Search found 387 matches

by conn11
Fri Jul 24, 2020 10:50 am
Forum: News
Topic: Friday Facts #357 - Nuke
Replies: 96
Views: 57124

Re: Friday Facts #357 - Nuke

Also I just realized, that the new nuke behavior is practically a cliff explosive mark II with integrated deforestation tool. At least for later game purposes.
by conn11
Fri Jul 24, 2020 10:33 am
Forum: News
Topic: Friday Facts #357 - Nuke
Replies: 96
Views: 57124

Re: Friday Facts #357 - Nuke

It get‘s from good to better. Very nice finishing touches for the BPs.
Maybe you should consider, having a toggle checkbox for the new additional explonations in the interface option menu.
And as an additional feature letting the upgrade planer beeing used to fill entities with modules etc. from ...
by conn11
Mon Jul 20, 2020 9:28 am
Forum: Ideas and Suggestions
Topic: Option to toggle off radar view on the zoomed map
Replies: 2
Views: 2000

Re: Option to toggle off radar view on the zoomed map

+1

This would especially be helpful for laying out train systems.
The option should most likely be a checkbox „deactivate radar view for blueprints“ in the interface menu.
by conn11
Sat Jul 18, 2020 7:36 am
Forum: News
Topic: Friday Facts #356 - Blueprint library for real
Replies: 123
Views: 72765

Re: Friday Facts #356 - Blueprint library for real

FFF coming this close to Saturday facts is always indication for something big beeing announced.
This is exactly the thing needed, talking about the bp library. The possibility to quickly update blueprints without redoing the whole "documentation" is greatly appreciated (as are the numerous other ...
by conn11
Fri Jul 10, 2020 6:29 pm
Forum: News
Topic: Friday Facts #355 - High resolution updates
Replies: 27
Views: 19179

Re: Friday Facts #355 - High resolution updates


imo if you push the date a bit you could probably use that time to make the assembly machine polish finishes you wanted, after all you wanted to bring 1.0 out before cyberpunk came out in September, but since it's been pushed back yet again, you could take that time back and get more work done, as ...
by conn11
Thu Jul 09, 2020 4:18 pm
Forum: Ideas and Suggestions
Topic: Disable artillery wagon auto-fire when train is in manual mode
Replies: 19
Views: 8757

Re: Disable artillery wagon auto-fire when train is in manual mode


I don't understand why you quoted this paragraph from the wiki. It's about manual targeting mode , not about manually driven train . Trains in manual mode are described in the "Train properties" section below:

When part of a manual-mode (player-driven) train, artillery wagons will fire whenever ...
by conn11
Thu Jul 09, 2020 3:36 pm
Forum: Ideas and Suggestions
Topic: Disable artillery wagon auto-fire when train is in manual mode
Replies: 19
Views: 8757

Re: Disable artillery wagon auto-fire when train is in manual mode

In automatic mode, when the train is stopped, the artillery wagon will automatically scan for enemy structures (spawners and worms) and shoot at them. Automatic mode cannot target mobile units (biters and spitters); shells do, however, damage mobile units in the vicinity of impact normally.
In ...
by conn11
Thu Jul 09, 2020 1:00 pm
Forum: Ideas and Suggestions
Topic: Disable artillery wagon auto-fire when train is in manual mode
Replies: 19
Views: 8757

Re: Disable artillery wagon auto-fire when train is in manual mode

Though with a designated artillery train, this behaviour might be desirable.
If any change is to be made, a toggle (probably manually operated) automatic artillery UI addition will do the trick.
by conn11
Sat Jul 04, 2020 3:08 pm
Forum: General discussion
Topic: New Stile Tool Belt
Replies: 4
Views: 1877

Re: New Stile Tool Belt

0.17.79 is to be outdated by 0.18 stable (or 1.0) in a few weeks. Any complaint should at least consider the new GUIs.
by conn11
Fri Jul 03, 2020 11:00 am
Forum: News
Topic: Friday Facts #354 - Launch party and HR power switch
Replies: 33
Views: 23605

Re: Friday Facts #354 - Launch party and HR power switch

Only to update the power switch graphic is a good idea. The entity design is functional and is fitting the rest of the combinator/ circuit stuff style.
by conn11
Fri Jul 03, 2020 6:21 am
Forum: Releases
Topic: Version 0.18.34
Replies: 23
Views: 24098

Re: Version 0.18.34






Logistic request related item and count windows now have notched sliders for 0 to 10 stacks selection. Different numbers that are not multiplies of stacks can be still written into the textboxes.



