Search found 875 matches

by Oktokolo
Fri Mar 20, 2020 1:38 am
Forum: Ideas and Suggestions
Topic: Game Design: Make Hazard Concrete just a "Rotation" or "Shift-Scrollwheel" of regular Concrete.
Replies: 41
Views: 4712

Re: Game Design: Make Hazard Concrete just a "Rotation" of regular Concrete.

Let's make small power poles and medium power poles "rotations" of each other. Having only one item type for placing small, medium or big power pole entities would actually be nice to have. Other items and entities they should be able to place: - yellow/red/blue belt -> belt or undergroun...
by Oktokolo
Wed Mar 18, 2020 4:21 pm
Forum: Releases
Topic: Version 0.18.13
Replies: 57
Views: 17442

Re: Version 0.18.13

I am quite happy with the new GUI look and feel.
But: Is it modable? Can we replace the backgrounds, alter margins and change colors or even fonts of existing ingame dialogues?
GUI theming mods would be a nice category to have.
by Oktokolo
Tue Mar 17, 2020 9:33 am
Forum: News
Topic: Friday Facts #338 - The (real) Character GUI
Replies: 89
Views: 29428

Re: Friday Facts #338 - The (real) Character GUI

I'd hope it's little bit recognizible when prototype is NOT made by an artist in graphics editor, but by programmer in engine :) When prototyping something new, it'll usually get surprisingly fast to a point you can make GIF out of it, but in reality it is still long ways for being ready for produc...
by Oktokolo
Tue Mar 17, 2020 3:40 am
Forum: News
Topic: Friday Facts #338 - The (real) Character GUI
Replies: 89
Views: 29428

Re: Friday Facts #338 - The (real) Character GUI

How about the graphics already existing for spidertron are published for the modding community and a talented modder gets them animated. There probably is nothing to release. It is likely, that they did the example animation in blender tailored to that specific background landscape. Wonder if there...
by Oktokolo
Sun Mar 15, 2020 11:56 am
Forum: Won't fix.
Topic: [0.18.12] Beacon Power Exploit
Replies: 6
Views: 1590

Re: [0.18.12] Beacon Power Exploit

That looks like it is trivial to fix by enlarging the energy buffer of the beacons to hold 120 ticks of energy.
by Oktokolo
Sat Mar 14, 2020 8:50 pm
Forum: Ideas and Suggestions
Topic: Nothing can't be filtered
Replies: 1
Views: 423

Re: Nothing can't be filtered

An "anything" filter would be nice for inserters (and therefore miniloaders) too.
I would totally mod away the normal inserters and make "anything" the default filter on newly placed inserters.
by Oktokolo
Sat Mar 14, 2020 6:02 pm
Forum: Modding interface requests
Topic: Access to original health/current lifetime
Replies: 9
Views: 1584

Re: Access to original health/current lifetime

This seems like an A-B problem; you don't actually care about the event or what the health was before or any of that. You just want a way to make an entity immune to friendly fire? Basically that, yes: immunity without additional healing. The current way to make an entity immune from friendly fire ...
by Oktokolo
Sat Mar 14, 2020 2:11 pm
Forum: Ideas and Suggestions
Topic: Optimization idea: abstraction
Replies: 222
Views: 27802

Re: Optimization idea: abstraction

Not even beacons are easy to abstract, it seems...
by Oktokolo
Fri Mar 13, 2020 7:39 pm
Forum: News
Topic: Friday Facts #338 - The (real) Character GUI
Replies: 89
Views: 29428

Re: Friday Facts #338 - The (real) Character GUI

Why on earth do people want that spidertron? I am happy with car, trains, and tank as they are now. There really is hardly a use case for a spidertron in vanilla. If people really want such a thing – make it a mod. Making a vehicle that can move where spidertron can move is easy. Making its movemen...
by Oktokolo
Fri Mar 13, 2020 7:22 pm
Forum: News
Topic: Friday Facts #338 - The (real) Character GUI
Replies: 89
Views: 29428

Re: Friday Facts #338 - The (real) Character GUI

No recipe found for "spidertr", does this mean the search function doesn't do wildcards or partial words? I know you got the Spidertrons hidden away back there No, that's just Twinsen thinking he's memeing, but actually setting us up for overwhelmingly disappointing 1.0 release. :geek: Ha...
by Oktokolo
Wed Mar 11, 2020 5:02 pm
Forum: Ideas and Suggestions
Topic: List all multiplayer games, not only current version
Replies: 1
Views: 341

