Search found 225 matches

by TheRaph
Fri Aug 24, 2018 5:30 pm
Forum: News
Topic: Friday Facts #257 - NPE/Campaign update
Replies: 111
Views: 50174

Re: Friday Facts #257 - NPE/Campaign update

Can I suggest to call shallow water bogland or marsh? Then it makes more sense you can walk on it but not build on it. An intuitive idea is to have two types of landfill: Basic Landfill: makes water into bogland Permeable Landfill: fills in all water and bogland Basic Landfill would be cheaper than...
by TheRaph
Tue Aug 21, 2018 11:21 pm
Forum: News
Topic: Friday Facts #256 - The little things 3
Replies: 111
Views: 47437

Re: Friday Facts #256 - The little things 3

1. Bots. It can be very annoying when building an outpost an you get attacked halfway across the map and you run there with 20 robolegs, clear up the biters and you need to rebuild with bots. Some of the bots are left behind, but you still have a good stack in your inventory. Yet nothing happens. T...
by TheRaph
Sat Aug 11, 2018 9:36 pm
Forum: News
Topic: Friday Facts #255 - Construction tools
Replies: 140
Views: 52625

Re: Friday Facts #255 - Construction tools

Hi. Nice FFF with nice features.

About "Holding new blueprint and pressing Q": What about having a Checkbox for "remember my decision" as most widows dialogues have?
by TheRaph
Sat Jun 30, 2018 9:40 pm
Forum: News
Topic: Friday Facts #249 - Dead end exploration
Replies: 206
Views: 70268

Re: Friday Facts #249 - Dead end exploration

Sugestion: Use 2nd proposal and make linked BPs green. How? Drag-and-drop BPs from library to shortcut bar will create a green one. This BP is linked to library - and update a green BP will update BP in library. Shift-drag-and-drop BP will create a copy (blue one) altering this one will NOT update ...
by TheRaph
Sat Jun 09, 2018 8:59 pm
Forum: News
Topic: Friday Facts #246 - The GUI update (Part 3)
Replies: 161
Views: 61453

Re: Friday Facts #246 - The GUI update (Part 3)

Everything is looking great so far! My 2c regarding any screen that has both Back/Cancel and a Reset .. I feel like you can just de-clutter that screen more and remove the Reset by making it implicit in the Back/Cancel action. https://eu2.factorio.com/assets/img/blog/fff-246-back-confirm-in-options...
by TheRaph
Fri May 25, 2018 10:42 pm
Forum: News
Topic: Friday Facts #243 - New GUI tileset
Replies: 167
Views: 59451

Re: Friday Facts #243 - New GUI tileset

3. There's several things written on your white board there (and honestly, why would you show us a photo of the white board unless you wanted us to read it?), one of the things that caught my eye was a question mark of removing durability, and the pick. (There is no pick in the game, it's called a ...
by TheRaph
Fri Apr 13, 2018 10:16 pm
Forum: General discussion
Topic: Well its Friday so ........
Replies: 25
Views: 8520

Re: Well its Friday so ........

So there could be FSF - Factorio Sunday Facts :)
by TheRaph
Fri Apr 13, 2018 10:01 pm
Forum: General discussion
Topic: Well its Friday so ........
Replies: 25
Views: 8520

Re: Well its Friday so ........

Too late ?
by TheRaph
Fri Mar 30, 2018 9:19 pm
Forum: News
Topic: Friday Facts #236 - Building a rollup
Replies: 63
Views: 42307

Re: Friday Facts #236 - Building a rollup

Nice picture :) nice factory :)
But I agree to yohannc, the bitters are missing ... and shooting laser guns too.
by TheRaph
Wed Mar 28, 2018 8:41 pm
Forum: Releases
Topic: Version 0.16.36
Replies: 17
Views: 22545

Re: Version 0.16.36

It's per map. So all or nothing. Oh come on. At least please make this per surface. I think it can be nice to realize it based on speed of player and distance from mine. So I can see mines if I stay near of them. If you stay near enough you will realize them (regardless of being in movement or not)...
by TheRaph
Fri Mar 23, 2018 8:58 pm
Forum: Spread the Word
Topic: A hilarious positive review that warns to be careful
Replies: 1
Views: 2474

