Search found 457 matches

by IronCartographer
Fri Apr 10, 2020 9:16 pm
Forum: News
Topic: Friday Facts #342 - The new old tutorial
Replies: 38
Views: 18351

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 tha...
by IronCartographer
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: 2097

[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 the...
by IronCartographer
Wed Mar 25, 2020 7:14 pm
Forum: Won't implement
Topic: /swap-players event handler
Replies: 3
Views: 1701

/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.
by IronCartographer
Mon Mar 23, 2020 7:27 pm
Forum: News
Topic: Friday Facts #339 - Beacon HR + Redesign process
Replies: 216
Views: 99971

Re: Friday Facts #339 - Beacon HR + Redesign process

A frame of animation from the beacon in Factorio 0.6, for historical perspective:
basic-beacon.png
basic-beacon.png (43.07 KiB) Viewed 9819 times
The return to electrical arcs (blue here, across the top and somewhat in the middle) is an interesting cycle of design iteration.
by IronCartographer
Mon Mar 23, 2020 10:07 am
Forum: News
Topic: Friday Facts #339 - Beacon HR + Redesign process
Replies: 216
Views: 99971

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 oc...
by IronCartographer
Sun Mar 22, 2020 3:20 pm
Forum: News
Topic: Friday Facts #339 - Beacon HR + Redesign process
Replies: 216
Views: 99971

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 perhaps ...
by IronCartographer
Sat Mar 21, 2020 8:54 pm
Forum: News
Topic: Friday Facts #339 - Beacon HR + Redesign process
Replies: 216
Views: 99971

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... :|
by IronCartographer
Sat Mar 21, 2020 7:31 pm
Forum: News
Topic: Friday Facts #339 - Beacon HR + Redesign process
Replies: 216
Views: 99971

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 to ...
by IronCartographer
Fri Mar 20, 2020 6:19 pm
Forum: News
Topic: Friday Facts #339 - Beacon HR + Redesign process
Replies: 216
Views: 99971

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 numbe...
by IronCartographer
Fri Mar 20, 2020 4:58 pm
Forum: News
Topic: Friday Facts #339 - Beacon HR + Redesign process
Replies: 216
Views: 99971

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 the FFF...
by IronCartographer
Fri Mar 20, 2020 3:51 pm
Forum: News
Topic: Friday Facts #339 - Beacon HR + Redesign process
Replies: 216
Views: 99971

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 co...
by IronCartographer
Fri Mar 20, 2020 3:05 pm
Forum: News
Topic: Friday Facts #339 - Beacon HR + Redesign process
Replies: 216
Views: 99971

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 possible evi...
by IronCartographer
Fri Mar 20, 2020 2:44 pm
Forum: News
Topic: Friday Facts #339 - Beacon HR + Redesign process
Replies: 216
Views: 99971

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, and mech...
by IronCartographer
Tue Feb 04, 2020 8:21 am
Forum: News
Topic: Friday Facts #332 - More sounds & Map color tweaks
Replies: 53
Views: 24641

Re: Friday Facts #332 - More sounds & Map color tweaks

- Wood chopping: Of the multiple chopping sounds, the new ones are less satisfying compared to the old chopping sound. ... Also possibly a bug: - Double sound when getting items out of a chest / putting in a chest with opening inventory and ctrl / shift clicking a stack. Sounds like there's both a ...
by IronCartographer
Sat Feb 01, 2020 10:00 pm
Forum: News
Topic: Friday Facts #332 - More sounds & Map color tweaks
Replies: 53
Views: 24641

Re: Friday Facts #332 - More sounds & Map color tweaks

For example we now have the listener position on the centre of the screen by default ...Where was it before? At your character. The change makes it so that map view gives you the ability to hear things at a distance. Somewhat concerned about the possibility of missing out on important sound next to...
by IronCartographer
Fri Jan 31, 2020 6:31 pm
Forum: News
Topic: Friday Facts #332 - More sounds & Map color tweaks
Replies: 53
Views: 24641

Re: Friday Facts #332 - More sounds & Map color tweaks

As far as I'm aware, the player normally uses only the best type of combat robot they have available. It may not be as common now, but the oldschool common practice was maxing out on destroyers, and throwing distractors in all directions to ... do exactly what their name suggests. 8-) So while defe...
by IronCartographer
Fri Jan 31, 2020 5:11 pm
Forum: News
Topic: Friday Facts #332 - More sounds & Map color tweaks
Replies: 53
Views: 24641

Re: Friday Facts #332 - More sounds & Map color tweaks

Regarding map colors, there's some question about consistency with previous definitions on a technical level: I don't get why they put the new pipe, beacon, etc colors in default_color_by_type, when all the other unique building types are in default_friendly_color_by_type Maxreader is responsible fo...
by IronCartographer
Fri Jan 31, 2020 5:05 am
Forum: General discussion
Topic: Request: Max number of trains for stations
Replies: 93
Views: 44661

Re: Request: Max number of trains for stations

I can snip too :evil: Don't take that sort of thing personally--it's meant as a courtesy to others, putting in extra effort to create a direct reference without flooding the forum page with the entire contents of every message over and over. Anyway, I did suggest the mechanic of an additional check...
by IronCartographer
Wed Jan 29, 2020 11:12 am
Forum: General discussion
Topic: Request: Max number of trains for stations
Replies: 93
Views: 44661

Re: Request: Max number of trains for stations

I would expect the same behavior when the other station can not be repathed to because it's locked down because of "max number" reached. That is not the behavior boskid has been testing. If you do want to prevent trains from getting stuck with " Destinations full " on the main l...
by IronCartographer
Tue Jan 28, 2020 11:27 pm
Forum: General discussion
Topic: Request: Max number of trains for stations
Replies: 93
Views: 44661

Re: Request: Max number of trains for stations

Some of inbound train limit effects are possible to produce with circuit-controlled signals if you wire up every branch of every stacker where a train might be waiting, but it will not affect trains that are moving and potentially re-pathing with a resulting overload of simultaneous trains. This is...

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