Search found 387 matches

by conn11
Fri Nov 13, 2020 11:56 am
Forum: News
Topic: Friday Facts #363 - 1.1 is getting close
Replies: 178
Views: 107103

Re: Friday Facts #363 - 1.1 is getting close

All in all good changes. Especially the alert arrows and the graphical tweaks for those shiny blue nights. I’m not entirely sold on the removal of the characters tab though. The redundancy would be much less relevant if all armour modules were togglable and not only exoskeletons and roboports. This ...
by conn11
Mon Nov 09, 2020 11:02 am
Forum: Ideas and Suggestions
Topic: bigger chest 2xN size (for railway blueprints) or long-handed stacker inserter.
Replies: 8
Views: 2905

Re: bigger chest 2xN size (for railway blueprints) or long-handed stacker inserter.

Trains/tanks in train stations have never been a necessity. It' perfectly doable to unload a train into 1 tile chests with stack inserters. Your use case is extremely specific, and the issues you face are the consequence of a design decision. A such, I think you should address your need with mods, ...
by conn11
Sat Nov 07, 2020 12:59 pm
Forum: Ideas and Suggestions
Topic: Nuclear Thermal Furnaces
Replies: 3
Views: 1798

Re: Nuclear Thermal Furnaces

Though being an interesting idea in principle. Heat piping as all fluid dynamics is UPS intensive. Eliminating wide spread use in the late game.
Also mods (e.g. from darkfrei)
by conn11
Fri Nov 06, 2020 4:42 pm
Forum: Ideas and Suggestions
Topic: Improving Factorio's Mining Endgame: A Programmable Bucket Chain Excavator
Replies: 13
Views: 5132

Re: Improving Factorio's Mining Endgame: A Programmable Bucket Chain Excavator

I'dont think a fixed length chain/wheel extractor is necessary. IMO the core concept of this idea (having a more complex rather repetetice late game mining solution) would be better served, if the extraction arm is dynamically lengthend or shortend depending on ore patch size. Any BWE/BCE on a trai...
by conn11
Fri Nov 06, 2020 4:37 pm
Forum: Ideas and Suggestions
Topic: Improving Factorio's Mining Endgame: A Programmable Bucket Chain Excavator
Replies: 13
Views: 5132

Re: Improving Factorio's Mining Endgame: A Programmable Bucket Chain Excavator

A point of critique, besides the practicability of the general implementation, though automating mining, the outpost defences will still have to be built the current way (if needed). Secondly if the BCE/BWE can be balanced such, that mining yield and throughput to traines can be similar to late gam...
by conn11
Fri Nov 06, 2020 4:16 pm
Forum: Ideas and Suggestions
Topic: Improving Factorio's Mining Endgame: A Programmable Bucket Chain Excavator
Replies: 13
Views: 5132

Re: Improving Factorio's Mining Endgame: A Programmable Bucket Chain Excavator

Addendum to my first comment: I'dont think a fixed length chain/wheel extractor is necessary. IMO the core concept of this idea (having a more complex rather repetetice late game mining solution) would be better served, if the extraction arm is dynamically lengthend or shortend depending on ore patc...
by conn11
Fri Nov 06, 2020 3:30 pm
Forum: Ideas and Suggestions
Topic: Improving Factorio's Mining Endgame: A Programmable Bucket Chain Excavator
Replies: 13
Views: 5132

Re: Improving Factorio's Mining Endgame: A Programmable Bucket Chain Excavator

I like this idea. Outposting is, like setting up more smelting areas repetitive especially in the end game. The latter being more easily semi automatable. The whole idea reminds me, though differently implemented, of the Mining Drones mod by Klonan . Breaking monotony and gaining UPS are certainly b...
by conn11
Tue Nov 03, 2020 4:24 pm
Forum: General discussion
Topic: 1.35k S/M bases should be more popular
Replies: 19
Views: 5286

Re: 1.35k S/M bases should be more popular

I research up to mining productivity 10 (So I get double output), enough weapon upgrades (1 or 2 infinite for bullets makes walls with gun turrets impenetrable and I think I have about 4 for explosions to make clearing by spidertron faster). After that I research follower counts as dummy research b...
by conn11
Sun Nov 01, 2020 10:40 am
Forum: General discussion
Topic: Alt-F4 #11 - Scientific Curiosities
Replies: 11
Views: 5652

Re: Alt-F4 #11 - Scientific Curiosities

I would also like to thank you for youre effort, Alt-F4 are making for a quite interesting read.
In addition to ssilk, alternatively you could release on saturdays instead if FFFs are due.
by conn11
Sun Nov 01, 2020 10:20 am
Forum: Ideas and Suggestions
Topic: Option to build ghost automatically if out of reach.
Replies: 10
Views: 2600

Re: Option to build ghost automatically if out of reach.

