Search found 114 matches

by H8UL
Fri Aug 24, 2018 10:45 am
Forum: News
Topic: Friday Facts #257 - NPE/Campaign update
Replies: 111
Views: 49870

Re: Friday Facts #257 - NPE/Campaign update

A gameplay benefit with shallow water in freeplay: the player wouldn't be able to build defences there, but aliens could travel over it. So whereas cliffs and deep water provide natural defences, shallow water provides natural weak points. In the water worlds I frequently play, I ban myself from lan...
by H8UL
Tue Aug 21, 2018 8:46 am
Forum: News
Topic: Friday Facts #256 - The little things 3
Replies: 111
Views: 47104

Re: Friday Facts #256 - The little things 3

All good! Only thing I don't like on this FFF is the name, 'Belt immunity'. Can we make better name for it? Like 'Smart boots', 'Hover shoes', etc,? Well I don't really serious about it anyway. I also don't like the name. "Belt immunity" sounds gamey and immersion breaking. I also had no ...
by H8UL
Mon Jun 05, 2017 8:51 am
Forum: Not a bug
Topic: [15.18] unexpected Mining Drill progress bar
Replies: 3
Views: 1341

Re: [15.18] unexpected Mining Drill progress bar

Oh, right... I didn't realize the research bonuses were shown on the progress bar too, sorry for the confusion
by H8UL
Mon Jun 05, 2017 5:55 am
Forum: Not a bug
Topic: [15.18] unexpected Mining Drill progress bar
Replies: 3
Views: 1341

[15.18] unexpected Mining Drill progress bar

I know there have been a few issues with productivity progress bars recently, seems like there is at least one more: 1. Added productivity modules to mining drills 2. Look at another nearby mining drill, it has a progress bar for productivity 3. Placed additional mining drills, same problem 4. This ...
by H8UL
Sat Jun 03, 2017 12:57 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [15.18] "Error loading mods" dialog can overrun UI
Replies: 1
Views: 1990

[Rseding91] [15.18] "Error loading mods" dialog can overrun UI

It's possible for a badly behaved mod to make the "Error loading mod" dialog run past the end of the screen so that the friendly "Mods to be disabled" text, and the buttons, are not visible. A user must then guess or know to hit Escape to exit, and this results in the system-styl...
by H8UL
Fri Jun 02, 2017 12:49 pm
Forum: Duplicates
Topic: [15.18] "Install Mods" lacks load animation
Replies: 1
Views: 824

[15.18] "Install Mods" lacks load animation

When selecting "Install Mods", the UI freezes while it loads the mod list, which can take a while. This makes the game appear to be unresponsive, as if it has crashed. User experience would be improved if there is some hint to user that the game is working, e.g. cursor change to hourglass,...
by H8UL
Fri Jun 02, 2017 12:45 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [15.18] Browse Mods search box inconsistent
Replies: 1
Views: 1667

[Rseding91] [15.18] Browse Mods search box inconsistent

Steps to reproduce: 1. Select "Install Mods" 2. Enter a search term, e.g. "SillyStuff" 3. Press "Back" 4. Select "Install Mods" again Search results will still be filtered by the term "SillyStuff" but the search box is empty. This is particularly con...
by H8UL
Thu Jun 01, 2017 9:12 pm
Forum: Ideas and Requests For Mods
Topic: Procedural recepies
Replies: 12
Views: 4374

Re: Procedural recepies

Very true, it's under MIT license! It's already worth attribution because I can see how it's doing the random seeding, and will borrow it to focus on other matters :) My thinking for the procedural generation is as follows: 1. Cheat a bit by using the "master seed" to generate a seed per r...
by H8UL
Thu Jun 01, 2017 8:10 pm
Forum: Ideas and Requests For Mods
Topic: Procedural recepies
Replies: 12
Views: 4374

Re: Procedural recepies

Also, here's a mod that does this. https://mods.factorio.com/mods/Kenira/zKenirasRandomRecipes Right, so I've studied the code for this mod. The scope is different, effectively randomizing ratios (timings, quantities) as well as many other things; but not meeting the OP's requirement to "makes...
by H8UL
Thu Jun 01, 2017 6:03 pm
Forum: Ideas and Requests For Mods
Topic: Procedural recepies
Replies: 12
Views: 4374

Re: Procedural recepies

OK, thanks for the info
by H8UL
Thu Jun 01, 2017 5:27 pm
Forum: Ideas and Requests For Mods
Topic: Procedural recepies
Replies: 12
Views: 4374

Re: Procedural recepies

This has certainly caught my interest. I think the cleanest solution to seeding the procedure would be to reuse the map generation seed, which is available from the modding API. I'd probably go with using just part of the seed. That way, if you find a recipe combo you like but aren't happy with the ...
by H8UL
Thu May 18, 2017 2:45 pm
Forum: Not a bug
Topic: [15.11] Mapzoom Bug
Replies: 32
Views: 12498

Re: [15.11] Mapzoom Bug

Can't we just get a toggle between the views? This gives the most control to the player, and I don't think the way that it automatically switches will ever feel good anyway.
by H8UL
Tue May 16, 2017 10:37 am
Forum: Balancing
Topic: 0.15 Expensive Recipie Balance
Replies: 14
Views: 6740

Re: 0.15 Expensive Recipie Balance

the one part of expensive recipes that feels slightly is the Blue Science pack, primarily because of the electric mining drill, which is made more expensive, and which requires both gears and green circuits, which are also made more expensive. it felt as challenging to supply with resources as the ...
by H8UL
Mon May 15, 2017 4:53 pm
Forum: Balancing
Topic: 0.15 Expensive Recipie Balance
Replies: 14
Views: 6740

Re: 0.15 Expensive Recipie Balance

I'm having a lot of fun with expensive recipes and feel really positive about the challenges it poses. Everything I achieve feels hard-earned but fun. It feels like a genuine high difficulty, and really refreshes the game. It encourages me to build bigger, and be less lazy, and I suspect I'm going t...

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