Search found 1068 matches

by Engimage
Fri Jan 18, 2019 1:24 pm
Forum: News
Topic: Friday Facts #278 - The new quickbar
Replies: 176
Views: 65827

Re: Friday Facts #278 - The new quickbar

I am definitely waiting for this release like never before!
by Engimage
Fri Jan 18, 2019 10:58 am
Forum: Ideas and Suggestions
Topic: Train station skipping conditions
Replies: 143
Views: 64353

Re: Train station skipping conditions

Add "Depot" station name with "iddle" condition. It means train should go to "Depot" station when no other valid destinations in list. Exit condition may be empty because nowhere to move anyway. But may be used for fuelling purpose for example. You don't even necessari...
by Engimage
Fri Jan 11, 2019 7:06 pm
Forum: News
Topic: Friday Facts #277 - GUI progress update
Replies: 101
Views: 42818

Re: Friday Facts #277 - GUI progress update

0.17 looks lika a crap ton of work. Good job guys!
But I personally am looking forward map generation the most - all the bells and whistles are only the shell of a core mechanics (and mapgen certainly is).
So I am looking at you TOGoS
by Engimage
Tue Jan 08, 2019 3:26 pm
Forum: This Forum
Topic: Re: Friday Facts #266 Censorship/Moderation Behaviour
Replies: 15
Views: 7292

Re: Friday Facts #266 Censorship/Moderation Behaviour

Mods on this forum have steel nerves. And you managed to escalate it up to Wube guys themselves. I would say - calm down and stop this. Your ideas or your personal opinion is not the pinnacle of human thinking so just get on with it. People get your point from one post and if they do not accept it t...
by Engimage
Fri Jan 04, 2019 3:09 pm
Forum: News
Topic: Friday Facts #276 - Belt item spacing & Script rendering
Replies: 155
Views: 64198

Re: Friday Facts #276 - Belt item spacing & Script rendering

Oh my you just gave me a braingasm :)

8 spacing - so welcome!
This is why I do wait for FFFs every week since I met Factorio - Wube never stops amazing!
by Engimage
Sun Dec 30, 2018 1:00 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 153894

Re: Friday Facts #275 - 0.17 Science changes

Overall awesome stuff as always. I will point out several concerns I got about it all. Blue science pack recipe still takes unnecessarily too long compared to all other packs. This does not impact resource consumption but just results in huge lines Space science pack still requires military in resea...
by Engimage
Fri Dec 21, 2018 2:17 pm
Forum: Releases
Topic: Factorio Roadmap for 1.0.
Replies: 801
Views: 999306

Re: Factorio Roadmap for 0.17 & 0.18

Totally unrelated. @theolderbeholder was refering to this fix , after this update broke train signalling, and trains started colliding all over the place. Also, while I wouldn'd mind even if all our private conversation was posted here, I find it rather undelicate, as it's ... well ... private (and...
by Engimage
Fri Dec 21, 2018 2:00 pm
Forum: News
Topic: Friday Facts #274 - New fluid system 2
Replies: 166
Views: 71924

Re: Friday Facts #274 - New fluid system 2

Awesome job guys! I am glad to see TheYeast's model implemented in the game as I did consider it being the most appropriate during discussion. But more to that, we can once more witness the greatness of Wube devs. I can not name any other dev team which would take so much from community and implemen...
by Engimage
Mon Dec 17, 2018 8:26 am
Forum: Ideas and Suggestions
Topic: Abandoned colonies/urban areas to explore ][Huge map proof of concept included with preview and download][ WIP
Replies: 11
Views: 3636

Re: Abandoned colonies/urban areas to explore ][Huge map proof of concept included with preview and download][ WIP

Not sure about this level of complexity. But I am pretty sure that dropping random structures (or combination of them) sometimes intact and sometimes partially (or completely) destroyed would be really nice. Like our factorian is not the only one successfully landed on the planet. But he is the only...
by Engimage
Mon Dec 17, 2018 8:19 am
Forum: Ideas and Suggestions
Topic: Concrete gives HP/armour bonus to buildings
Replies: 3
Views: 1750

Re: Concrete gives HP/armour bonus to buildings

Oh my, Dune 2 reinvented :)