Yes, very practical suggestion!
This could be handled like the opt-in feature of picking ghosts if an entity is not available to not confuse new players. Either via a new option or expanding the already existing option of picking ghosts.
by conn11
Sun Nov 01, 2020 9:58 am
Forum: Ideas and Suggestions
Topic: Findling personal logistic requests via filter GUI / Flash Logistic Request slot when already exists
Replies: 7
Views: 2098

Findling personal logistic requests via filter GUI / Flash Logistic Request slot when already exists

TL;DR Trying to set an already existing personal logistic request via the filter GUI, should highlight it like the search function dose. What ? With the update to personal logistics, personal logistic requests can become quite numerous. Since they are not sorted and not easily rearranged, finding a...
by conn11
Fri Oct 30, 2020 2:58 pm
Forum: News
Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Replies: 141
Views: 85815

Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button

Philip017 wrote:
Fri Oct 30, 2020 2:48 pm
Love all the changes that you are proposing for 1.1
are you planning at all to bring back the experimental to have the community help test these changes before they are added to the "stable" list? example 1.0.1
1.1 will be released as experimental build.
Source: reddit
by conn11
Fri Oct 30, 2020 1:41 pm
Forum: News
Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Replies: 141
Views: 85815

Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button

This and Blueprint Flip and Turn (credit: NovaM) the two missing features for making the Vanilla (none recursive) blueprint system (thanks for being able to re-edit BPs) complete. I agree, one of the last utils before perfection ! I'd also add to this short list a way to insert item's icon into tra...
by conn11
Fri Oct 30, 2020 1:10 pm
Forum: News
Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Replies: 141
Views: 85815

Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button

A little sad the Devs didn't mention this Mad Lad: https://www.reddit.com/r/factorio/comments/jizq1b/i_programmed_factorio_from_scratch_multithreaded/gaavdty/ Oh. He did a thing... in 3 moths he just rewrote the game from scratch to allow for Multi-Threaded/Multi-Core 64bit Multiplayer. I’dont thin...
by conn11
Fri Oct 30, 2020 12:21 pm
Forum: News
Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Replies: 141
Views: 85815

Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button

Besides the improvements to Spidertron so far are there currently any plans to add the features from the Squad Control (credit: morley376) OR Waypoints with or without the patrol mode (credit: Xorimuth) into Vanilla?
by conn11
Fri Oct 30, 2020 12:01 pm
Forum: News
Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Replies: 141
Views: 85815

Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button

(...) Did you consider to implement a way to semi automatically insert modules in before empty buildings, e.g. via the upgrade planner? Basically to make mods like Module Inserter (credit: Choumiko) Vanilla. This would not only make remote blueprinting (improved already for 1.0), but remotly design...
by conn11
Fri Oct 30, 2020 11:32 am
Forum: News
Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Replies: 141
Views: 85815

Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button

This is truley epic. Even the little, but IMO powerful main menu design change. Full integration of the e -key is that much more QoL. Currently I'm deleting request constantly. The enhancements in ghost building made are logicaly and appropiate now we have our eight-legged remote builder. Making the...
by conn11
Sun Oct 25, 2020 8:35 am
Forum: Ideas and Suggestions
Topic: [QoL] Land mines throwing 'missing entity' alerts.
Replies: 4
Views: 1916

Re: [QoL] Land mines throwing 'missing entity' alerts.

Without a bot network to replace them automatically, this is a relevant information. How else should the player be warned to replace the defenses (probably by building a bot network)? In don't really see the benefit of a toggling option, considering any option especially for highly specific things ...
by conn11
Sat Oct 24, 2020 9:55 am
Forum: Ideas and Suggestions
Topic: [QoL] Land mines throwing 'missing entity' alerts.
Replies: 4
Views: 1916

Re: [QoL] Land mines throwing 'missing entity' alerts.

Without a bot network to replace them automatically, this is a relevant information. How else should the player be warned to replace the defenses (probably by building a bot network)? In don't really see the benefit of a toggling option, considering any option especially for highly specific things i...
by conn11
Fri Oct 23, 2020 6:21 am
Forum: Ideas and Suggestions
Topic: Hand crafting speed is partly wasted.
Replies: 3
Views: 897

Re: Hand crafting speed is partly wasted.

ssilk wrote:
Fri Oct 23, 2020 3:31 am
What mod does that?? :shock:
this could be Crafting speed research from Klonan himself.

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