Search found 883 matches

by Oktokolo
Sun Jan 13, 2019 9:43 am
Forum: Implemented Suggestions
Topic: Realtime Clock / Timer to pause game / On Screen Display which displays current system-time
Replies: 24
Views: 14764

Re: Realtime Clock / Timer to pause game / On Screen Display which displays current system-time

With Factorio's inofficial name beeing Cracktorio, i can understand, why people want a clock showing meatspace time in the hud of Factorio. But i doubt, that it would actually help preventing sleep deprivation and missing your shedules. Better use your wrist watch or smartphone to set a timer pullin...
by Oktokolo
Sat Jan 12, 2019 10:00 am
Forum: News
Topic: Friday Facts #277 - GUI progress update
Replies: 101
Views: 43077

Re: Friday Facts #277 - GUI progress update

I like, that the team found a development cycle suited for UI with mockups, documentation, polishing stages... Whatever the UI looks and feels like - looks and feel better be consistent over the whole application. So take your time, don't release before its done. Not releasing this month is fine. I ...
by Oktokolo
Sat Jan 12, 2019 9:43 am
Forum: Ideas and Suggestions
Topic: Recipe tree UI
Replies: 19
Views: 11439

Re: ADD TO ROADMAP: Recipe tree GUI improvements

P.S.: there is also that mod that puts a green/yellow/red dot depending on whether machines receive ideal or near-ideal input. That would be nice to be in vanilla. The concept is so NECESSARY that even other factory type games --- including SMALL FOLLOWING ones, get a mod like this pretty early. Bo...
by Oktokolo
Fri Jan 11, 2019 12:56 pm
Forum: General discussion
Topic: Did no one else notice massive nerf of tank in 0.17?
Replies: 102
Views: 35374

Re: Did no one else notice massive nerf of tank in 0.17?

Little off-topic. My sons (lvl 13) favourite game is Minecraft. Minecraft got about 50+ snapshots/releases during 2018. I wonder, how Mojang, wich is owned by the tiny company Microsoft (you might have heared of them because they also make an OS called Windows wich tries to compete with MacOS and L...
by Oktokolo
Fri Jan 11, 2019 10:20 am
Forum: Implemented Suggestions
Topic: There are no trains
Replies: 9
Views: 3983

Re: There are no trains

The real bug is that the forum search ignored the most important word of your query. I always wondered why forum search in general has to suck that hard. The problem is not specific to Factorio or gaming forums. You can go to any forum on the internets and their search function will just suck hard. ...
by Oktokolo
Fri Jan 11, 2019 10:09 am
Forum: Balancing
Topic: Stronger Vanilla Locomotives
Replies: 15
Views: 4300

Re: Stronger Vanilla Locomotives

bobingabout wrote: ↑
Thu Jan 10, 2019 11:48 am
1. Backwards facing locomotives should contribute their power to moving the train.
+1
by Oktokolo
Thu Jan 10, 2019 7:49 pm
Forum: General discussion
Topic: feedback: train signals are hard
Replies: 30
Views: 12594

Re: feedback: train signals are hard

If think if you highlight a train on the map, it should make its rail path glow. If it can't travel a path then that segment of rail won't glow. That'd make diagnosing train paths super easy. If it can't travel that segment, it does not path through it and therefore all other segments that belong s...
by Oktokolo
Wed Jan 09, 2019 9:11 pm
Forum: Releases
Topic: Factorio Roadmap for 1.0.
Replies: 801
Views: 1002882

Re: Factorio Roadmap for 0.17 & 0.18

Klonan wrote: ↑
Wed Jan 09, 2019 8:22 pm
2022 here we come!
Perfectly fine. Take all the time you need and release when it is done.
by Oktokolo
Wed Jan 09, 2019 9:09 pm
Forum: News
Topic: Friday Facts #276 - Belt item spacing & Script rendering
Replies: 155
Views: 64662

Re: Friday Facts #276 - Belt item spacing & Script rendering

KlauzWayne wrote: ↑
Wed Jan 09, 2019 5:37 pm
By dampening the ratios to fit to each other you might kill the need for the last level.
There are mods for adding more complexity to every aspect of the game.
by Oktokolo
Wed Jan 09, 2019 7:51 pm
Forum: Releases
Topic: Factorio Roadmap for 1.0.
Replies: 801
Views: 1002882

Re: Factorio Roadmap for 0.17 & 0.18

Amarula wrote: ↑
Wed Jan 09, 2019 6:53 pm
Rules of software estimating, learned back in my first job as a software developer in 1982:
1) Figure out how long you (the dev) think it is going to take: e.g., 3 weeks.
2) Multiply by 2: 6 weeks
3) Add one: 7 weeks
4) Shift to the next higher unit: 7 months
I can confirm that for my projects.
by Oktokolo
Tue Jan 08, 2019 11:36 pm
Forum: General discussion
Topic: 0.17 Hype?
Replies: 130
Views: 52891

Re: 0.17 Hype?

