Search found 57 matches

by mcdjfp
Sat Jul 20, 2019 2:07 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 84238

Re: Friday Facts #304 - Small bugs; Big changes

Sleeping on this has not improved my opinion of the proposed change. I really like the tutorial idea. If this is something that like train signals which needs a bit of a nudge to understand, provide that nudge. Don't bend the rest of the game out of shape. In addition to everything else, this change...
by mcdjfp
Sat Jul 20, 2019 12:33 am
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 84238

Re: Friday Facts #304 - Small bugs; Big changes

For me the issue isn't the change. It is the fact that it does not seem to solve the underlying problem currently triggered by basic oil processing. It simply delays it to advanced oil processing, with more things going on and a more complex set of demands meet. Demands that hit all at once as advan...
by mcdjfp
Fri Jul 19, 2019 7:14 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 84238

Re: Friday Facts #304 - Small bugs; Big changes

Up until oil, buildings only produce 1 thing. A miner produces ore, a furnace produces whatever the input smelts into (iron ore -> iron plates, stone -> stone bricks), an assembly machine makes electronic circuits (again 1 or more inputs to a single output). The oil refinery makes 3 different produc...
by mcdjfp
Fri Jul 19, 2019 6:55 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 84238

Re: Friday Facts #304 - Small bugs; Big changes

I hope that you agree! Interesting idea, but it doesn't seem to solve the real problem. The issue is new players dealing with the fact that buildings stop when any one output is blocked. In my opinion delaying this lesson is a bad idea as the lesson will still have to be taught eventually and the s...
by mcdjfp
Fri Jul 19, 2019 6:47 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 84238

Re: Friday Facts #304 - Small bugs; Big changes

Thinking about it more, the basic oil processing change is a very bad idea. There is always solid fuel production to use the excess. Currently you hit basic oil processing. You need petroleum gas for a few things and you have two other products you don't need at the moment. The challenge is to make ...
by mcdjfp
Fri Jul 19, 2019 6:14 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 84238

Re: Friday Facts #304 - Small bugs; Big changes

I don't think that the recipe change actually solves the problem, it just moves it creating a bigger wall later. When oil processing hits it will function just like all of the other early game recipes. You put something in, get something else out and take that to another building. Now the stumbling ...
by mcdjfp
Sat Apr 13, 2019 1:44 pm
Forum: News
Topic: Friday Facts #290 - Rail building changes & High-res icons
Replies: 75
Views: 18341

Re: Friday Facts #290 - Rail building changes & High-res icons

I just want to agree with the people who are pointing out that the new behavior for the rail planner causes it to behave differently than blueprints, thus it is not a standardization. Any simplification of controls is countered by the rail planner being an outlier when it comes to toggling terrain c...
by mcdjfp
Fri Apr 12, 2019 7:29 pm
Forum: News
Topic: Friday Facts #290 - Rail building changes & High-res icons
Replies: 75
Views: 18341

Re: Friday Facts #290 - Rail building changes & High-res icons

I like the current system of building rails because sometimes I want to route around obstacles (particularly early game for my first line or two), while later on I just let the bots take care of all the details and run the shortest path. I always get a little concerned when options go away, especial...
by mcdjfp
Sat Jan 19, 2019 3:06 pm
Forum: News
Topic: Friday Facts #278 - The new quickbar
Replies: 176
Views: 31782

Re: Friday Facts #278 - The new quickbar

After thinking about it for a bit, I am finally sold on the quickbar changes. The ability to keep 10 pages of filters instead of 2 outweighs the negatives. The biggest annoyance for me is that I considered having items craft into the toolbar a positive feature. I love the history filter idea mention...
by mcdjfp
Sat Nov 03, 2018 2:11 am
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 107265

Re: Friday Facts #266 - Cleanup of mechanics

I don't get it, this is factorio, the game where you automate things. If you are using hand tools then you have already lost. Once you get far enough in the game, the ultimate solution to everything (construction/logistics bots) is available. Earlier in the game, it would nice to have options that ...
by mcdjfp
Fri Nov 02, 2018 7:26 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 107265

Re: Friday Facts #266 - Cleanup of mechanics

Well, I am extremely disappointed. What I want is a mod with different tools that go in the tool slot. Maybe an axe that only cuts trees and not the ore underneath. Or maybe a tool that only removes buildings so I don't have to chop multiple trees simply to pick up a segment of wall/track. A whole b...
by mcdjfp
Sat Jul 07, 2018 8:56 pm
Forum: News
Topic: Friday Facts #250 - Dead end conclusion
Replies: 142
Views: 30129

Re: Friday Facts #250 - Dead end conclusion

Not perfect (but that would be impossible anyways), but proposal zero seems ok and definitely better than the other 4. I am still not quite sold on the action bar idea, having just 10 minutes ago gone searching for some heat pipes that didn't have room to drop into the toolbar after crafting. I gues...
by mcdjfp
Mon Jul 02, 2018 2:26 pm
Forum: News
Topic: Friday Facts #249 - Dead end exploration
Replies: 206
Views: 36371

Re: Friday Facts #249 - Dead end exploration

I just wanted to add that most of the clumsiness of blueprints seemed to be in the UI and not with the blueprints themselves. An example of what I mean. There are filters on the Deconstruction Planner. You can set it to filter natural objects, or you can select items 1 by 1, but not both at the same...
by mcdjfp
Sat Jun 30, 2018 12:57 am
Forum: News
Topic: Friday Facts #249 - Dead end exploration
Replies: 206
Views: 36371

Re: Friday Facts #249 - Dead end exploration

Can I vote for leaving things alone. While there does seem to be something "clumsy?" about blueprints, most of these ideas run into two problems. 1. Linking blueprints to their library entry is a very bad idea, at least from my point of view. I will frequently make a slight alteration to a...
by mcdjfp
Thu May 25, 2017 10:44 pm
Forum: General discussion
Topic: Electric Furnaces vs Steel Furnaces
Replies: 15
Views: 31478

Re: Electric Furnaces vs Steel Furnaces

I am not sure about the numbers, but the biggest difference that I am aware of is that Electric Furnaces have 2 module slots which the Steel Furnaces lack.
by mcdjfp
Thu May 25, 2017 1:54 am
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 87209

Re: Friday Facts #191 - Gui improvements

Toolbelt research might be changed to just inventory increase research. The new toolbelt will probably have 10 pages of shortcuts and you can resize the bar to have as many rows visible at the same time as you like. On each row you can select which of the 10 bars you want to see. Shortcuts can be c...
by mcdjfp
Sat May 20, 2017 1:19 am
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 87209

Re: Friday Facts #191 - Gui improvements

I guess I am one of those people that you were worried about. I find these proposed changes shortsighted and poorly thought out. Let me give three examples. 1. When I craft an item by hand (with the exception of ammo, and that gets automated early on) it is because I intend to place it immediately. ...

Go to advanced search