Search found 52 matches

by Kadaban
Fri Jan 10, 2014 3:52 pm
Forum: Implemented Suggestions
Topic: Finding items in the inventory the easy way
Replies: 14
Views: 5878

Finding items in the inventory the easy way

I was just searching my inventory for a specific (mod) item again when this idea came to my mind: How about adding a simple highlight/flashy border/whatever you deem fit to the item in the inventory/belt when the player has his mouse cursor over it's matching counterpart in the crafting selection? A...
by Kadaban
Thu Jan 09, 2014 8:04 am
Forum: Questions, reviews and ratings
Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
Replies: 438
Views: 328616

Re: [MOD 0.8.x] Treefarm v0.8.3

As of Factorio 0.8.5: Germlings have problems growing on some kinds of terrain. Looking at the calcTreeEfficiency(), it seems that it only checks for basic terrain type without subtypes such as grass-dry. Trees can spawn on water if a field covers it Cokeries display no power even when powered and ...
by Kadaban
Thu Jan 09, 2014 6:25 am
Forum: Implemented Suggestions
Topic: Display range for turrets
Replies: 11
Views: 6257

Re: Display range for turrets

Necroing this topic because I had the same Idea just about now. Some way to see the turret shooting range (mouse-over maybe?) would be really nice and would help in finding dead spots in the defense grid.
by Kadaban
Wed Jan 08, 2014 12:33 pm
Forum: Releases
Topic: Version 0.8.7
Replies: 3
Views: 9018

Re: Version 0.8.7

New Icons! http://narwhaler.com/original/yu/x/bender-neat-yuXbkp.jpg Edit: Iron and Steel Chests do look alike quite a lot... I know it's just a different material for the same thing, but making the difference a bit clearer would be nice. Splitter icons are a bit small, as is the diesel locomotive ...
by Kadaban
Sun Jan 05, 2014 5:01 am
Forum: Mods
Topic: [MOD 0.9.x] Industrio V0.3.3 - Now with 100% less bugs !
Replies: 112
Views: 65517

Re: [MOD 0.8.x] Industrio V0.3.3 - Now with 100% less bugs !

Found a minor graphical glitch in the crafting menu:
The Icon representing the Industrio category only shows a tiny black triangle. It's just a guess but I think the graphic itself is getting truncated there.
by Kadaban
Sat Mar 16, 2013 11:33 pm
Forum: Show your Creations
Topic: Demo, Owned.
Replies: 2
Views: 5228

Re: Demo, Owned.

Hehe, well done.
"The only good kill is OVERkill."
by Kadaban
Mon Mar 04, 2013 11:57 am
Forum: Gameplay Help
Topic: Terrain Segmentation
Replies: 3
Views: 5377

Re: Terrain Segmentation

I've been messing with the terrain generator a bit and terrain segmentation seems to be the amount of variation between each type of terrain. Setting it to a very low value will make, for example, lakes extremely huge. Higher values try to vary and mix terrain types more but make the landscape look ...
by Kadaban
Mon Mar 04, 2013 11:12 am
Forum: General discussion
Topic: We missed it!
Replies: 14
Views: 17636

Re: We missed it!

kovarex wrote:We will make an official update about the Indiegogo soon.
All I can say now is, that the missing amount of 347 Euro is not going to stop us from doing the multiplayer :)
HALLELUJA!

*picks up phone* "Cancel the suicide run!" :D
by Kadaban
Mon Mar 04, 2013 5:48 am
Forum: General discussion
Topic: Kill ALL the natives
Replies: 5
Views: 9144

Re: Kill ALL the natives

Darthlawsuit wrote:Who else doesn't feel like a level is complete till you have mined half the map and killed every enemy base?
As I'm alway playing in "endless" mode, this would be quite an achievement for me ;)
by Kadaban
Sat Mar 02, 2013 10:55 am
Forum: Show your Creations
Topic: New, Separate design. Fill free to comment
Replies: 3
Views: 6599

