Search found 380 matches

by conn11
Mon Dec 09, 2019 3:17 pm
Forum: General discussion
Topic: Pollution Scubber
Replies: 6
Views: 1645

Re: Pollution Scubber

by conn11
Sun Dec 08, 2019 7:06 pm
Forum: Ideas and Suggestions
Topic: Allow Upgrade Planner to start from empty for modules
Replies: 7
Views: 1808

Allow Upgrade Planner to start from empty for modules

TL;DR Extend the functionality of the upgrade planner to upgrade buildings from an empty slot with modules. What ? Pretty straight foreward, buildings and beacons should be automatically filled with modules via the upgrade planner, without prior manual insertion or via bp-workaround. I suggest to u...
by conn11
Fri Dec 06, 2019 5:44 am
Forum: Ideas and Suggestions
Topic: Now vacant pickaxe slot should get dedicated to construction robots
Replies: 7
Views: 1931

Re: Now vacant pickaxe slot should get dedicated to construction robots

Good idea, the old slot is needlessly empty. I would go one step further and propose, to reserve it for a number of things like: grenades, cliff explosive, repair packs, fitting the playstyle and the players progress level.
by conn11
Thu Dec 05, 2019 7:01 am
Forum: Implemented Suggestions
Topic: Shift+selecting with an upgrade planner should downgrade instead
Replies: 7
Views: 2420

Re: Shift+selecting with an upgrade planner should downgrade instead

Appart from uses outside Imported bp-book in early game, there wouldn‘t be much applications. Your proposed shift-click is inconsistent to the regular Blue- and redprints, so a special downgrade planner would be required. Besides correct me if I‘m wrong, can‘t you already define the upgrade planner ...
by conn11
Sun Dec 01, 2019 8:49 pm
Forum: News
Topic: Friday Facts #323 - Animated water
Replies: 54
Views: 20809

Re: Friday Facts #323 - Animated water

And let‘s not forget, that all of this polish as the HD-graphics is optional, because the player can turn it off.
Seems like a optimal choise how to add such features to a game.
by conn11
Sat Nov 30, 2019 2:06 pm
Forum: Ideas and Suggestions
Topic: Bottom leds to belts to distinquish belt types?
Replies: 14
Views: 2935

Re: Bottom leds to belts to distinquish belt types?

Okay so I found the "make new upgrade planner" feature and found out how to use that. But if I got it right, I still have to stop and drag a box around belts to see what is what. I would really prefer just easily spotting individual wrong colored belts while just running through the area....
by conn11
Sat Nov 30, 2019 10:53 am
Forum: Ideas and Suggestions
Topic: Bottom leds to belts to distinquish belt types?
Replies: 14
Views: 2935

Re: Bottom leds to belts to distinquish belt types?

An upgrade planner, configured for belt Updates already takes care of it. Either by fixing it directly or at least highlighting lower tiers of belt if bots are not avaliable.
Anyway any modestly sufficient throughput makes the problem obvious.
by conn11
Fri Nov 29, 2019 7:10 pm
Forum: News
Topic: Friday Facts #323 - Animated water
Replies: 54
Views: 20809

Re: Friday Facts #323 - Animated water

Reffering to this (In the unlikely case anyone is NOT familiar): https://youtu.be/DR01YdFtWFI?t=54 Watching that old trailer again now gives a pretty astonishing impression of how much the graphics have changed, and how "flat" it all looked back then. The art department (and the engine de...
by conn11
Fri Nov 29, 2019 6:52 pm
Forum: News
Topic: Friday Facts #323 - Animated water
Replies: 54
Views: 20809

Re: Friday Facts #323 - Animated water

Small deposits of water can spawn, according to your map presets. They are somewhat of inland water wells. Colloquially refferd to as lakes. Whats more appealing, now then beautification is on the table, to maybe implement the greenish water texture from the 2016 and 2014 trailer. Water flooring und...
by conn11
Sat Nov 23, 2019 12:05 pm
Forum: News
Topic: Friday Facts #322 - New Particle system
Replies: 58
Views: 25572

Re: Friday Facts #322 - New Particle system

Okay, with optimizations like this it's more understandable now, why we have still less than a year at hand before release. Factorio appears to be the only game, effectively achieving its sequel before even reaching 1.0.
by conn11
Fri Nov 22, 2019 12:10 pm
Forum: News
Topic: Friday Facts #321 - Countdown
Replies: 71
Views: 29709