Koub wrote: ↑
Tue Jan 08, 2019 11:17 pm
Fun fact, this topic was created before 0.16.0 was released :) (around 2 months before).
I am so hyped for 0.19 now. Can't wait to try the spidertron!
by Oktokolo
Mon Jan 07, 2019 11:22 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 155004

Re: Friday Facts #275 - 0.17 Science changes

Coal liquefaction could be an early game thing to delay the need for expansion to the first oil patch if it would be available early enough and woukld work without the oil bootstrapping. But in its current state i see no use case for it. I never used coal liqefaction in my multiple modded and unmodd...
by Oktokolo
Mon Jan 07, 2019 12:41 pm
Forum: Ideas and Suggestions
Topic: Recipe tree UI
Replies: 19
Views: 11439

Re: ADD TO ROADMAP: Recipe tree GUI improvements

I don't know, what FNEI means, but the linked ingredient tree is nice to have. So would like to see it as a low priority roadmap item for 0.18 if they got time to burn and insist on not implementing the spidertron (but would still prefer the spidertron over this).
by Oktokolo
Mon Jan 07, 2019 5:59 am
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 211935

Re: Friday Facts #266 - Cleanup of mechanics

The hardest test for any liberal community is someone like featherwinglove. The ones who do censor stuff, have so much an easier time dealing with ankle-biters and trolls...
by Oktokolo
Sat Jan 05, 2019 1:45 pm
Forum: News
Topic: Friday Facts #276 - Belt item spacing & Script rendering
Replies: 155
Views: 64662

Re: Friday Facts #276 - Belt item spacing & Script rendering

Regarding belts too fast to see the items move: I would like to have a belt tier, wich is too fast to be directly inserted or picked up from by inserters. That tier would be an expressway for items to be used in buses only. You would have to merge/split from/to lower belt tiers to add/remove items t...
by Oktokolo
Fri Jan 04, 2019 4:27 pm
Forum: News
Topic: Friday Facts #276 - Belt item spacing & Script rendering
Replies: 155
Views: 64662

Re: Friday Facts #276 - Belt item spacing & Script rendering

+1 for the belts buff and finally having integer throughput numbers.
Also like the new graphics API. Will it support sprite animations, so that the Oil Refinery flame animation could be fixed by a mod?
by Oktokolo
Fri Jan 04, 2019 4:03 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 155004

Re: Friday Facts #275 - 0.17 Science changes

Schallfalke wrote: ↑
Fri Jan 04, 2019 4:01 pm
It could be something like 10 stone + 1 iron stick + 1 steel plate + anything -> 1 prefabricated concrete section.
"Prefabricated concrete section" sounds a lot like "wall segment" to me. Maybe they should change walls to use concrete instead of bricks.
by Oktokolo
Fri Jan 04, 2019 3:53 pm
Forum: News
Topic: Friday Facts #274 - New fluid system 2
Replies: 166
Views: 72325

Re: Friday Facts #274 - New fluid system 2

Guys, seriously? Half of you wanted fluid teleportation. But the other half wants water hammers killing refineries if not building water hammer arresters at the right locations (minimal exaggeration). Personally i would like that too. I am fine with such stuff not making it into vanilla though. Tha...
by Oktokolo
Fri Jan 04, 2019 3:05 am
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 155004

Re: Friday Facts #275 - 0.17 Science changes

Tricorius wrote: ↑
Fri Jan 04, 2019 1:28 am
Or perhaps I’m an anomaly and every other factorio player invests in detailed excel spreadsheets.
Nope - not using spreadsheets or calculators for Factorio and have >1k hours in the game too.
by Oktokolo
Wed Jan 02, 2019 11:48 am
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 155004

Re: Friday Facts #275 - 0.17 Science changes

Problem not solved: I research titanium axe and *poof* instant mining speed upgrade. I haven't made a single titanium plate, which is not a trivial thing in Bob's, and maybe I haven't even mined a single piece of rutile ore. Make the research need titanium, ez :lol: That's an instant circular depen...

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