Search found 240 matches

by AndrewIRL
Sat Apr 01, 2017 3:23 pm
Forum: General discussion
Topic: Why uranium?
Replies: 11
Views: 5708

Re: Why uranium?

Nice to give players options rather than the one correct set of steps to follow and complete the game. Gives the devs more options too, they could re-balance coal and solar so those are less viable for the endgame.
by AndrewIRL
Wed Mar 29, 2017 11:29 am
Forum: Ideas and Suggestions
Topic: Single user account.
Replies: 2
Views: 1603

Re: Single user account.

It would be very nice if I could use a single account for everything Factorio. Steam users are the vast majority of users. Was going to make the exact same suggestion, found this. Not even clear on why I need a Barrier to Entry (password) at all. Decrease the security risk (of leaking my password i...
by AndrewIRL
Wed Mar 29, 2017 10:45 am
Forum: Implemented Suggestions
Topic: Change UI paradigm from Toolbelt to Toolbar
Replies: 37
Views: 17296

Re: Change UI paradigm from Toolbelt to Toolbar

And it should not be decided due to some feeling or just because some majority is for such a change. :) I'm trying to make the opposite case. My central claims are two: 1) A toolbar paradigm fits the expectations of the large majority and will smooth the new player experience in particular 2) Chang...
by AndrewIRL
Wed Mar 29, 2017 5:43 am
Forum: Combinator Creations
Topic: Combinators: Huh? What are they good for?
Replies: 11
Views: 4008

Re: Combinators: Huh? What are they good for?

Andrew, that Cookbook is really great work. I already used it a lot. What I miss is the balanced buffer/cleaner: https://forums.factorio.com/viewtopic.php?f=193&t=23125 Your wording might give the impression that I had something to do with the Cookbook so I should clarify - I was not involved i...
by AndrewIRL
Wed Mar 29, 2017 12:38 am
Forum: Mods
Topic: [MOD 0.13] Smart Display - circuit informations display
Replies: 63
Views: 35092

Re: [MOD 0.13] Smart Display - circuit informations display

If you have any other questions or suggestions feel free to share! Fantastic. Here's my list of suggestions: 1) Add blueprint support 2) Update to support 0.15 (when available) 3) Petition forum administrator to update thread title to "[MOD 0.15] Smart Display - circuit information display&quo...
by AndrewIRL
Tue Mar 28, 2017 4:34 pm
Forum: Mods
Topic: [MOD 0.13] Smart Display - circuit informations display
Replies: 63
Views: 35092

Re: [MOD 0.13] Smart Display - circuit informations display

This mod is great but doesn't get saved into blueprints. When I blueprint my complex circuit setups I like the displays to come along too. If this thread is dead (and won't be updated for 0.15) can someone suggest an alternate mod which can display numbers like this? Edited based on comments in next...
by AndrewIRL
Tue Mar 28, 2017 4:26 pm
Forum: Mods
Topic: [SAVEFILEMOD 0.16.51+] SL-extended (autodownload/serverside)
Replies: 50
Views: 24822

Re: [SAVEFILEMOD 0.14] SL-extended (autodownload/serverside)

Looks like a sweet mod. When I start a new factory with 0.15 I'll be using this.
by AndrewIRL
Tue Mar 28, 2017 2:23 pm
Forum: Implemented Suggestions
Topic: Make Blueprints a base mechanic.
Replies: 7
Views: 3373

Re: Make Blueprints a base mechanic.

I'd really like to have the blueprint system available from the beginning of the game Already available in this mod Start with blueprints This would be great in vanilla, I want to lay out my factory in ghost form when I don't have all the objects to finish it so I can see how the parts fit together...
by AndrewIRL
Mon Mar 27, 2017 2:05 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 501556

Re: a simple roundabout belt question

At some point the belt supplying the research labs becomes saturated with a single colour (in that very case blue) - even I try to balance the roundabout with intermediate boxes as shown - any hint? Here's a hint: do not use merged belts. Merged belts causing trouble? You need to double down and pu...
by AndrewIRL
Mon Mar 27, 2017 12:45 am
Forum: Implemented Suggestions
Topic: Change UI paradigm from Toolbelt to Toolbar
Replies: 37
Views: 17296

Re: Change UI paradigm from Toolbelt to Toolbar

On the other hand: - There is not so much game-value added, as thought if you change that. - It works yet more or less well, but it needs still a lot of love. Is a complete change worth it? - It's hard to change the toolbelt now. I would say there is some rewrite of the item-handling needed then. Q...
by AndrewIRL
Sun Mar 26, 2017 12:00 pm
Forum: Ideas and Suggestions
Topic: Defensive water cannon/turret
Replies: 4
Views: 2082

