Search found 118 matches
- Mon Aug 13, 2018 4:52 am
- Forum: News
- Topic: Friday Facts #247 - Pricing and its exploits
- Replies: 141
- Views: 62036
Re: Friday Facts #247 - Pricing and its exploits
Yes.. it´s still a GAME not an automation-macro. Otherwise you could - after starting the factorio.exe do nothing, all is done by the auomation-game itself. Just watching it, like video. I'm not certain this is really an issue considering that you'd have to make a conscious decision to play that wa...
- Fri Aug 10, 2018 1:37 am
- Forum: News
- Topic: Friday Facts #254 - No research queue for you
- Replies: 223
- Views: 82283
Re: Friday Facts #254 - No research queue for you
What would even be the point of a research queue in the first place if almost everything will be researched by the time you can even get it?Gankersik wrote:Why not just make research queue an actual endgame research unlockable along with infinity researches so you wont need to worry about picking em that much?
- Sat Jul 21, 2018 6:22 am
- Forum: News
- Topic: Friday Facts #252 - Sound design & Map editor
- Replies: 93
- Views: 43337
Re: Friday Facts #252 - Sound design & Map editor
I tried to use the map editor a few months ago, found a ton of just little annoyances (try creating a "pool" of nothingness and see what it does to the map) and gave up. It was unintuitive, clunky, and the process of loading in to playtest was a pain for fine-tuning. Glad to see it's gett...
- Wed Jun 13, 2018 8:43 am
- Forum: News
- Topic: Friday Facts #246 - The GUI update (Part 3)
- Replies: 161
- Views: 60769
Re: Friday Facts #246 - The GUI update (Part 3)
Every slider (whether discrete or continuous) should support mouse-over mouse wheel scroll adjustment. For discrete sliders (like in terrain settings), the tooltip should display the setting value. Continuous sliders should have reasonable increments when modified with mouse-over + wheel (not too s...
- Mon Jun 11, 2018 4:25 am
- Forum: News
- Topic: Friday Facts #246 - The GUI update (Part 3)
- Replies: 161
- Views: 60769
Re: Friday Facts #246 - The GUI update (Part 3)
One thing that really bugged me was that I was unable to easily set a setting back to its default. If I changed pollution decay for example and didn't pay attention to its value before changing it I would never remember the default is 2 without resetting everything. I think I am getting my point ac...
- Sun Jun 03, 2018 12:39 am
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 371236
Re: Friday Facts #225 - Bots versus belts (part 2)
If you have zero self control or want to use them, yes. But if you don't want to use them, guess what? You have the choice to not use them.Pascali wrote:And because they are so powerful, you will build them as quick as possible.
- Sat Jun 02, 2018 10:17 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 371236
Re: Friday Facts #225 - Bots versus belts (part 2)
Because it´s more challanging. And so you have both - a time without bots and a time with (nerft bots - only workling together with some fabrics). I like to play multiplayer. And there is a bit a challange-feeling. So if you have bots to early, you won´t invest many time in funny belt-setups. Just ...
- Sat Jun 02, 2018 8:24 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 371236
Re: Friday Facts #225 - Bots versus belts (part 2)
Yes, i don´t like them. They shoud be nerft. And not be available before 200 hours of gameplay. In Minecraft there is a creative-mode for this kind of playstyle. But i mentioned them because of the allegedly build-malus of solar-engeryfields, which are needet for bots. The fields are build in secon...
- Sat Jun 02, 2018 3:30 am
- Forum: News
- Topic: Friday Facts #245 - Campaign concept
- Replies: 167
- Views: 60363
Re: Friday Facts #245 - Campaign concept
I understand, that from "trying to be realistic" point of view, distinction between high-tech and production science packs makes sense. With that said, to me as someone who researches unlimited techs I need both packs anyway. So I just go for robots, then build lines for both packs. As fo...
- Sat May 19, 2018 11:14 am
- Forum: News
- Topic: Friday Facts #243 - New GUI tileset
- Replies: 167
- Views: 59018
Re: Friday Facts #243 - New GUI tileset
A switch is explicitly an either/or option. Checkboxes can be grouped together. Switches probably could as well but checkboxes tends to work better when using them in that way.Gergely wrote:By the way, what is the difference between a checkbox and a switch? When should I use a check box instead of a switch?
