Search found 163 matches
- Fri Jun 21, 2019 7:45 am
- Forum: Ideas and Suggestions
- Topic: Full Fuell Wait Condition for Trains
- Replies: 18
- Views: 4601
Re: Full Fuell Wait Condition for Trains
Ah, just what I was looking for before making a suggestion. Rather than just "Fuel Full", make it so fuel gets treated like cargo (minus the empty condition for obvious reasons). That way you could have something like Fuel Full OR Fuel: Coal > 25 AND Circuit: Coal < 1000 as a way to ration...
- Fri Jun 21, 2019 7:08 am
- Forum: Ideas and Suggestions
- Topic: Dynamic train schedule
- Replies: 68
- Views: 23031
Re: Dynamic train schedule
For a newbie-friendly way of skipping stations, I'd suggest just adding a "Skip If" section to the train schedule editor which can use all the same conditions as the "Wait Until" section. I would expect the Skip If section would be evaluated when the train meets the Wait Until co...
- Sun Jun 09, 2019 1:58 am
- Forum: News
- Topic: Friday Facts #298 - Demo upgrade for Stable
- Replies: 78
- Views: 34491
Re: Friday Facts #298 - Demo upgrade for Stable
https://cdn.factorio.com/assets/img/blog/fff-298-beams.png Target being hit should also get some glow. (At least tiny bit.) When you focus light beam on object - it usually (if not completely black AND matt) reflects some light onto surroundings. Add a light source at either end of the beam. Dim re...
- Wed Oct 03, 2018 6:10 am
- Forum: Ideas and Suggestions
- Topic: Set fire to oil wells
- Replies: 8
- Views: 3087
Re: Set fire to oil wells
Oil wells catching on fire could be something interesting to deal with if you're careless with the flamethrower and start a bushfire that also ends up starting the wells burning. As if you hadn't shot yourself in the foot badly enough with the bushfire drawing the hoardes, the oil fires are going to...
- Sat Sep 22, 2018 9:40 am
- Forum: Implemented Suggestions
- Topic: [0.16] Add Wood to player inventory when Trees Size is set to None
- Replies: 4
- Views: 1808
Re: [0.16] Add Wood to player inventory when Trees Size is set to None
Alternate solution: When the tree amount is set to none, use alternate recipes that don't require wood. Maybe an extra iron plate, or some stone, or something like that. Stone poles, perhaps?
- Fri Sep 14, 2018 4:41 am
- Forum: Ideas and Suggestions
- Topic: Show units on graphs in Electric Network Info Window
- Replies: 1
- Views: 768
Show units on graphs in Electric Network Info Window
A short and simple request: Show units on the graphs in the Electric Network Info window. Being able to read off just how much that peak when your laser turrets were shooting was would be useful for planning how much more to build. Given how high the graph is, I think just three or four levels, coun...
- Sat Aug 25, 2018 6:00 am
- Forum: News
- Topic: Friday Facts #257 - NPE/Campaign update
- Replies: 111
- Views: 49847
Re: Friday Facts #257 - NPE/Campaign update
I like the idea of separating the satellite from winning the game. Now I might actually get to try something that uses space science, rather than thinking "Ah, done!". I mentioned it last week, but with regards to space science, do we really have to have it appear in the silo? Couldn't we ...
- Sat Aug 25, 2018 5:49 am
- Forum: News
- Topic: Friday Facts #256 - The little things 3
- Replies: 111
- Views: 47070
Re: Friday Facts #256 - The little things 3
One little thing that's been bugging me for a few versions: The portable fusion reactor seems out of place with no predecessors. It was fine back when we needed alien artefacts to make it, as it could be justified as alien technology. Since they were removed (and good riddance!), it doesn't really ...
- Wed Aug 22, 2018 1:43 am
- Forum: News
- Topic: Friday Facts #256 - The little things 3
- Replies: 111
- Views: 47070
Re: Friday Facts #256 - The little things 3
One little thing that's been bugging me for a few versions: The portable fusion reactor seems out of place with no predecessors. It was fine back when we needed alien artefacts to make it, as it could be justified as alien technology. Since they were removed (and good riddance!), it doesn't really f...
- Sat Jun 02, 2018 7:59 am
- Forum: News
- Topic: Friday Facts #245 - Campaign concept
- Replies: 167
- Views: 60449
Re: Friday Facts #245 - Campaign concept
This instalment drew my attention to a couple of things that bug me: 1. The Logistics System . I know, I know, it's very much a love-it-or-hate-it thing. This is just about its place in the tree from a technology perspective, not a buffing/nerfing one. Promise. Yeah, production science being a requi...
