Search found 385 matches

by conn11
Mon Mar 30, 2020 2:14 pm
Forum: Ideas and Suggestions
Topic: Allow Upgrade Planner to start from empty for modules
Replies: 7
Views: 2246

Re: Upgrade planners: Empty slot to module fill unpopulated module slots

Technically a double post but the idea is pretty good and convenient. +1
by conn11
Thu Mar 26, 2020 5:48 am
Forum: News
Topic: Friday Facts #339 - Beacon HR + Redesign process
Replies: 216
Views: 90743

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

I always wanted beacons to be a function instead of an entity in physical form. like the logistic network but with proximity in mind. Using a different color cable to show which entity is connected to the beacon network. Or maybe have beacon slots so that a beacon isn't transmitting RF signals, but...
by conn11
Wed Mar 25, 2020 2:14 pm
Forum: Ideas and Suggestions
Topic: Personal construction bots will ignore items on hand
Replies: 3
Views: 1244

Re: Personal construction bots will ignore items on hand

Isn’t that already function wise implemented by the toggeable personal roboports (prp)?
Sure, you wouldn’t „help“ your con bots, but researching bot speed or just utilizing more and higher tiers prps would also circumvent slow construction times for larger blueprints.
by conn11
Sat Mar 21, 2020 8:31 am
Forum: News
Topic: Friday Facts #339 - Beacon HR + Redesign process
Replies: 216
Views: 90743

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

Any chance the light in the middle of the beacon could adjust its color depending on what module is used inside it? Blue for speed, green for efficiency and puple/red for production? Oh that would be SWEET! Although productivity modules can’t be placed into beacons and transmitting efficiency is mo...
by conn11
Fri Mar 20, 2020 7:38 pm
Forum: Releases
Topic: Version 0.18.15
Replies: 17
Views: 13885

Re: Version 0.18.15

FactorioBot wrote:
Fri Mar 20, 2020 3:24 pm
ENTER key can now be used to confirm the small "Set request" pop-up windows.
this is such an improvement and convenience, should really work ony any Pop-Up.
by conn11
Fri Mar 20, 2020 5:02 pm
Forum: News
Topic: Friday Facts #339 - Beacon HR + Redesign process
Replies: 216
Views: 90743

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

definetly a radical departure from the old design, but promising. I wonder, how it will actually compare in game (e.g. in vertical set-ups). The hight might be a problem, overtowering other entities in tightly fitted arrays. I'm esspecially interested how it will harmonize with the yet to be impleme...
by conn11
Fri Mar 20, 2020 6:16 am
Forum: Ideas and Suggestions
Topic: Game Design: Make Hazard Concrete just a "Rotation" or "Shift-Scrollwheel" of regular Concrete.
Replies: 41
Views: 9798

Re: Game Design: Make Hazard Concrete just a "Rotation" of regular Concrete.

Let's make small power poles and medium power poles "rotations" of each other. Having only one item type for placing small, medium or big power pole entities would actually be nice to have. Other items and entities they should be able to place: - yellow/red/blue belt -> belt or undergroun...
by conn11
Wed Mar 18, 2020 8:13 pm
Forum: General discussion
Topic: Any update on Data cache
Replies: 1
Views: 751

Any update on Data cache

As mentioned a while ago in FFF 326.
Is there any update on implementation or plans to make it available to the general public?
by conn11
Tue Mar 17, 2020 6:55 pm
Forum: Releases
Topic: Version 0.18.13
Replies: 57
Views: 26181

Re: Version 0.18.13

The GUI overhaul is working as great as to be expected from the fff. Two things comming to mind: 1) all the unsused space in the character tab would be perfect to implement more toggleable modules (belt immunity, night vision, PLDs). Preferably with some new shortcuts. 2) Maybe a reset button next t...
by conn11
Mon Mar 16, 2020 4:15 pm
Forum: Ideas and Suggestions
Topic: Feature request: Allow one-time orders from logistic network
Replies: 29
Views: 9928

Re: Idea for the new character logistic GUI

Especially rails show the shortcomings of this proposition. One stack of them is pretty useless. In construction drone range you could always ghost buid with no need to consider the characters inventory, outside the range 100 rails would get you exactly how far? Maybe more feasible for signals and o...
by conn11
Sun Mar 15, 2020 11:58 am
Forum: Ideas and Suggestions
Topic: bulk handcrafting
Replies: 40
Views: 9012

