Views: 1923951

Re: Development and Discussion

Angel?
I think it should be possible to re-melt plates back into ingots.
by Durabys
Fri May 04, 2018 7:10 pm
Forum: News
Topic: Friday Facts #241 - New player experience
Replies: 117
Views: 58995

Re: Friday Facts #241 - New player experience

If you want people to not refund the game within 30 minutes because of boredom and confusion, why not start them out with a tiny well-built base? Have some missing things like a row of 3 missing belt pieces, a few missing electricity poles and a few missing inserters.
That way, they see how ...
by Durabys
Fri May 04, 2018 7:09 pm
Forum: Releases
Topic: Factorio Roadmap for 1.0.
Replies: 801
Views: 1167508

Re: Factorio Roadmap for 0.17+

Avezo wrote:ugh... Fluid optimalisation last on the list for 0.17+ ? Really?
So Nuclear is useless as before? Thanks devs! *half-joking*
by Durabys
Fri May 04, 2018 6:42 pm
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 372246

Re: [MOD 0.16.36] Robot Army. v0.3.7

kyranzor wrote:Mod updated to 0.3.7, to address two bugs which have been reported over the last few months.

I had to roll back some sprite changes i've been working on, they aren't ready yet. Some cool animated buildings YuokiTani ;)
Will we soon see the new sprites?! YAY! :D
by Durabys
Fri May 04, 2018 6:18 pm
Forum: News
Topic: Friday Facts #241 - New player experience
Replies: 117
Views: 58995

Re: Friday Facts #241 - New player experience

https://www.factorio.com/blog/post/fff-241
I have a solution for part of the list.

Fist . Have there be the space ship wrecks you landed in strewn close to you on the map. Based on pre-start settings you can set a variety of resources to be present in the wrecks.
These ship derelicts can be ...
by Durabys
Fri Apr 27, 2018 5:55 pm
Forum: News
Topic: Friday Facts #240 - Factorio-data & Fast pipe replace
Replies: 35
Views: 23045

Re: Friday Facts #240 - Factorio-data & Fast pipe replace

Just don't manage to lose important things and hardware while moving to the new office and be careful.
by Durabys
Sat Apr 07, 2018 10:56 am
Forum: Ideas and Suggestions
Topic: Locomotives capble to drive in reverse.
Replies: 6
Views: 2359

Re: Locomotives capble to drive in reverse.

dood wrote:I don't want my 1 headed trains to enter a station backwards tho.
What if you could modify WHERE exactly a train would stop at a Train Stop? One wagon after it or two wagons before it or something else?
by Durabys
Sat Apr 07, 2018 10:06 am
Forum: Ideas and Suggestions
Topic: Locomotives capble to drive in reverse.
Replies: 6
Views: 2359

Locomotives capble to drive in reverse.

Did you know that in Real Life later steam locomotives and modern engines can drive in reverse as fast as forwards (minus aerodynamic drag)?

https://en.wikipedia.org/wiki/Walschaerts_valve_gear
https://en.wikipedia.org/wiki/Reversing_gear

This would allow Two-Headed trains be as fast as One-Headed ...
by Durabys
Mon Mar 26, 2018 2:16 pm
Forum: Mods
Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 741
Views: 297762

Re: [MOD 0.16.x] Deadlock's Stacking Beltbox (& Compact Loaders)

The choice to go a darker gray is what really draws me to yours, since items stand out a lot more than their vanilla counterpart. Belts are now less of an eyesore and I can see items more clearly, so thank you for that.

My pleasure.

Something is very wonky. My Angel/Bob game Violet and Green ...
by Durabys
Mon Mar 26, 2018 8:28 am
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 516967

Re: Friday Facts #225 - Bots versus belts (part 2)

Darthlawsuit wrote:Belts can only input so much into a factory at once. Bots can do infinite. Make it so only X number of bots can input/output from objects. Containers can allow a lot of input/output while factories can only do so many at a time.
Also, allow Belt Loaders for the game.
by Durabys
Mon Mar 26, 2018 8:27 am
Forum: Mods
Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 741
Views: 297762

Re: [MOD 0.16.x] Deadlock's Stacking Beltbox (& Compact Loaders)

Something is very wonky. My Angel/Bob game Violet and Green belts do not fit the color scheme of the corresponding Beltbox. Green to Violet. Violet to Green. What is going on?
by Durabys
Sat Mar 24, 2018 8:40 pm
Forum: News
Topic: Friday Facts #235 - 0.16 stable
Replies: 122
Views: 66246

Re: Friday Facts #235 - 0.16 stable

Will you please also consider adding a bit more lane management in the game? Splitting two lanes of 1 belt onto two belts with splitter options (instead of slow inserters), and maybe a way to swap two lanes of 1 belt.

they have given us the tools. ;)
underground.exploit.png

swap.png
Nope ...

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