But yeah it makes sense. Buildings placed on a solid base are actually more damage resistant.
by Engimage
Mon Dec 17, 2018 8:03 am
Forum: Balancing
Topic: Make mk 1 power armour 6 x 8 instead of 7 x 7
Replies: 11
Views: 3827

Re: Make mk 1 power armour 6 x 8 instead of 7 x 7

Actually 6x8 is just times more useful than 7x7. However with current options for power generation it is really not much as you will most likely fill it with PSPs anyway.
by Engimage
Fri Dec 07, 2018 8:28 am
Forum: Ideas and Suggestions
Topic: Notifications System
Replies: 37
Views: 13612

Unified alerting system

So we have got a lot of different issues in the game that need alerts. Some of issues got an icon over the object (static or blinking), some have flying text (like train no path), some have a toolbelt alert icon etc. I would like to propose a unified alerting system to be implemented that would have...
by Engimage
Fri Dec 07, 2018 8:13 am
Forum: Ideas and Suggestions
Topic: Train related alerts
Replies: 3
Views: 1380

Train related alerts

Most of these features are covered by FAT controller mod. However they are really useful and are easy to implement in the vanilla game. I am not sure if some of them are covered in upcoming patches but they were relevant when I was playing the game. There are several critical train related issues th...
by Engimage
Fri Nov 02, 2018 3:07 pm
Forum: Ideas and Suggestions
Topic: Steam age
Replies: 25
Views: 8945

Re: Steam age

Totally. Unless I misunderstood, this thread is discussing the idea of a new mod. We're not suggesting a change to vanilla. The topic is in "Ideas and suggestions", not in "request for a mod" subforum. Plus the OP never talks of a mod, so I understand his suggestion is for vanil...
by Engimage
Fri Nov 02, 2018 3:01 pm
Forum: News
Topic: Friday Facts #267 - Experiments, Explosives & Extended tags
Replies: 120
Views: 47654

Re: Friday Facts #267 - Experiments, Explosives & Extended tags

My god the game is getting so much coolness!
Rich text is just blowing up my pants
With on-hover tooltips on both entities and rich text Factorio starts looking so mature!
Well done guys!
by Engimage
Wed Oct 31, 2018 6:24 pm
Forum: Ideas and Suggestions
Topic: Steam age
Replies: 25
Views: 8945

Re: Steam age

Also I see this steam age a nice strategy for copperless start. The only thing that erroneously used copper in this steam age start is Offshore Pump which requires green chip if I remember right. But that can be fixed as well. However the electric age will require Copper for everything - poles, gene...
by Engimage
Wed Oct 31, 2018 7:50 am
Forum: Ideas and Suggestions
Topic: Normalize crafting time tooltips (New Player Experience)
Replies: 11
Views: 4167

Re: Normalize crafting time tooltips (New Player Experience)

I do totally agree with this point. I would also vote for making Assembler 1 with a crafting speed of 1 as waaay many newcomers wonder why assembler produces slower than recipe states. Actually all basic machines should have a speed of 1 and upgrades go for multiples of that so you could clearly see...
by Engimage
Wed Oct 31, 2018 7:27 am
Forum: Ideas and Suggestions
Topic: make hand-crafting only possible when stationary
Replies: 20
Views: 6307

Re: make hand-crafting only possible when stationary

I think the real problem here is not the mere existance of handcrafting but the speed of it. A player can actually handcraft faster than tier2 machine can do it which is rediculous. A player should understand that automating stuff even with 1 assembler will be beneficial to him compared to handcraft...
by Engimage
Wed Oct 31, 2018 7:20 am
Forum: Ideas and Suggestions
Topic: Hold to fill in blueprint from inventory
Replies: 3
Views: 5857

Re: Hold to fill in blueprint from inventory

This idea is old. Several years old.
It was mentioned many times that the game needs early game blueprinting capabilities preceding bots.
Even I did a similar suggestion once (mostly all oldschool factorians did)
Early game blueprint placement - PACK

Other topics are plentiful
by Engimage
Wed Oct 31, 2018 7:08 am
Forum: Ideas and Suggestions
Topic: Disable a rail piece
Replies: 17
Views: 3578

Re: Disable a rail piece

There is an option to add functionality to a signal to add pathfinding penalty to it. While not totally preventing this path from being considered it will then be considered last for example. I know no situation when I would want to totally disable a path in automatic mode (eg not reconstructing rai...

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