- Mon Apr 30, 2018 12:07 pm
- Forum: News
- Topic: Friday Facts #237 - Rich & interactive text
- Replies: 72
- Views: 37841
Re: Friday Facts #237 - Rich & interactive text
Will you have both [color= and [colour= tags supported?
POVRay Scene Description Language supports both.
HTML only supports the American one (or this was the case last time I was writing HTML by hand), which gave me a lot of trouble when coding pages and not getting the expected results.
POVRay Scene Description Language supports both.
HTML only supports the American one (or this was the case last time I was writing HTML by hand), which gave me a lot of trouble when coding pages and not getting the expected results.
- Sun Feb 04, 2018 6:33 am
- Forum: News
- Topic: Friday Facts #228 - High resolution turrets
- Replies: 135
- Views: 78309
Re: Friday Facts #228 - High resolution turrets
Finally! The Laser Beam Turrets mod goes official! One less thing I need installed to play the way I like. On another topic, if the graphics engine is going to get a rewrite, anyway, have the devs given any thoughts to using Vulkan for it? Vulkan 1.0 has the same hardware requirements as OpenGL 4.x,...
- Tue Jan 02, 2018 6:45 am
- Forum: Ideas and Suggestions
- Topic: Combined ore patches
- Replies: 10
- Views: 3935
Re: Combined ore patches
I don't know how you'd implement it, but I like the idea. Could make for a nice challenge to find here and there on the map.
- Tue Aug 01, 2017 4:31 am
- Forum: Ideas and Suggestions
- Topic: /colour command as an alise to /color
- Replies: 15
- Views: 5566
Re: /colour command as an alise to /color
It's baffling that the US spelling would be supported by developers who aren't even from the US in the first place. When I was learning HTML back in the mid-1990s, I got tripped up by the use of US spellings of "colour" all the bloody time! Contrast this to POVRay scene description languag...
- Fri Jul 21, 2017 7:26 am
- Forum: Ideas and Suggestions
- Topic: Allow hexadecimal entry for constant values in combinators
- Replies: 2
- Views: 1221
Re: Allow hexadecimal entry for constant values in combinators
Yes, please! This would be hugely useful when trying to implement more computer-like systems. Decimal is great for many things, but computing isn't one of them.
- Fri Jul 21, 2017 3:55 am
- Forum: Ideas and Suggestions
- Topic: Add Trumpet to the Programmable Speaker
- Replies: 7
- Views: 2257
Re: Add Trumpet to the Programmable Speaker
Can't do the Jazz Jackrabbit theme without some brass.
- Fri Jul 21, 2017 3:48 am
- Forum: Ideas and Suggestions
- Topic: Circuit wires are hard to see
- Replies: 5
- Views: 1743
Re: Circuit wires are hard to see
Maybe just making the wires a little bit thicker and having a gradient to them would make them easier to see? The backgrounds tend to be fairly light, so maybe having the wires go from light in the middle to dark on the edges might make them stand out a bit more? I do agree the wires can be hard to ...
- Fri Jul 21, 2017 3:35 am
- Forum: Ideas and Suggestions
- Topic: More-Programmable Speaker
- Replies: 8
- Views: 2390
Re: More-Programmable Speaker
One is the tone height, the other the velocity of that tone. I don't know what you mean by either of these terms. I could try and ask how they correspond to MOD pattern data, but I'm afraid that might just result in more cases of us not knowing what the other is talking about. As a common reference...
- Fri Jul 21, 2017 2:04 am
- Forum: Ideas and Suggestions
- Topic: Transportation Suggestions
- Replies: 16
- Views: 6275
Re: Transportation Suggestions
Your first two suggestions (fluid wagon and liquid inserter) are already in the game. Just start playing the v0.15 beta branch. The in-game version of your proposed liquid inserter is really just a special behaviour of the pump if you put it next to a track where a train car will stop. The rest coul...
- Thu Jun 29, 2017 5:07 am
- Forum: Ideas and Suggestions
- Topic: Suggestion: Avoiding Logistic Fights
- Replies: 7
- Views: 2137
Re: Suggestion: Avoiding Logistic Fights
If you mean how to set it, Well, we already have a perfectly good approach of a slider and text box. Just duplicate that. One for minimum, one for maximum. Can we put both sliders on the same bar? Probably not without a lot of new coding work. I don't really think it would be necessary, anyway. One...