Re: New, Separate design. Fill free to comment

I really like the cleanliness of the layout and the expandability. Everything is modular and could be easily duplicated for higher productivity. Bonus points for the Carport :D But I hate the complete dependency on logistics robots. Guess I just don't like them because they pretty much feel like che...
by Kadaban
Sat Mar 02, 2013 9:55 am
Forum: Show your Creations
Topic: Pixel art
Replies: 8
Views: 11802

Re: Pixel art

Now get to making some kind of super cool stylised version of the factorio logo and you've got yourself a runner up for a main menu background ;)
by Kadaban
Sat Mar 02, 2013 12:44 am
Forum: General discussion
Topic: Best screen shot ever.......
Replies: 3
Views: 5534

Re: Best screen shot ever.......

Nice timing, but ... I'd rather see a "22.000€" there.
I really want multiplayer :(
by Kadaban
Sat Mar 02, 2013 12:43 am
Forum: Implemented Suggestions
Topic: Forcefields
Replies: 10
Views: 12867

Re: Forcefields

I'm not completely sure, but kovarex mentioned that "Walls" are already planned but not yet in the game.
Oh and there is already a mod that show you the time remaining until the next wave of attackers comes running. I think it's linked in the modding subsection.
by Kadaban
Sat Mar 02, 2013 12:41 am
Forum: Outdated/Not implemented
Topic: Fuses
Replies: 5
Views: 10537

Re: Fuses

I can already see my long line of lasertowers blowing all fuses in a square kilometer around them. But I agree, it would be great to be able to define an area that's vital and would get priority over other areas, like the inserters for the burners and the whole stuff actually needed to not spiral do...
by Kadaban
Fri Mar 01, 2013 7:08 am
Forum: General discussion
Topic: What's the point?
Replies: 10
Views: 13057

Re: What's the point?

I've felt the same thing with the alpha. But that's pretty much the same "problem" you're facing with every sandbox game: You make your own goals or get bored. Right now there isn't much to do in the game mainly because it's still highly incomplete. I'm pretty sure there will be a full cam...
by Kadaban
Fri Mar 01, 2013 7:01 am
Forum: Ideas and Suggestions
Topic: Factories with built-in conveyor belts
Replies: 6
Views: 8628

Re: Factories with built-in conveyor belts

... Also, this would prevent the assembling machines from finishing an entire stack before halting production. Care to elaborate? I can't see a reason this wouldn't at least assemble one product and then wait for more room. The whole idea behind this is to enable the factories to directly feed the ...
by Kadaban
Fri Mar 01, 2013 3:24 am
Forum: Ideas and Suggestions
Topic: [Idea] Crates
Replies: 18
Views: 14060

Re: [Idea] Crates

While I do like the idea, at the same time I don't. I fear it would make the game "too easy". Part of the charm is to manage stuff like this, in my opinion. I'd say let's just keep our nifty UFO's and move on! :) I think kovarex commented on the "chest on belt" thing with the sa...
by Kadaban
Fri Mar 01, 2013 3:20 am
Forum: Ideas and Suggestions
Topic: Factories with built-in conveyor belts
Replies: 6
Views: 8628

Factories with built-in conveyor belts

I was monitoring my factories being busy for the greater good and thought "Why do they have an entrance/exit at the bottom/southern wall but don't use it?" Thinking of something like a car factory with a permanently moving belt or monorail it would make sense that the inserters take the ma...
by Kadaban
Thu Feb 28, 2013 11:28 pm
Forum: General discussion
Topic: Coding Langauge
Replies: 5
Views: 9554

Re: Coding Langauge

The indiegogo campaign states "The game is written in C++..."
by Kadaban
Thu Feb 28, 2013 11:25 pm
Forum: Outdated/Not implemented
Topic: Crafting Chest
Replies: 10
Views: 13268

Re: Crafting Chest

MF- wrote:Sounds like something that could be mitigated by setting a "cache limit" with a smart inserter connected to the buffer chest.
Or just leaving the chest out of the loop at all. ;)
Conveyor belts already "store" items anyways.

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