Search found 385 matches

by conn11
Sun Dec 15, 2019 7:53 pm
Forum: Balancing
Topic: Make nightvision internal buffer bigger
Replies: 22
Views: 10907

Re: Make nightvision internal buffer bigger

Why not have two nightvisions? Nightvision mark one doesn't have an internal battery, and is 2x2. Nightvision MK2 would be 1x1, and have batteries. You could use the excuse that nightvision is an incandescent bulb (return the power draw to the old value) and nightvision MK2 is LED (smaller, more ef...
by conn11
Fri Dec 13, 2019 5:18 pm
Forum: News
Topic: Friday Facts #325 - New Explosions and Particles
Replies: 54
Views: 24319

Re: Friday Facts #325 - New Explosions and Particles

In regards to other milestones... we might have something else to announce in the weeks to come :) .
Spidertron? ;)
by conn11
Fri Dec 13, 2019 5:04 pm
Forum: News
Topic: Friday Facts #325 - New Explosions and Particles
Replies: 54
Views: 24319

Re: Friday Facts #325 - New Explosions and Particles

Easy holidays because, no surprise release... what euphemism , even Santa seems to expirience ups drop, by overstretching his logistic network.
by conn11
Tue Dec 10, 2019 10:25 am
Forum: General discussion
Topic: Pollution Scubber
Replies: 6
Views: 1981

Re: Pollution Scubber

No. Such a device is unrealistic and do not give interesting gaming mechanics. I would prefer for example ecological modules for advanced pollution control. They could reduce pollution at cost of speed, power consumption and maybe productivity. It would be more consistent to reduce pollution by add...
by conn11
Tue Dec 10, 2019 6:56 am
Forum: Ideas and Suggestions
Topic: Heat Exchanger + Circuit networks
Replies: 2
Views: 1097

Re: Heat Exchanger + Circuit networks

You also can‘t connect boilers to the circuit network. My point is, the heat exchanger temperature will, once started never drop below 500 deg. any temperature of the heat pipes above 500 is effectively speaking storage. Aside from those technicalities, there is no other use for it, then creating st...
by conn11
Mon Dec 09, 2019 3:17 pm
Forum: General discussion
Topic: Pollution Scubber
Replies: 6
Views: 1981

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: 2246

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: 2464

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: 3669

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: 24560

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: 3803

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: 3803

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: 24560

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: 24560

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: 29627

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: 35050

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: 1670

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: 35050

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: 4090

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: 6311

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...

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