Search found 464 matches
- Sat May 30, 2020 9:26 am
- Forum: Ideas and Suggestions
- Topic: Market GUI search
- Replies: 0
- Views: 740
Market GUI search
For consistency's sake (and potential modded situations) the market UI could use a search field:
- Sat May 30, 2020 3:46 am
- Forum: Ideas and Suggestions
- Topic: Better readability for big numbers on tooltip
- Replies: 3
- Views: 2109
Re: Better readability for big numbers on tooltip
It should show the exact values for as long as possible, so that you can differentiate between action taken between two times, and no action taken. Rounding removes this resolution and much of the value usefulness in certain circumstances.
Similar issues have existed in other places with rounding ...
Similar issues have existed in other places with rounding ...
- Fri May 22, 2020 6:14 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.34] Energy input flow limit not respected by providers
- Replies: 6
- Views: 3529
Re: [0.15.34] Energy input flow limit not respected by providers
The base game's mechanics do change the flow rate of entities, with module effects and the special behaviors of the rocket silo for example.
Interesting. A way to get around this limitation would be to "consume" energy with an invisible, arbitrarily moduled crafting machine and tracking recipe ...
Interesting. A way to get around this limitation would be to "consume" energy with an invisible, arbitrarily moduled crafting machine and tracking recipe ...
- Fri May 22, 2020 5:34 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.34] Energy input flow limit not respected by providers
- Replies: 6
- Views: 3529
Re: [0.15.34] Energy input flow limit not respected by providers
It used to be writable per-entity at runtime, not just at the data stage. I apologize for necroing this topic; it was prompted by https://mods.factorio.com/mod/Induction ... 000b3f48e4
- Fri May 22, 2020 5:03 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.34] Energy input flow limit not respected by providers
- Replies: 6
- Views: 3529
Re: [0.15.34] Energy input flow limit not respected by providers
For the record, optimization removed the ability to do the desired control of electric flow without an on_tick event adjusting the electric buffer size.
The bug may have been resolved, but it was by amputation, and at the expense of modded electricity handling efficiency.
The bug may have been resolved, but it was by amputation, and at the expense of modded electricity handling efficiency.
- Fri May 15, 2020 3:28 pm
- Forum: News
- Topic: Friday Facts #347 - New hope demo levels
- Replies: 54
- Views: 40436
Re: Friday Facts #347 - New hope demo levels
Poison capsules avoid damaging infrastructure hidden by trees, and they cover a larger area at the same time.billbo99 wrote: Fri May 15, 2020 1:47 pm I wonder how hard it would be to have the construction drones throw grenades to clear trees
- Sat May 02, 2020 7:04 am
- Forum: Gameplay Help
- Topic: Radars marked for deconstruction eventually loose that marking?
- Replies: 5
- Views: 2548
Re: Radars marked for deconstruction eventually loose that marking?
Essentially, it has come to my attention that the planner timers are all over the place with design balance at the moment.
Blueprint ghosts: Infinite
Destruction ghosts: 7 days
Upgrade planner: Infinite
Deconstruction planner: 5 hours
On top of that, the only planner state with a visual timer ...
Blueprint ghosts: Infinite
Destruction ghosts: 7 days
Upgrade planner: Infinite
Deconstruction planner: 5 hours
On top of that, the only planner state with a visual timer ...
- Fri Apr 10, 2020 9:16 pm
- Forum: News
- Topic: Friday Facts #342 - The new old tutorial
- Replies: 38
- Views: 26404
Re: Friday Facts #342 - The new old tutorial
I would love it if the scenario script had resource meteorites fall and create fresh deposits if you "failed," but understandably that could also give the wrong idea about how finite maps work in general.
Just to confirm: The new old tutorial (First Steps) will end with the car, rather than having ...
Just to confirm: The new old tutorial (First Steps) will end with the car, rather than having ...
- Fri Apr 03, 2020 7:55 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.17] Alt-F4 equals crash while dead
- Replies: 1
- Views: 2920
[0.18.17] Alt-F4 equals crash while dead
Crashes from the following steps after loading the attached save:
1. Nuke self
2. Hit Respawn
3. Alt-F4 before the respawn timer finishes
In case it hasn't been incorporated into your workflow yet, consider loading the game with the mods outside of debug mode so it's faster, then falling back to ...