Re: A hilarious positive review that warns to be careful

It has mod support aaaaaaaaaaaahhhhhhhhhhhhhhhhhhhhhhh
by TheRaph
Mon Mar 19, 2018 11:22 pm
Forum: News
Topic: Friday Facts #234 - Office pictures
Replies: 79
Views: 35010

Re: Friday Facts #234 - Office pictures

I think Klonan's solution of disallowing buildings in enemy bases is probably good enough™. This is definitely a bad idea. Shutting down an entire play style over one single item is a ham fisted solution. It reduces the options that players have to fight each other and disallows cool things like st...
by TheRaph
Sat Mar 10, 2018 8:33 pm
Forum: News
Topic: Friday Facts #233 - Wiki admin
Replies: 23
Views: 14394

Re: Friday Facts #233 - Wiki admin

I think Bilka should get a special colour in this forum. .. like blue :) :)
by TheRaph
Sat Feb 10, 2018 8:58 pm
Forum: News
Topic: Friday Facts #229 - Taiwan report & Lamp staggering
Replies: 45
Views: 22520

Re: Friday Facts #229 - Taiwan report & Lamp staggering

Drury wrote:
Xuhybrid wrote:I hate the lamp staggering. Leave it gone.
A day in Factorio lasts exactly 25000 ticks. A timer takes only one combinator. Lamps are circuitable. Go nuts.
Like to have a day light sensor for circuit network, (or please make a way to check if solar panel produce power by circuit network ).
by TheRaph
Mon Feb 05, 2018 9:27 pm
Forum: Ideas and Suggestions
Topic: Confirm dialog on close in windowed mode
Replies: 38
Views: 18981

Do not close on exit button in window mode

What? Please make a instant save or message box to confirm to exit the game, it one click on that red "X" in top right corner of a factorio window. Why? I often play in window mode (for various reasons). Sometimes the technology window open in game and my hand try to close it with that &q...
by TheRaph
Sun Feb 04, 2018 9:30 pm
Forum: Ideas and Suggestions
Topic: Make tutorials available for mod developers ?
Replies: 6
Views: 1404

Re: Make tutorials available for mod developers ?

https://wiki.factorio.com/index.php?title=Modding As how I understood that title: He don't like to have a tutorial "how to mod". I tough he think it would be nice if a mod author can create in-game-tutorials on his own for specialties of his mod. And also if I'm wrong, I would like to hav...
by TheRaph
Sun Jan 28, 2018 10:59 pm
Forum: News
Topic: Friday Facts #227 - Rendering, Trees & Scenario talk
Replies: 116
Views: 46554

Re: Friday Facts #227 - Rendering, Trees & Scenario talk

I’m going with interesting. Just a bit of brain workout. I don't think they will ever implement it like suggested (if they will I'll be like a happy small child jumping up and down trough my living room), but I like to think about what is possible and what may not. And I like to have here people wh...
by TheRaph
Sun Jan 28, 2018 9:50 pm
Forum: News
Topic: Friday Facts #227 - Rendering, Trees & Scenario talk
Replies: 116
Views: 46554

Re: Friday Facts #227 - Rendering, Trees & Scenario talk

Doing this on the recipe level while keeping the buildings the same would be very confusing for many players, though. But you could do it on the building-level where you cannot place certain buildings on certain biomes. I.e. the swamp cannot carry heavy structures, you have to build them on solid g...
by TheRaph
Sun Jan 28, 2018 5:24 pm
Forum: News
Topic: Friday Facts #227 - Rendering, Trees & Scenario talk
Replies: 116
Views: 46554

Re: Friday Facts #227 - Rendering, Trees & Scenario talk

I see another way to come to a very similar result: We permanently introduce multiple alternative recipes to obtain the same item by different pathways. Except that doesn't achieve the desired result at all . This is the problem as originally stated: So it is a battle, who has the best blueprints l...
by TheRaph
Sat Jan 27, 2018 10:00 pm
Forum: News
Topic: Friday Facts #227 - Rendering, Trees & Scenario talk
Replies: 116
Views: 46554

Re: Friday Facts #227 - Rendering, Trees & Scenario talk

I for myself do not play much multi player factorio. So I would prefer the devs would spend more time in improve the single player mode and especially the campaign. But I also accept the fact that there are many players who like multi player factorio. Sometimes I wach multi player streams over twich...

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