Search found 44 matches

by Cerus
Thu Jan 23, 2014 10:35 pm
Forum: Ideas and Suggestions
Topic: Optimization idea: abstraction
Replies: 236
Views: 60251

Re: "Black box" factories from blueprints

Glad to see a version of it has been suggested before. I completely reject the "what you see is how it works" argument, as my intuition greatly favors abstraction and summaries and that runs entirely opposite the repetitive mess of conveyors and inserters that we end up with now. Creating ...
by Cerus
Thu Jan 23, 2014 9:32 pm
Forum: Ideas and Suggestions
Topic: Optimization idea: abstraction
Replies: 236
Views: 60251

Re: "Black box" factories from blueprints

You mean like the production stadistics when pressing P but just for a part of the factory to check how efficient that is to make it into a blueprint? That's kind of a part of it. It would analyze the production/consumption of the parts in the blueprint, as well as inserters/conveyors and where the...
by Cerus
Thu Jan 23, 2014 9:04 pm
Forum: Ideas and Suggestions
Topic: Optimization idea: abstraction
Replies: 236
Views: 60251

Re: "Black box" factories from blueprints

The factory would be variably sized to match the space taken up by the original blueprint. You're still designing everything and space matters just as much. This is mostly a scaling performance thing. Fewer rendered objects, simplified algorithm that reproduces the ultimate function of a multitude o...
by Cerus
Thu Jan 23, 2014 8:46 pm
Forum: Ideas and Suggestions
Topic: Optimization idea: abstraction
Replies: 236
Views: 60251

"Black box" factories from blueprints

Once a factory reaches a certain size, you start repeating sets of structures over and over. Once the blueprint system is in, what would you say to being able to place a blueprint for a "black box" style factory structure? Would there be any significant performance or convenience benefits ...
by Cerus
Fri Dec 27, 2013 10:45 pm
Forum: News
Topic: Friday Facts #14
Replies: 7
Views: 17242

Re: Friday Facts #14

Looking at that image makes me think. Bug colonies should totally avoid/run away from you if you haven't done anything to annoy them.

(Running over them with your car would obviously count as an annoyance!)
by Cerus
Mon Dec 09, 2013 5:46 pm
Forum: Releases
Topic: Version 0.8.0
Replies: 36
Views: 31605

Re: Version 0.8.0

I think if you mine a structure that's damaged, it should just break and return some of the raw material.

Simultaneously introducing recycling, balancing the mining of damaged structures during an attack (discouraging it, it always feels cheesy), and removing the damaged stack issue.
by Cerus
Tue Oct 01, 2013 2:57 pm
Forum: Releases
Topic: Version 0.7.0
Replies: 110
Views: 60979

Re: Version 0.7.0

I'm having a lot of fun with the new creeper/pollution mechanics, if I had a complaint it would just be with the "resistance cliff" on the creeper tiers. The drop in physical effectiveness feels really jarring going from small->medium.
by Cerus
Thu Sep 19, 2013 5:07 pm
Forum: Balancing
Topic: Laser turrets allways cause blackouts.
Replies: 31
Views: 22666

Re: Laser turrets allways cause blackouts.

By the time I'm setting up laser turrets my solar/accumulator production is through the roof. I usually have a 1:2 ratio of panel/accumulator (last factory peaked at 410:850) and I've never had a brownout situation during even massive attacks. I was thinking it'd be nice if the internal capacitor fo...
by Cerus
Fri Aug 23, 2013 10:22 pm
Forum: Ideas and Suggestions
Topic: Transport Belt Overhaul
Replies: 6
Views: 8269

Transport Belt Overhaul

I dislike the current transport belt system, I was thinking of ways to freshen up the concept while correcting what I perceive as inconsistencies in the way the belt system works compared to the other systems in Factorio. I specifically dislike that the belts are self-powered, almost every other aut...
by Cerus
Fri Aug 09, 2013 2:25 pm
Forum: Releases
Topic: Update 0.6.0
Replies: 34
Views: 31061