1. Nuke self
2. Hit Respawn
3. Alt-F4 before the respawn timer finishes
In case it hasn't been incorporated into your workflow yet, consider loading the game with the mods outside of debug mode so it's faster, then falling back to ...
- Wed Mar 25, 2020 7:14 pm
- Forum: Won't implement
- Topic: /swap-players event handler
- Replies: 3
- Views: 2502
/swap-players event handler
Using /swap-players breaks some mods without a clean way to handle it. Discovered as a result of Klonan's Construction Drones ceasing to function.
- Mon Mar 23, 2020 7:27 pm
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 143745
Re: Friday Facts #339 - Beacon HR + Redesign process
A frame of animation from the beacon in Factorio 0.6, for historical perspective:
The return to electrical arcs (blue here, across the top and somewhat in the middle) is an interesting cycle of design iteration.
- Mon Mar 23, 2020 10:07 am
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 143745
Re: Friday Facts #339 - Beacon HR + Redesign process
I do like the idea of a design that has some openness to it, allowing visibility of the ground tiles underneath. That would help beacons blend into the background aesthetic of choice, re-focusing the overall appearance of a production area on the production machines themselves.
Another thing that ...
Another thing that ...
- Sun Mar 22, 2020 3:20 pm
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 143745
Re: Friday Facts #339 - Beacon HR + Redesign process
Improving the speed and efficiency of a machine by transmitting 'signals' to it never made much sense to me.
Why not represent beacons as external cooling and waste-heat recovering units? With several pipes running into the ground, hinting at underground connections to nearby buildings (or ...
- Sat Mar 21, 2020 8:54 pm
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 143745
Re: Friday Facts #339 - Beacon HR + Redesign process
Negativity begets negativity. Let's try to set an example rather than mirroring that which is objectionable, feeding into the effect... 
- Sat Mar 21, 2020 7:31 pm
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 143745
Re: Friday Facts #339 - Beacon HR + Redesign process
I'm amazed that the devs and artists continue to bother with FFFs when they get this shitstorm of negativity from armchair developers every time.
While it is entirely possible for people to have knee-jerk reactions to new things and simply be resisting change, it is also possible for developers ...
- Fri Mar 20, 2020 6:19 pm
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 143745
Re: Friday Facts #339 - Beacon HR + Redesign process
The building desing variation serves well and demands less resources in buildings like the Laboratory , the Rocket Silo and the Nuclear Reactor since the player builds a smaller a mmount of those
The resource demand in question (Video RAM) is based on the size of the art for entities, and the ...
- Fri Mar 20, 2020 4:58 pm
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 143745
Re: Friday Facts #339 - Beacon HR + Redesign process
New beacon looks nice but I don't think it fit. It have too organic looks, some kind of tech-organic hybrid.
I don't see it as being particularly organic. It should fit nicely around the rocket silo.
https://cdn.factorio.com/assets/img/blog/fff-283-rocket-silo-preparing.webm
The furnaces in ...
- Fri Mar 20, 2020 3:51 pm
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 143745
Re: Friday Facts #339 - Beacon HR + Redesign process
If I may, I think you guys forgot the most important aspect of beacons: they are support units. They don't do anything, they just exist so stuff around them do things better.
...
Beacons are spammed, it's the most frequent unit in a lot of games. I believe they should be simple, and have neutral ...
- Fri Mar 20, 2020 3:05 pm
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 143745
Re: Friday Facts #339 - Beacon HR + Redesign process
That said, I personally think beacons shouldn't even be in the game, and productivity modules are highly questionable as well.
The second part was quite clear from certain examples you've created. :D
To the first, and I don't mean to derail discussion here, but: Have you considered the ...
The second part was quite clear from certain examples you've created. :D
To the first, and I don't mean to derail discussion here, but: Have you considered the ...
- Fri Mar 20, 2020 2:44 pm
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 143745
Re: Friday Facts #339 - Beacon HR + Redesign process
Love the general idea and concept. Hate the placement variation, it does not fit the rest of factory where everything is nice and tidy.
I came here just to post this. The random variations of beacons really destroy the factory aesthetic, where everything is supposed to be clean, organized ...