Search found 193 matches

by TheRaph
Fri Dec 28, 2018 7:15 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 72850

Re: Friday Facts #275 - 0.17 Science changes

Avezo wrote:
Fri Dec 28, 2018 7:05 pm
Ooooh, one more thing... Can we get even number of science packs somehow... Because reasons. VERY important reasons.
If everything is even ... where is the challenge?
by TheRaph
Fri Dec 28, 2018 7:03 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 72850

Re: Friday Facts #275 - 0.17 Science changes

Thank you great job! I Like the most changes explained in fff. But I do not like the Idea of having all 6 ingredients slots free in assembling machine. I'd hoped you would decide in a different way - but as I see your decision stays. I think a little bit of speedup and some module-slots are not wort...
by TheRaph
Fri Nov 02, 2018 9:28 pm
Forum: News
Topic: Friday Facts #267 - Experiments, Explosives & Extended tags
Replies: 120
Views: 24021

Re: Friday Facts #267 - Experiments, Explosives & Extended tags

yousai wrote:
Fri Nov 02, 2018 2:52 pm
Gergely wrote:
Fri Nov 02, 2018 2:46 pm
The pickaxes are really gone...
Now there's an odd empty space above the armor icon... something should be put there!
They should put the remotecontrol there.
by TheRaph
Sun Oct 28, 2018 1:01 am
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 106637

Re: Friday Facts #266 - Cleanup of mechanics

Assembling machine ingredient limit removal I like it, that the later Assembling machines can do really more than the earlier ones. The game forces me to create them and thus directs me and guides me. The goal to just speed up things might not always be enough: I can automatically produce items of ...
by TheRaph
Fri Sep 28, 2018 9:09 pm
Forum: News
Topic: Friday Facts #262 - Hello my name is: Compilatron
Replies: 126
Views: 27710

Re: Friday Facts #262 - Hello my name is: Compilatron

Please change your mind. :) As far I can see, there are different meanings about this cute sidekick. I don't know what's the new story is about. But if the crash landed space ship is already in, I like to mention a idea for compilatron in non-campaign game: Please add an option for " ship wreck...
by TheRaph
Fri Sep 07, 2018 9:29 pm
Forum: News
Topic: Friday Facts #258 - New autoplace
Replies: 145
Views: 33444

Re: Friday Facts #258 - New autoplace

Please set an option for large forest. I've got the feeling that there are less trees on map as in the old times (pre 0.16)
by TheRaph
Tue Aug 28, 2018 5:33 pm
Forum: News
Topic: Friday Facts #257 - NPE/Campaign update
Replies: 111
Views: 27660

Re: Friday Facts #257 - NPE/Campaign update

I have more interest in implementing Deep Water Sites, which cannot overbuild with landfill and you have to build (much more expensive) bridges instead. On the bridges should only railtracks and electricpoles be allowed to build, no assemblers or similar stuff And belts. And probably rail signals? ...
by TheRaph
Sun Aug 26, 2018 7:10 pm
Forum: News
Topic: Friday Facts #257 - NPE/Campaign update
Replies: 111
Views: 27660

Re: Friday Facts #257 - NPE/Campaign update

Awesome stuff with shallow water as well. It would be awesome to see it in free play as well. And a shovel that if you use it on a dirt right near water you would transform it into shallow water to create channels for say power plants or chemical production. This would not be OP as water fill is ab...
by TheRaph
Fri Aug 24, 2018 5:30 pm
Forum: News
Topic: Friday Facts #257 - NPE/Campaign update
Replies: 111
Views: 27660

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: 26226

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: 27413

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: 36183

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: 32367

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: 32733

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: 4627

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: 4627

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: 26449

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: 19013

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: 1646

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: 19734

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...

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