Please reconsider this, or at least make it configurable. The old logarithmic sliders ...
by conn11
Tue Jun 30, 2020 12:10 pm
Forum: Ideas and Suggestions
Topic: Factorio 1.0 Launch Special Edition
Replies: 19
Views: 6940

Re: Factorio 1.0 Launch Special Edition

A coffee mug for long night shifts would be much appreciated.
Probably by extending the merch section.
by conn11
Sun Jun 28, 2020 12:10 pm
Forum: News
Topic: Friday Facts #353 - Trailer update
Replies: 38
Views: 25066

Re: Friday Facts #353 - Trailer update


I wonder if new players will be interested in Factory 0.1. While it is very interesting for those, who did travel along with you, others might not care. What is it you like to achieve with the new trailer?


Wich would be a considerable chunk of players.
A (launch) trailer explicitly created for ...
by conn11
Sun Jun 28, 2020 9:55 am
Forum: Releases
Topic: Version 0.18.34
Replies: 23
Views: 24098

Re: Version 0.18.34

The recent changes to GUI are really refinig it. Well done.
Thou the term „flat character GUI“ is a bit confusing, maybe expanded character GUI would be more intuitive.
by conn11
Fri Jun 26, 2020 12:29 pm
Forum: News
Topic: Friday Facts #353 - Trailer update
Replies: 38
Views: 25066

Re: Friday Facts #353 - Trailer update

New trailers, refurbished website. It‘s time to connect to the hype train :D
Can‘t weit to the See the launch trailer.
Will the renewed main trailer be uploaded before release?
by conn11
Tue Jun 23, 2020 4:10 pm
Forum: Implemented Suggestions
Topic: Upgrade planner for no module to module
Replies: 17
Views: 19917

Re: Upgrade planner for no module to module



+1 for being able to upgrade modules via upgrade planner.

It can already do that. It just can't do no module -> module.


Wich would be a desireable feature.
Once e.g. a row of beacons is moduled up, it‘s trivial enough. But for situations creating such a bp a little more flexibility would be ...
by conn11
Tue Jun 16, 2020 9:41 pm
Forum: Releases
Topic: Version 0.18.32
Replies: 36
Views: 29473

Re: Version 0.18.32

valneq wrote: Tue Jun 16, 2020 9:14 pm (...)
What you want is the interface setting that was introduced alongside the new beacon. Go to "Settings" → "Interface" and adjust what you want
(...)
Indeed, overlooked it. My bad.
by conn11
Tue Jun 16, 2020 9:06 pm
Forum: Releases
Topic: Version 0.18.32
Replies: 36
Views: 29473

Re: Version 0.18.32



this would be the perfect opportunity for showing modules in a second surface when alt mode is enabled (like already frequently suggested in the FFF)

What do you mean?

The new interface setting to show or not show which modules are inside the beacons when alt-mode is active?

Or do you mean ...
by conn11
Tue Jun 16, 2020 7:50 pm
Forum: News
Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Replies: 199
Views: 99650

Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing




Such designs weren‘t possible when fluid mixing was a thing. It just bricked your pipe network.
The backup input should be something achieveable with a little more sophisticated contraption.
Though funktional fluid mixing would have some use for flamethrower turrets, in most other entities it ...
by conn11
Tue Jun 16, 2020 7:35 pm
Forum: Releases
Topic: Version 0.18.32
Replies: 36
Views: 29473

Re: Version 0.18.32

Seeing the new beacons in game they look pretty nice. Even better than the preview images from the latest FFF.

2 issues though:


overlap.PNG
this would be the perfect opportunity for showing modules in a second surface when alt mode is enabled (like already frequently suggested in the FFF ...

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