Re: List all multiplayer games, not only current version

This should become a non-issue as updates slow down considerably after 1.0.0 gets released.
by Oktokolo
Tue Mar 10, 2020 10:25 pm
Forum: Releases
Topic: Version 0.18.11
Replies: 20
Views: 9775

Re: Version 0.18.11

Does anyone else find it weird not only did a factorio staff member post to the Ideas and Requests board, that the idea was implemented almost two years later? That is how development backlogs work. The issue was probably categorized as feature request and therefore low priority. But sometimes, dev...
by Oktokolo
Tue Mar 10, 2020 3:27 pm
Forum: Releases
Topic: Version 0.18.11
Replies: 20
Views: 9775

Re: Version 0.18.11

FactorioBot wrote:
Tue Mar 10, 2020 3:02 pm
Added InserterPrototype::chases_belt_items. (61354)
Does this mean, we can now have modded inserters only taking from one lane of a belt?
by Oktokolo
Tue Mar 10, 2020 2:08 am
Forum: Ideas and Suggestions
Topic: Optimization idea: abstraction
Replies: 222
Views: 27802

Re: Optimization idea: abstraction

I would not expect this to be ever implemented. But it can be approximated by modding in a huge assembler or furnace and corresponding recipes for batch-processing N times the ingredients for N times the result. Combine that with loaders (vanilla or Miniloader ) for input and output to get most of t...
by Oktokolo
Mon Mar 09, 2020 8:59 am
Forum: Ideas and Suggestions
Topic: Increase rail cost
Replies: 11
Views: 1481

Re: Increase rail cost

They will implement two-way rails for absolutely no good reason because it is easy and cheap. The real reason is, that single-rail systems are incredibly prone for deadlocks. You have to be very careful when designing them. With a dedicated track for each direction, robustness and throughput are mu...
by Oktokolo
Mon Mar 09, 2020 8:35 am
Forum: Ideas and Suggestions
Topic: Put a slightly sorted order to specific Types of Construction Bot Ghost Requests
Replies: 20
Views: 2074

Re: Put a slightly sorted order to specific Types of Construction Bot Ghost Requests

Go and look up "analogy" in a dictionary and then come back and try a third time to be clever. Starcraft has entirely different mechanics and goals. It does not even has the megabases (nor would it make sense for it to have them) where you could end up upgrading thousands of entities - it...
by Oktokolo
Sun Mar 08, 2020 9:25 pm
Forum: Ideas and Suggestions
Topic: Put a slightly sorted order to specific Types of Construction Bot Ghost Requests
Replies: 20
Views: 2074

Re: Put a slightly sorted order to specific Types of Construction Bot Ghost Requests

Deadlock989 wrote:
Sun Mar 08, 2020 5:04 pm
Clearly we're playing different games.
Obviously, as there is no Vespene gas in my game.
by Oktokolo
Sun Mar 08, 2020 4:04 pm
Forum: Ideas and Suggestions
Topic: Put a slightly sorted order to specific Types of Construction Bot Ghost Requests
Replies: 20
Views: 2074

Re: Put a slightly sorted order to specific Types of Construction Bot Ghost Requests

I wonder if the developers of Starcraft got this kind of thing. "I plonked down three hundred Nexuses without thinking and now my probes don't go to the right ones, please fix." Last time i used blueprints and bots in Starcraft i got disqualified for cheating. Starcraft is all about APM a...
by Oktokolo
Sun Mar 08, 2020 4:34 am
Forum: Modding help
Topic: Lifecycle, callbacks, and inter-mod communication
Replies: 13
Views: 1807

Re: Lifecycle, callbacks, and inter-mod communication

They're not gonna change anything that has the potential to break a large amount of mods at this point. The overwhelming majority of mods is simple enough to not need any of that initialization events. So such a change has not the potential to break a large amount of mods. On the other hand, Bob's ...
by Oktokolo
Sat Mar 07, 2020 2:42 pm
Forum: Outdated/Not implemented
Topic: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size
Replies: 49
Views: 9402

Re: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size

I would expect non-chunk-aligned radar coverage to fully remove the desire for chunk-sized factory blocks. Chunk-alignment of radar coverage and odd pickup-behaviour of inserters at chunk borders are implementation artifacts that would be great to have fixed. It probably will never happen for insert...

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