Search found 41 matches

by Azzinoth
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 ...
by Azzinoth
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 ...
by Azzinoth
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 ...
by Azzinoth
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 ...
by Azzinoth
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 ...
by Azzinoth
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 ...
by Azzinoth
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 ...
by Azzinoth
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 ...
by Azzinoth
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 ...
by Azzinoth
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.
by Azzinoth
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...
by Azzinoth
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 ...
by Azzinoth
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 ...
by Azzinoth
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 ...
by Azzinoth
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 ...
by Azzinoth
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 ...
by Azzinoth
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?
by Azzinoth
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 ...
by Azzinoth
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 ...

Go to advanced search