Re: Friday Facts #321 - Countdown

Nice observation
by conn11
Sun Nov 17, 2019 7:51 pm
Forum: Implemented Suggestions
Topic: Show unfinished research percentage
Replies: 3
Views: 1357

Re: Show unfinished research percentage

Good request, but it is already been taken care of as of version 0.17.77

viewtopic.php?f=3&t=77985
by conn11
Fri Nov 15, 2019 4:45 pm
Forum: News
Topic: Friday Facts #321 - Countdown
Replies: 71
Views: 29709

Re: Friday Facts #321 - Countdown

Wonderful news, it's really reassuring that you guys upkeep the same standards even this late in development. Although the date is almost a year from now, it is a somewhat strange feeling to see something like Factorio officially called 1.0 . Of course considering development won't stop (Spidertron ...
by conn11
Fri Nov 15, 2019 7:02 am
Forum: General discussion
Topic: Tank + Nuclear fuel + Re-enforced concrete = Me crashing in to my own base
Replies: 11
Views: 3355

Re: Tank + Nuclear fuel + Re-enforced concrete = Me crashing in to my own base

The tank could be renamed Bulldozer, especially in base, but then again, nothing the con bots couldn’t handle (or if I‘ve forget to avoid the space bar, while carrying nuclear rockets). Just don’t drive near anywhere expensive, like your reactor blocks, or silo(s).
by conn11
Wed Nov 13, 2019 11:08 am
Forum: Ideas and Suggestions
Topic: Make visible mark on boxes if the volume limit is set
Replies: 18
Views: 5227

Re: Make visible mark on boxes if the volume limit is set

You know you can put items on blocked stacks? By hand or when you lower the limits. So in any case: The limit says nothing about, how "full" a chest can be. At least manually overfilling chests with a set Stack size shouldn’t be that prevalent. But for such cases some visual indicators li...
by conn11
Wed Nov 13, 2019 5:40 am
Forum: Ideas and Suggestions
Topic: Make visible mark on boxes if the volume limit is set
Replies: 18
Views: 5227

Re: Make visible mark on boxes if the volume limit is set

Excellent idea (like anything including more bottleneck-mod‘ish features in Vanilla) both the proposed tooltip and the visual representation in alt mode. What about a bluish „item bar“ filling up (analog to the depleting health bar), if you set a stack limit the bar is drawn with a vertical pointer...
by conn11
Sun Nov 10, 2019 3:24 pm
Forum: Ideas and Suggestions
Topic: Make visible mark on boxes if the volume limit is set
Replies: 18
Views: 5227

Re: Make visible mark on boxes if the volume limit is set

Excellent idea (like anything including more bottleneck-mod‘ish features in Vanilla) both the proposed tooltip and the visual representation in alt mode. What about a bluish „item bar“ filling up (analog to the depleting health bar), if you set a stack limit the bar is drawn with a vertical pointer ...
by conn11
Sat Nov 09, 2019 9:27 pm
Forum: News
Topic: Friday Facts #320 - Color correction
Replies: 202
Views: 61828

Re: Friday Facts #320 - Color correction

... Factory damaging acid rain and darker/greyer daytime colors in areas with a lot of pollution in the air (also impacting solar panel output and player health?), or ground tiles shifting their color palette into the grey once polluted - like the trees dieing - would support that narrative better....
by conn11
Fri Nov 08, 2019 6:14 pm
Forum: News
Topic: Friday Facts #320 - Color correction
Replies: 202
Views: 61828

Re: Friday Facts #320 - Color correction

Hey guys, looks like a lot of work went into this The new day time colours are a lot clearer and easier for my tired eyes, especially the map. However, I find the blue nighttime is making it way harder to see. Even before this update you couldn’t see anything at nighttimes, at least in plain Vanill...
by conn11
Fri Nov 08, 2019 6:00 pm
Forum: News
Topic: Friday Facts #320 - Color correction
Replies: 202
Views: 61828

Re: Friday Facts #320 - Color correction

I do like the new colors, making the game more vibrant and pleasing to the eye, without loosing the pollution aspect. The bluish glow in the night is magnificant. I wonder how that’s going to interact with the glowing pipes. The only complaint, at least judging from the juxtaposed images, some items...

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