Search found 232 matches
- Sat Oct 21, 2017 8:45 pm
- Forum: News
- Topic: Friday Facts #213 - The little things 2
- Replies: 55
- Views: 34278
Re: Friday Facts #213 - The little things 2
Nothing to complain in FF #213 ... keep up the good work 
- Mon Oct 16, 2017 8:55 am
- Forum: News
- Topic: Friday Facts #212 - The GUI update (Part 1)
- Replies: 151
- Views: 94711
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 has ...
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 has ...
- Sat Oct 14, 2017 9:19 pm
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 1256454
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 ...
- Sat Oct 14, 2017 8:35 pm
- Forum: News
- Topic: Friday Facts #212 - The GUI update (Part 1)
- Replies: 151
- Views: 94711
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 ...
I have use MS-Paint to reorder some things in mockups ...
Here my idea (may not perfect but gets rid of ...
- Fri Oct 13, 2017 11:28 pm
- Forum: News
- Topic: Friday Facts #212 - The GUI update (Part 1)
- Replies: 151
- Views: 94711
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 as it ...
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 as it ...
- Sat Oct 07, 2017 3:48 pm
- Forum: Ideas and Suggestions
- Topic: More Flexible Hotkeys
- Replies: 9
- Views: 3970
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 ...
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 ...
- Sat Oct 07, 2017 12:50 pm
- Forum: News
- Topic: Friday Facts #211 - The little things
- Replies: 69
- Views: 48285
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 ...
Actually I hope they rework the Adjacency system altogether in the future to make different setups other than 2*n ...
- Sat Oct 07, 2017 12:07 pm
- Forum: News
- Topic: Friday Facts #211 - The little things
- Replies: 69
- Views: 48285
Re: Friday Facts #211 - The little things
I hope they will never go that way. Maby there will be Map rotation (in 90 degree steps) but ... please not more than that.TeDeum wrote: ... and start Factorio 2 in 3D and VR
(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.)
- Tue Sep 26, 2017 8:09 pm
- Forum: News
- Topic: Friday Facts #205 - Teaching the things that everybody knows
- Replies: 110
- Views: 73229
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 like to ...
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 like to ...
- Mon Sep 25, 2017 9:32 pm
- Forum: News
- Topic: Friday Facts #209 - Optimisation is a way of life
- Replies: 95
- Views: 82101
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 ...
- Mon Sep 25, 2017 12:30 pm
- Forum: Ideas and Suggestions
- Topic: [FFF #209] Suggestion on Logistic Bot dilemma
- Replies: 4
- Views: 2986
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 ...
- Sun Sep 24, 2017 7:23 pm
- Forum: Ideas and Suggestions
- Topic: Concept Design - Wood Mills
- Replies: 26
- Views: 30144
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 will lead ...
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 will lead ...