Search found 193 matches

by TheRaph
Fri Oct 27, 2017 9:20 pm
Forum: News
Topic: Friday Facts #214 - Concrete rendering
Replies: 129
Views: 40128

Re: Friday Facts #214 - Concrete rendering

Cool but, that look less like concrete than the current implementation. https://jbsconstruction.net/wp-content/uploads/2014/02/mequon_wi_concrete_driveway.jpg Concrete is plain and tiled, just like it is in game right now. Those are just more brick paths. Also, when you paint concrete, you want the...
by TheRaph
Sat Oct 21, 2017 8:45 pm
Forum: News
Topic: Friday Facts #213 - The little things 2
Replies: 55
Views: 15553

Re: Friday Facts #213 - The little things 2

Nothing to complain in FF #213 ... keep up the good work :)
by TheRaph
Mon Oct 16, 2017 8:55 am
Forum: News
Topic: Friday Facts #212 - The GUI update (Part 1)
Replies: 151
Views: 37094

Re: Friday Facts #212 - The GUI update (Part 1)

Text I felt like I was the only one reading the thread who was bugged by the oddly shaped windows, and the overly embossed borders everywhere, and much preferred the older design, but we all know comments that amount to "Don't change it, your new design sucks" never go down well. TheRaph ...
by TheRaph
Sat Oct 14, 2017 9:19 pm
Forum: Releases
Topic: Factorio Roadmap for 1.0.
Replies: 801
Views: 834977

Re: Factorio Roadmap for 0.16+

the stock vanilla Items aren't made to deal with that sort of throughput growth (not even the Logistic Bots). Even making your megabase entirely modular won't help about it because of how it impacts the UPS/FPS negatively after a certain point if you always keep on expanding by a factor of 4. [...]...
by TheRaph
Sat Oct 14, 2017 8:35 pm
Forum: News
Topic: Friday Facts #212 - The GUI update (Part 1)
Replies: 151
Views: 37094

Re: Friday Facts #212 - The GUI update (Part 1)

I've got a sugestion to solve the problem with highly requested demand of having the option to add more than one train to a scheduling list and the goal to be clearly understandable for newbes. I have use MS-Paint to reorder some things in mockups ... Here my idea (may not perfect but gets rid of so...
by TheRaph
Fri Oct 13, 2017 11:28 pm
Forum: News
Topic: Friday Facts #212 - The GUI update (Part 1)
Replies: 151
Views: 37094

Re: Friday Facts #212 - The GUI update (Part 1)

I like it. Good work. It would be nice if you may add the possibility to set conditions for a stop. Maybe like "if iron ore > 100 then station 'iron drop off'". This should be first available after some research in lab. It should be possible to change station name and leave wait condition ...
by TheRaph
Sat Oct 07, 2017 3:48 pm
Forum: Ideas and Suggestions
Topic: More Flexible Hotkeys
Replies: 9
Views: 1600

Re: More Flexible Hotkeys

The possibility to reconfig F-Keys for overlays and so on is nice. But as far as I see there is a second point in the original post: adding shortcuts for the toolbelt (second row). So the player can set what he wants, e.g use 1 to 0 for the upper row and <shift> + 1 to 0 for second row. Or may using...
by TheRaph
Sat Oct 07, 2017 12:50 pm
Forum: News
Topic: Friday Facts #211 - The little things
Replies: 69
Views: 19625

Re: Friday Facts #211 - The little things

3. A re-think of Fission Power to make the ratios less arcane. I don't mind the Adjacency stuff, +100% and +200% and even +300%, that's fun, but all those decimal value multipliers... Actually I hope they rework the Adjacency system altogether in the future to make different setups other than 2*n s...
by TheRaph
Sat Oct 07, 2017 12:07 pm
Forum: News
Topic: Friday Facts #211 - The little things
Replies: 69
Views: 19625

Re: Friday Facts #211 - The little things

TeDeum wrote: ... and start Factorio 2 in 3D and VR :)
I hope they will never go that way. Maby there will be Map rotation (in 90 degree steps) but ... please not more than that.
(I remember c&c ts was a great game, where you can use mass of units ... then they go 3D and start to limit everything.)
by TheRaph
Tue Sep 26, 2017 8:09 pm
Forum: News
Topic: Friday Facts #205 - Teaching the things that everybody knows
Replies: 110
Views: 29260

Re: Friday Facts #205 - Teaching the things that everybody knows

I enjoy to figure out how things work, therfore I love Factorio. So informations like "how to use a steam engine" is fine. But how much steam engines I can feed with one boiler should be in the hands of the player to figure out. Likewise other informations. I know that some player don't li...
by TheRaph
Mon Sep 25, 2017 9:32 pm
Forum: News
Topic: Friday Facts #209 - Optimisation is a way of life
Replies: 95
Views: 34073

Re: Friday Facts #209 - Optimisation is a way of life

I think you are going attacking the bot dilemma the wrong way. First you have to ask if logistics robots being an entity is a desirable game-play element, then see how to optimise the implementation, and not the other way around. Many gameplay elements could be eliminated for the sake of a faster g...
by TheRaph
Mon Sep 25, 2017 12:30 pm
Forum: Ideas and Suggestions
Topic: [FFF #209] Suggestion on Logistic Bot dilemma
Replies: 4
Views: 981

Re: [FFF #209] Suggestion on Logistic Bot dilemma

There may also be a solution in program code. I think in a way, that they may create an invisible entity every time a bot will be created. Then they create a visible instance like smoke as described in FFF and link them together (e.g. pointer). As long the bots are swarming around they behave like s...
by TheRaph
Sun Sep 24, 2017 7:23 pm
Forum: Ideas and Suggestions
Topic: Concept Design - Wood Mills
Replies: 26
Views: 18538

Re: Concept Design - Wood Mills

I think growing trees to solve the pollution problem is a big point. I imagine an "climate neutral factory" ;) So I'm happy if it will implemented soon, regardless if there are other uses of wood or not. It would be very nice if the existing woods slowly spread out, while active planting w...

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