Search found 442 matches

by Kyralessa
Tue Mar 16, 2021 11:09 am
Forum: General discussion
Topic: Why pathfinding is so bad?
Replies: 17
Views: 5913

Re: Why pathfinding is so bad?

Porter65 wrote:
Tue Mar 16, 2021 10:14 am
Kyralessa wrote:
Tue Mar 16, 2021 9:53 am
So really you're asking why a tool that wasn't designed to be used a certain way doesn't work when used that way?
You should be less certain that your way of playing is the only way.
I'm speaking specifically about the notion of using biter pathfinding for things that are not biters.
by Kyralessa
Tue Mar 16, 2021 9:53 am
Forum: General discussion
Topic: Why pathfinding is so bad?
Replies: 17
Views: 5913

Re: Why pathfinding is so bad?

So really you're asking why a tool that wasn't designed to be used a certain way doesn't work when used that way?
by Kyralessa
Tue Mar 16, 2021 9:14 am
Forum: Gameplay Help
Topic: Intriguing red dot
Replies: 11
Views: 3423

Re: Intriguing red dot

Usually in my games a small isolated red dot like that means I marked something for bot deconstruction and forgot about it.
by Kyralessa
Mon Mar 15, 2021 12:33 pm
Forum: Ideas and Suggestions
Topic: Enable achievement popups during cutscenes
Replies: 4
Views: 1637

Re: Enable achievement popups during cutscenes

How does this happen? What cutscenes are there, once the game is started?
by Kyralessa
Mon Mar 08, 2021 2:57 pm
Forum: Off topic
Topic: Games Like Factorio
Replies: 213
Views: 414704

Re: Games Like Factorio

I'd like to play Rim world. Is it difficult? It has a "peaceful" mode where you don't get raided. There are still a few minor threats (e.g. the occasional angry animal attack), but nothing that can't easily be dealt with, especially if you're playing in the default mode (three colonists s...
by Kyralessa
Fri Mar 05, 2021 8:07 am
Forum: Ideas and Suggestions
Topic: Train horn - warn the user about bumping
Replies: 14
Views: 3503

Re: Train horn - warn the user about bumping

This one doesn't make sounds, apparently, but it says it shows warning lights where a train is about to show up. https://mods.factorio.com/mod/theTrolleyProblem There's also this one, that lets you set train speed limits: https://mods.factorio.com/mod/TrainSpeedLimit_018_Port Oh, and finally, here's...
by Kyralessa
Thu Mar 04, 2021 9:18 am
Forum: Ideas and Suggestions
Topic: Personal and/or locker chests
Replies: 7
Views: 2392

Re: Personal and/or locker chests

In principle this is an interesting idea, but clearly you've already anticipated the problems it would create, in terms of a player creating a personal chest that gets in the way and no one else being able to remove it or interact with it. But if another player can destroy or otherwise interact with...
by Kyralessa
Tue Mar 02, 2021 7:48 pm
Forum: Implemented Suggestions
Topic: Make the corpse smaller and more ground-colored
Replies: 15
Views: 3895

Re: Make the corpse smaller and more ground-colored

Wait, but, now just hear me out... What if, when you die, in addition to your actual corpse, you also spawn around ten or so decoy corpses at various randomized points nearby? Y'know, just to make it a bit more of a challenge. And what happens if you go to collect your corpse and accidentally select...
by Kyralessa
Tue Mar 02, 2021 2:48 pm
Forum: Implemented Suggestions
Topic: Make the corpse smaller and more ground-colored
Replies: 15
Views: 3895

Re: Make the corpse smaller and more ground-colored

A key item...of course! The key item should be a key! The key to the factory! When you die, the whole factory shuts down, and you have to get the key from your corpse to start it back up! It's genius!
by Kyralessa
Tue Mar 02, 2021 12:04 pm
Forum: Translations
Topic: german misspelled word
Replies: 5
Views: 3165

Re: german misspelled word

fishycat wrote:
Tue Mar 02, 2021 11:54 am
Not an error. In this case "konstante" is an adverb. Es liefert konstant (beständig) Signale.