Re: Update 0.6.0

Is it just me who things that the graphics is getting worse and worse by every release? The reason is that everything just looks the same and it is very hard to orient in it. In my factory, I just see a lot of gray things, all of which are looking the same :(. You are not alone in that. Thanks for ...
by Cerus
Sun Jul 28, 2013 8:49 pm
Forum: Resolved Problems and Bugs
Topic: [0.6.0][UI]'Set Filter' does not respect binding
Replies: 4
Views: 2201

Re: [0.6.0][UI]'Set Filter' does not respect binding

I'd consider this very low priority at any rate, I only even ran into it because I was trying to figure out what the conditions were for the entity inventory set filter crash.
by Cerus
Sat Jul 27, 2013 7:27 pm
Forum: Resolved Problems and Bugs
Topic: [0.6.0][UI]'Set Filter' does not respect binding
Replies: 4
Views: 2201

Re: [0.6.0][UI]'Set Filter' does not respect binding

Interesting, it's consistent across two (x86/x64) windows platforms I tested. I'll test linux and osx once I get access to those platforms. Update: Looks like it might have something to do with requiring a mouse click, the function seems to require a left/right/middle mouse click, try setting the bi...
by Cerus
Fri Jul 26, 2013 8:52 pm
Forum: Resolved Problems and Bugs
Topic: [0.6.0][UI]'Set Filter' does not respect binding
Replies: 4
Views: 2201

[0.6.0][UI]'Set Filter' does not respect binding

Version : 0.6.0 Win 32 bit Type : Input problem Steps to reproduce : - Rebind 'Set filter' in options > controls > inventory tab - Attempt to set a filter on hotbar using new binding Notes : Holding down the newly bound key while middle-clicking (the default binding) performs the expected function.
by Cerus
Fri Jul 26, 2013 8:29 pm
Forum: Resolved Problems and Bugs
Topic: [0.6.0][Crash] Inventory Middle Click (Viewing Entity)
Replies: 1
Views: 1256

[0.6.0][Crash] Inventory Middle Click (Viewing Entity)

Version : 0.6.0 Win 32 bit Type : Crash to desktop Steps to reproduce : - Create a burner/chest/other viewable entity - View (right click) entity - Middle click in player inventory Notes : 1. I was unable to determine if this was caused by the middle mouse click specifically, or by the 'set filter'...
by Cerus
Fri Jul 26, 2013 4:42 pm
Forum: Releases
Topic: Update 0.6.0
Replies: 34
Views: 31061

Re: Update 0.6.0

Getting a "NoSuchKey" Error code in XML when I attempt to download. Error exists for: All windows versions (32 bit / 64 bit) No error for: OSX Linux --- Update #2 No error downloading 0.6.0 Demos. --- Update #3 Using the updater to go from 0.5.3 to 0.6.0 results in a corrupted installation...
by Cerus
Tue Jul 16, 2013 7:50 pm
Forum: General discussion
Topic: Version 0.6
Replies: 8
Views: 11225

Re: Version 0.6

In 0.6.0 the trees will be generated in the same way as the terrain (which IMHO looks much better). And also Albert is working on a new look for the tiles. Here is a preview of first version: http://kozelek.cz/stuff/factorio/0.6.0_terrain_preview.jpg Ay, neat! Are there any longer term plans to giv...
by Cerus
Mon Jul 15, 2013 4:24 pm
Forum: General discussion
Topic: Version 0.6
Replies: 8
Views: 11225

Re: Version 0.6

Really looking forward to seeing what you guys are doing for the terrain. Any hints to the style you're going for?
by Cerus
Tue Jun 25, 2013 2:44 pm
Forum: Modding help
Topic: Mouse position
Replies: 11
Views: 6539

Re: Mouse position

If you were curious why I wanted this functionality I'm toying with a "needs" mod that implements a hunger/thirst/fatigue simulation, part of the survival package is the ability to fish, which I wanted to have some level of interactivity and so I needed a way to detect where the mouse was ...
by Cerus
Mon Jun 24, 2013 9:47 pm
Forum: Modding help
Topic: Mouse position
Replies: 11
Views: 6539

Re: Mouse position

Interesting workaround, thanks!
by Cerus
Mon Jun 24, 2013 9:07 pm
Forum: Modding help
Topic: Mouse position
Replies: 11
Views: 6539

Mouse position

I've searched around but can't find an answer, is it possible to get mouse/cursor data (position, mouse click events, etc.) from the interface?

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