Re: [0.18.12] Order of handcrafted items

Maybe because handcrafting isn’t the most feasible way of doing things. It’s annoying and slow, especially for a bulk of items. Therefore encouraging players to use at least semiautomatic (maybe still handfed) setups early one. IMO it works as intended. Alterations should remain in mod territory: ex...
by conn11
Fri Mar 13, 2020 7:15 pm
Forum: News
Topic: Friday Facts #338 - The (real) Character GUI
Replies: 89
Views: 52416

Re: Friday Facts #338 - The (real) Character GUI

No recipe found for "spidertr", does this mean the search function doesn't do wildcards or partial words? I know you got the Spidertrons hidden away back there No, that's just Twinsen thinking he's memeing, but actually setting us up for overwhelmingly disappointing 1.0 release. :geek:
by conn11
Fri Mar 13, 2020 1:59 pm
Forum: News
Topic: Friday Facts #338 - The (real) Character GUI
Replies: 89
Views: 52416

Re: Friday Facts #338 - The (real) Character GUI

Those are great news. Limited request slots and untoggleable trashed items were inconvenient at least or a straight up hassle. Definitely a big step up in terms of QoL and one of the last major areas, needing tuning and refinement before 1.0.
by conn11
Wed Mar 11, 2020 5:25 pm
Forum: General discussion
Topic: Entities consuming/producing fluid never go to sleep
Replies: 19
Views: 5313

Re: Entities consuming/producing fluid never go to sleep

Just put oil refinery in vanilla without any pipe connection at all - it will consume UPS. Stamp in creative mode 1000 of them and see you UPS drops Your observations can be validated: idle.PNG working refinery.PNG all fluid only using and outputing entities aren't showing the inactive state, regar...
by conn11
Wed Mar 11, 2020 9:54 am
Forum: General discussion
Topic: Steam Update Latency?
Replies: 2
Views: 1111

Re: Steam Update Latency?

This predominantly seems to be a problem of hotfix type of updates in close proximity to previous ones, like 0.18.11 to 0.18.12.
Rarely , at least in my experience, of more regular updates, wich are available on steam at the time of the announcement here.
by conn11
Tue Mar 10, 2020 7:16 pm
Forum: General discussion
Topic: Entities consuming/producing fluid never go to sleep
Replies: 19
Views: 5313

Re: Entities consuming/producing fluid never go to sleep

So in conclusion, fluid consuming entities behave as to be expected. Any UPS issues, if not mod related, or theorized, it‘s not clear from OP should be fluid related. Entities which can handle fluid have fluid boxes. Unpowering a machine doesn't/shouldn't clamp off the pipe connection feeding into i...
by conn11
Tue Mar 10, 2020 6:40 pm
Forum: General discussion
Topic: Entities consuming/producing fluid never go to sleep
Replies: 19
Views: 5313

Re: Entities consuming/producing fluid never go to sleep

-correct me, if I'm wrong- I noticed that entities consuming/producing fluid never go to sleep. At megabase scale they stay awake (and consume UPS) even in no ingredients/fully backed up. While entities using solid ingredients happily go to sleep under same conditions. In this correct? Yes. Missing...
by conn11
Tue Mar 10, 2020 5:59 pm
Forum: General discussion
Topic: Entities consuming/producing fluid never go to sleep
Replies: 19
Views: 5313

Re: Entities consuming/producing fluid never go to sleep

Like setting circuit conditions controling power switches to turn the power off and on, when your buffering fluid tanks are full or empty enough? Provided of course your fluid handeling areas aren't too interconnected with the rest of the grid... Exactly. Imagine independent rail-based factory bloc...
by conn11
Tue Mar 10, 2020 5:12 pm
Forum: Releases
Topic: Version 0.18.11
Replies: 20
Views: 13353

Re: Version 0.18.11

ptx0 wrote:
Tue Mar 10, 2020 4:51 pm
i liked the old ones; the new ones are too small.
At least the sleepers in the railway icon should be spaced out a little bit further. Should be possible by enlarging all icons a little bit, most of the space in the button fields is unused.
By the way, I like the new more minimalistic style.
by conn11
Tue Mar 10, 2020 5:00 pm
Forum: Releases
Topic: Version 0.18.11
Replies: 20
Views: 13353

Re: Version 0.18.11

ptx0 wrote:
Tue Mar 10, 2020 4:53 pm
the contrast of the new button icons is pretty bad on Linux. that's supposed to be a railroad piece?
At least for Windows/ steambuild the icons are about fine, as my screenshot show above.

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