Should't it rather say, liefert konstant Signale?
Read it again. It doesn't say "konstante." It says "kostante."
by Kyralessa
Tue Mar 02, 2021 12:03 pm
Forum: Implemented Suggestions
Topic: Make the corpse smaller and more ground-colored
Replies: 15
Views: 3895

Re: Make the corpse smaller and more ground-colored

Sweet suggestion. Maybe the solution could be a combination of making the corpse smaller, like say 1 pixel square, and requiring a very expensive piece of equipment to find it. Perhaps a pair of corpse-finder goggles, whose ingredients are 100 satellites. Per lens. And maybe make the corpse only vis...
by Kyralessa
Tue Mar 02, 2021 10:20 am
Forum: Ideas and Suggestions
Topic: Bulk transferring items from player inventory into a limited chest (red slots) and vice versa
Replies: 51
Views: 10389

Re: Ctrl-click should remove item from last to first order

When the player grabs out of a chest, it takes from the upper left first.

When an inserter grabs out of a chest, it takes from the lower right first.

I would assume this inconsistency is intentional. It would be interesting to hear from a developer what the rationale is.
by Kyralessa
Sun Feb 28, 2021 8:48 am
Forum: Gameplay Help
Topic: Blueprint flipping not working at all
Replies: 8
Views: 2947

Re: Blueprint flipping not working at all

So, it works if you're PLACING it but NOT if you're EDITING it? I'm really trying to resist throwing my PC through the wall... And, you're right it DOES work that way. I am EXTREMELY angry that I couldn't find ANY reference to how this is supposed to actually WORK or how to USE it. I REALLY miss th...
by Kyralessa
Fri Feb 26, 2021 5:01 pm
Forum: Ideas and Suggestions
Topic: Constructions robots get "lost" in unpowered roboports
Replies: 24
Views: 6104

Re: Constructions robots get "lost" in unpowered roboports

This issue basically only occurs when someone lays down enormous blueprints that include roboports and things don't happen to build in the right order.

It seems like a case of "Doctor, it hurts when I do this."
by Kyralessa
Thu Feb 25, 2021 4:04 pm
Forum: Ideas and Suggestions
Topic: Constructions robots get "lost" in unpowered roboports
Replies: 24
Views: 6104

Re: Constructions robots get "lost" in unpowered roboports

Perhaps relevant from a different angle, Why do roboports start with power? If I recall correctly, it's just a convenience factor when you're laying out a bunch of them. An unpowered roboport doesn't show a connection to powered roboports. When you're trying to lay them out so they connect, this al...
by Kyralessa
Thu Feb 25, 2021 7:39 am
Forum: Ideas and Suggestions
Topic: Smarter Armor Behavior on Quickbar / Swapping armors / Manage item spilling when swapping armor
Replies: 11
Views: 3988

Re: Smarter Armor Behavior on Quickbar

That happens also when you have different power armor, a bigger is exchanged with a smaller. True, but then it's your own fault for switching armor sizes. The inventory-spilling problem occurs when you're switching the same size armor, but inadvertently perform the wrong series of keys or clicks an...
by Kyralessa
Mon Feb 22, 2021 7:58 pm
Forum: News
Topic: Friday Facts #365 - Future plans
Replies: 298
Views: 163400

Re: Friday Facts #365 - Future plans

One thing I am wondering about is if all versions of Factorio will be kept accessible. I personally play my favourite and most time spent factory on 1.0, a newer Factory and an island map on 1.1 and have a few smaller projects on 17 and 18 versions of the game. Including a Krastorio legacy map on 1...
by Kyralessa
Mon Feb 15, 2021 7:04 am
Forum: Ideas and Suggestions
Topic: Don't add undergrounds when click-dragging belts across structures marked for deconstruction
Replies: 11
Views: 2600

Re: Don't add undergrounds when click-dragging belts across structures marked for deconstruction

The simplest solution that is clearly better than the status quo is: do everything the same except don't place the undergrounds. As it is, I have to remove undergrounds and fill some gaps in the belts to get the outcome I originally wanted. This way, I only fill some gaps in the belts. The simplest...
by Kyralessa
Fri Feb 12, 2021 7:19 am
Forum: News
Topic: Friday Facts #365 - Future plans
Replies: 298
Views: 163400

Re: Friday Facts #365 - Future plans

ThomasDiy wrote:
Thu Feb 11, 2021 5:33 pm
I personally don't want to see Factorio being a 100GB game like World of Warcraft or Call of Duty. If I had the option not to install a 20GB DLC that would be nice.
On my machine, excluding mods and saves, the Factorio 1.1 folder is less than 2 GB.

I think your fears are unfounded.

Go to advanced search