- Sun Apr 15, 2018 5:48 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 371236
Re: Friday Facts #225 - Bots versus belts (part 2)
- The 19.0K/s production is equivalent to 7.9 blue belts. Robos still have about twice the logistic power over belts. This can likely be further tweaked by getting the bot counts right. Yes but what is the power drain caused by the bots as well as the enormous resource sink to craft the roboports, ...
- Sat Apr 14, 2018 9:34 am
- Forum: News
- Topic: Friday Facts #238 - The GUI update (Part II)
- Replies: 143
- Views: 55277
Re: Friday Facts #238 - The GUI update (Part II)
I personally had problem understanding, that the Queue button is actually a button on a first glance. Agreed, I actually had to read the FFF a second time (this time thoroughly and comparing the images) to find the Queue button since it's visually not very distinguishable from the other states. Als...
- Sat Apr 07, 2018 8:58 am
- Forum: News
- Topic: Friday Facts #237 - Rich & interactive text
- Replies: 72
- Views: 37790
Re: Friday Facts #237 - Rich & interactive text
Another nice feature would be to support *markdown* . Something better would be an actually logical system. I don't understand why everyone thinks Markdown is so great when it's not terribly user-friendly. Bbcode, on the other hand, is logical and straightforward for people to understand. Most bbco...
- Tue Mar 06, 2018 2:33 am
- Forum: News
- Topic: Friday Facts #232 - PAX, Bugs, Graphs
- Replies: 49
- Views: 23012
Re: Friday Facts #232 - PAX, Bugs, Graphs
I find it interesting that there are still several people playing the old experimental versions. Could be for a variety of reasons. A few versions ago I updated and had an error (seemed to be related to a mod I think) where my save wouldn't load because of some tile error. I forget the exact error ...
- Mon Feb 26, 2018 2:17 pm
- Forum: News
- Topic: Friday Facts #231 - Belt compression & Crash log uploading
- Replies: 89
- Views: 45571
Re: Re:
The exe file path: C:\users\user\downloads\Factorio.windows.x64.0.16.25.full.version\bin\x64\factorio.exe can't even be bothered to move it to like, C:\Games\ or something. I wouldn't say it being in downloads necessarily means it's pirated. The "Factorio.windows.x64.0.16.25.full.version"...
- Sat Feb 24, 2018 6:25 pm
- Forum: News
- Topic: Friday Facts #231 - Belt compression & Crash log uploading
- Replies: 89
- Views: 45571
Re: Friday Facts #231 - Belt compression & Crash log uploading
Thank you for finally addressing privacy. I have been dealing with log files myself and I can't help but wonder why people still feel unsafe about it. OR/AND worry about those who do not even care. I still recommend not even making this an option though. I disagree with not making it an option. The...
- Sat Feb 17, 2018 5:45 am
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 371236
Re: Friday Facts #225 - Bots versus belts (part 2)
I snipped all the talk on buffers because while I did find it very interesting (really! I'm not being condescending here) I couldn't find a good little snippet and didn't want to quote the whole thing. However, what of the buffers inherent in train use? My railworld base performed just fine when I ...
- Fri Feb 02, 2018 1:59 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 371236
Re: Friday Facts #225 - Bots versus belts (part 2)
Considering my base is about 30 roboports by 30 roboports, and anything within this base can be moved from anywhere else within this base.... This is an unbelievably massive nerf. Would actually be useful as a checkbox option inside each roboport though. Especially with modded roboports such as the...
- Sat Jan 27, 2018 8:21 am
- Forum: News
- Topic: Friday Facts #227 - Rendering, Trees & Scenario talk
- Replies: 116
- Views: 46181
Re: Friday Facts #227 - Rendering, Trees & Scenario talk
If more PvP means you (have to) mess with SP and make it worse for people who don't want to PvP (me? Not even MP, nobody likes my style :D)… then no, it would not help, but hurt. Obviously, my personal opinion here is the absolute truth. I hate that so many devs are starting to focus on competitive...
- Tue Jan 23, 2018 11:16 am
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 350407
Re: [0.15.x] Bob's Mods: General Discussion
You should just need to turn the setting on and load the game again. you will need to go add modules to all your machines again though. if this isn't the case, let me know and I'll look into it. Yup, that worked, thanks! For whatever reason it never crossed my mind to exit to the main menu before t...