Re: Defensive water cannon/turret

Love the idea but would prefer no damage. Have the water as a less than lethal option which calms the biters down (decreases their aggro) and causes them to lose interest and wander off. Then we can live in harmony with nature! Aggro due to combat (either being damaged or seeing nearby biters damage...
by AndrewIRL
Sun Mar 26, 2017 11:18 am
Forum: Ideas and Suggestions
Topic: Locking mouse X/Y coords when placing things
Replies: 5
Views: 3766

Re: Locking mouse X/Y coords when placing things

Love this suggestion. Maybe don't LOCK the direction but have an affinity for a particular established direction and allow for some error in mouse position but continue to place belts where expected (continuing line). Here's an example where Amazon did something along these lines for their menus - a...
by AndrewIRL
Sun Mar 26, 2017 11:08 am
Forum: Ideas and Suggestions
Topic: AUTO ghost place
Replies: 4
Views: 2580

Re: AUTO ghost place

Was going to create an identical suggestion. Would love to see this. The difference is only shift-click vs click but I want my UI experience super smooth. At the time of this post the Longreach mod had been downloaded 54,333 times. A lot of people find the current reach a problem. When I left click ...
by AndrewIRL
Sun Mar 26, 2017 10:52 am
Forum: Implemented Suggestions
Topic: Change UI paradigm from Toolbelt to Toolbar
Replies: 37
Views: 17296

Re: Change UI paradigm from Toolbelt to Toolbar

Similar to: Idea is to replace the toolbar with a set of bookmarks, assigned by middle click, middle clicking with an item in hand, or by dragging from the crafting menu. Advantages Displays total count of items in inventory, not just whatever partial stack is on the toolbar Works even if bots steal...
by AndrewIRL
Sun Mar 26, 2017 9:40 am
Forum: Implemented Suggestions
Topic: Change UI paradigm from Toolbelt to Toolbar
Replies: 37
Views: 17296

Change UI paradigm from Toolbelt to Toolbar

In this post I use these definitions: toolbar : In computer interface design, a toolbar is a graphical control element on which on-screen buttons, icons, menus, or other input or output elements are placed. (lifted from wikipedia) toolbelt : Current functionality as present in Factorio 0.15 and belo...
by AndrewIRL
Sun Mar 26, 2017 8:28 am
Forum: News
Topic: Friday Facts #170 - Blueprint library GUI design and redesign
Replies: 70
Views: 35177

Re: Friday Facts #170 - Blueprint library GUI design and redesign

I would really like a more temporary blueprint for when I want to cut and paste random factory elements. Basically have the deconstruction planner keep whatever it last deconstructed. 1) Deconstruction planner created, not used yet, blank state. 2) Deconstruct something - that something goes into th...
by AndrewIRL
Sat Mar 25, 2017 2:03 am
Forum: Combinator Creations
Topic: Combinators: Huh? What are they good for?
Replies: 11
Views: 4008

Re: Combinators: Huh? What are they good for?

Problem: Trains arrive at small mining outpost and start loading ore. I want my train to leave the mining outpost as soon as the ore from the storage chests has been loaded. My wait until state is "Inventory full" but the small mine doesn't fill the train so it takes ages. Add OR "Ti...
by AndrewIRL
Fri Mar 24, 2017 3:37 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 501556

Re: Simple Questions and Short Answers

...run the resulting signal to everywhere in the factory, setting the inserters only to be active when the circuit has an appropriate signal. That would work, hadn't thought of that. It would require wiring my entire factory into one power grid (already done) and then wiring the entire thing with c...
by AndrewIRL
Fri Mar 24, 2017 3:22 pm
Forum: Combinator Creations
Topic: Switch off radar when accumulators are decreasing
Replies: 3
Views: 3444

Switch off radar when accumulators are decreasing

A power switch can easily be used to switch when accumulators hit a threshold, say 50% but I wanted to only switch the radars off at different thresholds depending on whether the accumulators are increasing/decreasing. Power at 50 and decreasing - switch off Power at 10 and increasing - switch on He...
by AndrewIRL
Fri Mar 24, 2017 2:33 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 501556

Re: Simple Questions and Short Answers

How do I centrally limit the number of, say green circuits, my factory produces? I have multiple locations where things get made and each one needs to be hooked up to the logistics network and limited independently. If I decide that 1000 circuits in storage isn't enough I have to remember where all ...

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