Search found 41 matches
- Fri Apr 05, 2019 9:12 pm
- Forum: News
- Topic: Friday Facts #289 - Character GUI
- Replies: 137
- Views: 83513
Re: Friday Facts #289 - Character GUI
I like the idea of merging requests and auto-trash, but the way the numbers are in this mockup is a bit confusing in my opinion. The fact that the way each is displayed depends on the state of the other makes it more complicated than necessary, in my opinion. I think it would be better if they ...
- Fri Mar 01, 2019 1:59 am
- Forum: Won't fix.
- Topic: [posila] [0.17.1] Flamethrower turret aiming incorrectly
- Replies: 48
- Views: 29834
Re: [posila] [0.17.1] Flamethrower turret aiming incorrectly
The center of the flame patch is on the edge, and it's AOE expanded to hit the other turrets.
From the screenshots you can easily see thats exactly the problem. If the flamethrower is aiming at a point P on the edge of the target area then it can also damage stuff at a maximum distance r outside ...
- Sat Feb 23, 2019 2:41 am
- Forum: News
- Topic: Friday Facts #283 - Prepare to Launch
- Replies: 341
- Views: 211637
Re: Friday Facts #283 - Prepare to Launch
Also, I actually expected the lights being still and only flash when silo is opened and the rocket raised. Those are in fact just 'notification lights', not 'light up the silo lights'. As I see them: they flash as an indication of something important happenning.
They are warning flashes that the ...
- Sat Feb 09, 2019 5:27 am
- Forum: News
- Topic: Friday Facts #280 - Visual Feedback is the king
- Replies: 243
- Views: 127550
Re: Friday Facts #280 - Visual Feedback is the king
What if copy/paste supported system clipboard ? You could just copy a blueprint from web and paste it into Factorio and vice versa. Only problem may be, that you would fill your clipboard with base64 "nonsence" that you would occaisionally paste into a textfield.
Ok, I need this now. I don't ...
- Fri Jul 20, 2018 5:08 pm
- Forum: News
- Topic: Friday Facts #252 - Sound design & Map editor
- Replies: 92
- Views: 58937
Re: Friday Facts #252 - Sound design & Map editor
I tried to use the map editor a few months ago, found a ton of just little annoyances (try creating a "pool" of nothingness and see what it does to the map) and gave up. It was unintuitive, clunky, and the process of loading in to playtest was a pain for fine-tuning. Glad to see it's getting some ...
- Mon Jul 09, 2018 11:43 pm
- Forum: News
- Topic: Friday Facts #250 - Dead end conclusion
- Replies: 142
- Views: 79343
Re: Friday Facts #250 - Dead end conclusion
The blueprint library button will be disabled until bots are researched or until any item is added to the library for the first time.
I have highlighted the second part because some people here can't read. It means that for players who already have blueprints in their libray, they have access to ...
I have highlighted the second part because some people here can't read. It means that for players who already have blueprints in their libray, they have access to ...
- Sun Dec 31, 2017 3:26 pm
- Forum: News
- Topic: Friday Facts #223 - Reflections on 2017
- Replies: 116
- Views: 62244
Re: Friday Facts #223 - Reflections on 2017
I have rarely seen such stupid comments as in this thread.
As much as it may be controversial, a shop system for paid mods or a paid monthly subscription might be a next step to finance the graphics departments of the modders.
Nobody said that there should be something like that. As far as I ...
As much as it may be controversial, a shop system for paid mods or a paid monthly subscription might be a next step to finance the graphics departments of the modders.
Nobody said that there should be something like that. As far as I ...
- Sat May 20, 2017 4:10 pm
- Forum: Implemented Suggestions
- Topic: Change UI paradigm from Toolbelt to Toolbar
- Replies: 37
- Views: 23584
Re: Change UI paradigm from Toolbelt to Toolbar
Since Twinsen announced that he thinks about implementing the toolbar, i was thinking further about the problem of splitting stacks, that i have already mentioned above. With the new toolbar, we cant put half stacks etc. in the toolbar inventory to split stacks. I think that the best solution to ...
- Sat May 20, 2017 10:17 am
- Forum: Implemented Suggestions
- Topic: Missing Research Requirements fix [0.15]
- Replies: 19
- Views: 12955
Re: Missing Research Requirements fix [0.15]
You're right I can but that then means I can't blueprint my science set up and expect science to just run, I have to watch and wait for the science to finish building and then allow that new science extra clicking buttons or extra thinking remembering when setting it up.
But that are probably 7 ...
