Search found 451 matches

by Kyralessa
Tue Mar 02, 2021 12:03 pm
Forum: Implemented Suggestions
Topic: Make the corpse smaller and more ground-colored
Replies: 15
Views: 4040

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: 10829

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: 3082

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: 6323

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: 6323

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: 4134

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: 167112

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: 2690

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: 167112

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.
by Kyralessa
Wed Feb 10, 2021 1:42 pm
Forum: Gameplay Help
Topic: Having a nightmare with train signals
Replies: 11
Views: 2421

Re: Having a nightmare with train signals

The most basic rule of thumb, which will handle just about every signaling situation: Use chain signals before shared track, and regular signals after shared track. Have a look here: https://wiki.factorio.com/Tutorial:Train_signals#Chain_signals Notice in the first picture how the track between the ...
by Kyralessa
Wed Feb 10, 2021 9:16 am
Forum: Ideas and Suggestions
Topic: New Productivity Window
Replies: 6
Views: 1951

Re: New Productivity Window

I don't think the comment was intended to be snarky. Searching the mods for "productivity" mostly finds stuff about productivity modules, but searching for "statistics" turned up a couple of things that might be helpful: https://mods.factorio.com/mod/statorio https://mods.factori...
by Kyralessa
Fri Feb 05, 2021 6:43 pm
Forum: News
Topic: Friday Facts #365 - Future plans
Replies: 298
Views: 167112

Re: Friday Facts #365 - Future plans

-Do a TED talk! Now... maybe a lot of other games do operate like you, and we just don't see it, but for me, I loved your weekly FFFs and all your transparency about the development. I think you could do a talk on your work flow, or your design beliefs, or your dedication to coding the game to be V...
by Kyralessa
Fri Feb 05, 2021 2:58 pm
Forum: Ideas and Suggestions
Topic: Bigger miners covering a bigger area for mid and late game.
Replies: 10
Views: 3014

Re: Bigger miners covering a bigger area for mid and late game.

If you filter by mining, you can find several other options:

https://mods.factorio.com/tag/mining

As well as a few humongous mining drills, apparently you can also go the other extreme if you want. :lol:

https://mods.factorio.com/mod/tinyminingdrill
by Kyralessa
Fri Feb 05, 2021 11:30 am
Forum: Ideas and Suggestions
Topic: Bigger miners covering a bigger area for mid and late game.
Replies: 10
Views: 3014

Re: Miners with bigger radius for mid and late game.

Your poll is titled "Would you like to be able to add new resource patches with one big miner?" but it seems like what you mean is "Would you like to have one big miner (instead of many smaller miners) for late-game resource patches?" I think there are some mods that do this alre...
by Kyralessa
Fri Feb 05, 2021 9:52 am
Forum: News
Topic: Friday Facts #365 - Future plans
Replies: 298
Views: 167112

Re: Friday Facts #365 - Future plans

I never ever , as a rule, preorder, but Wube is my one, shining exception. Please give me that chance to preorder and support further development ASAP! Yes, this! I wouldn't buy a game sight-unseen, but I'll buy this DLC sight-unseen. For one thing, given I paid the old ($20) price for the game and...
by Kyralessa
Fri Feb 05, 2021 9:37 am
Forum: News
Topic: Friday Facts #365 - Future plans
Replies: 298
Views: 167112

Re: Friday Facts #365 - Future plans

My credit card is ready. Just let me know when I can buy it! :D
by Kyralessa
Fri Feb 05, 2021 9:27 am
Forum: Ideas and Suggestions
Topic: Take blocked slots into account when reporting chest usage
Replies: 10
Views: 2608

Re: Show chest limit in tooltip

Maybe normal text 10/48 to show original capacity, and 10/20 with colored or bold text on the denominator to indicate that the capacity has been limited.
by Kyralessa
Fri Feb 05, 2021 7:11 am
Forum: Ideas and Suggestions
Topic: Unified Statistics Panel
Replies: 11
Views: 3444

Re: Unified Statistics Panel

As you can have multiple electrical grids, how would you determine which one you wanted the stats for?

Perhaps they could have a dropdown (as with multiple logistics grids), but how would you know which area each grid refers to?
by Kyralessa
Thu Feb 04, 2021 7:40 am
Forum: Ideas and Suggestions
Topic: Upgrade planner to Replace planner (ctrl+H)
Replies: 13
Views: 2540

Re: Upgrade planner to Replace planner (ctrl+H)

pichutarius wrote:
Wed Feb 03, 2021 10:23 pm
Kyralessa wrote:
Wed Feb 03, 2021 3:14 pm
...
Yes. See previous discussion. viewtopic.php?p=536124#p536124.
Oh, sorry about that. I missed the import of that exchange. :D
by Kyralessa
Wed Feb 03, 2021 3:14 pm
Forum: Ideas and Suggestions
Topic: Upgrade planner to Replace planner (ctrl+H)
Replies: 13
Views: 2540

Re: Upgrade planner to Replace planner (ctrl+H)

I wouldn't call that a concrete example. What would you replace with what? https://forums.factorio.com/viewtopic.php?p=536085#p536085 When designing this i frequently need to swap between vanilla entity with CM variant, for stress testing and checking bottleneck. Example would be roboports, various...

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