- Fri May 19, 2017 3:54 pm
- Forum: Ideas and Suggestions
- Topic: Request blueprint materials from logistic system / Usages for information about needed blueprint materials
- Replies: 48
- Views: 31789
- Fri May 19, 2017 3:46 pm
- Forum: Ideas and Suggestions
- Topic: Hydrants
- Replies: 8
- Views: 2928
Re: Hydrants
Ah, i see. If you add that explanation right above your picture, it makes much more sense.
- Fri May 19, 2017 3:29 pm
- Forum: Ideas and Suggestions
- Topic: Hydrants
- Replies: 8
- Views: 2928
Re: Hydrants
Could you explain your picture? I do not understand what is shown there...
- Fri May 19, 2017 3:07 pm
- Forum: Ideas and Suggestions
- Topic: Fast entity transfer - remember quantity
- Replies: 5
- Views: 3251
Re: Fast entity transfer - remember quantity
Added feature:
while holding a stack of items in your hands, be able to use the mouse scroll wheel to change the "held" stack size.
Pick up a stack of 50, pull the scroll wheel back until you are holding 5 items, place 5 items in things until you are out of them/clear your hand.
I like this part ...
while holding a stack of items in your hands, be able to use the mouse scroll wheel to change the "held" stack size.
Pick up a stack of 50, pull the scroll wheel back until you are holding 5 items, place 5 items in things until you are out of them/clear your hand.
I like this part ...
- Fri May 19, 2017 3:02 pm
- Forum: Implemented Suggestions
- Topic: Placing assembler manually on blueprint sets recipe
- Replies: 5
- Views: 2847
Re: Placing assembler manually on blueprint sets recipe
I also like this idea.
but why should I see a post from over a year ago and avoid repeating that suggestion? I'm not going to necro an old thread.
Why not? If it has the same topic, than it is still relevant today. It is better to have the discussion in one thread, than splitted over many ...
but why should I see a post from over a year ago and avoid repeating that suggestion? I'm not going to necro an old thread.
Why not? If it has the same topic, than it is still relevant today. It is better to have the discussion in one thread, than splitted over many ...
- Fri May 19, 2017 2:48 pm
- Forum: Implemented Suggestions
- Topic: Missing Research Requirements fix [0.15]
- Replies: 19
- Views: 12955
Re: Missing Research Requirements fix [0.15]
It'd fix the auto research mod (which doesn't know to research these hidden prerequisites anymore than I did at first and yes I'm going to go there and suggest they tweak the tech tree in the same way).
You can choose which science packs you have already available in the latest version of auto ...
- Wed May 17, 2017 6:36 pm
- Forum: Implemented Suggestions
- Topic: Change UI paradigm from Toolbelt to Toolbar
- Replies: 37
- Views: 23584
Re: Change UI paradigm from Toolbelt to Toolbar
I have created a list of the advantages that have been mentioned so far:
- Displays total count of items in inventory, as the stack size is irrelevant for the player while building.
- Works even if bots steal your last item (you can still place ghosts).
- You dont need to search two different ...
- Displays total count of items in inventory, as the stack size is irrelevant for the player while building.
- Works even if bots steal your last item (you can still place ghosts).
- You dont need to search two different ...
- Wed May 17, 2017 5:47 pm
- Forum: Implemented Suggestions
- Topic: Change UI paradigm from Toolbelt to Toolbar
- Replies: 37
- Views: 23584
Re: Change UI paradigm from Toolbelt to Toolbar
I feel that having the toolbar act differently from the inventory systems in the game (player, chest, train, etc) would lead to more confusion than what would be solved by using something standard from other games. (i.e. The idea of a toolbar, which does not exist anywhere else in Factorio.) In my ...
- Sat May 13, 2017 11:38 am
- Forum: Duplicates
- Topic: 0.15.10 Rail signals don't output red signal if closed
- Replies: 1
- Views: 991
0.15.10 Rail signals don't output red signal if closed
Rail signals don't output a red signal if they are controlled by a circuit instead of a train in its block. Shouldn't it always output a signal if it shows red?
- Sat May 06, 2017 8:07 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Productivity Module Math
- Replies: 24
- Views: 237467
Re: Productivity Module Math
I recalculated some of this values for the new and changed recipes for Factorio 0.15.9. The calculations are for one assembler mk3 with 3 productivity modules mk3 and one speed module mk3 (except plastic which is 2 prod 1 speed). Since coal liquefaction gives 5 oil products per coal, i have assumed ...
- Wed May 03, 2017 6:55 pm
- Forum: Combinator Creations
- Topic: Train- balancing multiple bays/stations
- Replies: 24
- Views: 19529
Re: Train- balancing multiple bays/stations
I think i have easier solutions to these problems. You can balance unloading stations in the same way as Madzuris system balances chests. Take the sum of the contents of all your stations/bays by simply wiring it up, than use a combinator to divide by the number of stations to get the average amount ...