Search found 42 matches

by Pinga
Wed May 15, 2019 2:50 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.17.39] Loss icon count show 1 less for some entities
Replies: 4
Views: 3292

[Rseding91] [0.17.39] Loss icon count show 1 less for some entities

Hi, In the Kills panel, the Loss count icon shows 1 less for some entities. For example: factorio_2019-04-26_15-59-55.png In the above picture, I lost 2 turrets (as evidenced by the 2 ghosts) and 2 bots, but the panel displays 1. I appears that the icon is displaying empty for 1 loss, 1 for 2 losses...
by Pinga
Fri Apr 05, 2019 7:48 pm
Forum: News
Topic: Friday Facts #289 - Character GUI
Replies: 137
Views: 64050

Re: Friday Facts #289 - Character GUI

Another suggestion, it would be nice if the character tab showed every relevant stat. Like, what's your current move speed? How much power is your armor generating? What's your personal laser DPS? And more...

You know, similar to how ARPGs do.
by Pinga
Fri Apr 05, 2019 7:37 pm
Forum: News
Topic: Friday Facts #289 - Character GUI
Replies: 137
Views: 64050

Re: Friday Facts #289 - Character GUI

Ewww durability. Amazing changes all around, the number of personal requests is not nearly enough right now, so happy it will be infinite. It's missing one thing though, what happened to the sort buttons idea? https://cdn.factorio.com/assets/img/blog/fff-191-inventory.png Source: FFF #191 The use ca...
by Pinga
Wed Feb 27, 2019 4:54 pm
Forum: Resolved Problems and Bugs
Topic: [TOGoS][0.17.1] Map preview, random seed stops working after importing exchange string
Replies: 4
Views: 3956

[TOGoS][0.17.1] Map preview, random seed stops working after importing exchange string

When creating a new game the "random seed" button stops working after you import a map exchange string. Steps to reproduce: - Play / New Game - Expand Preview - Import map exchange string (input a string then confirm) - Click "Random seed" - The number of the seed will change, bu...
by Pinga
Mon Feb 18, 2019 7:05 am
Forum: News
Topic: Friday Facts #282 - 0.17 in sight
Replies: 186
Views: 91664

Re: Friday Facts #282 - 0.17 in sight

The hand tool sounds great, and I think the idea can be extended for the bots themselves. For example, when deconstructing a huge forest, your inventory will quickly fill with wood, then the bots themselves can't go back in because it's full. Currently I need to manually allocate space for them. fac...
by Pinga
Sat Feb 02, 2019 8:53 pm
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 98981

Re: Friday Facts #280 - Visual Feedback is the king

It seems the temporary station defaults to the "5s passed" condition. Wouldn't it make more sense if it defaulted to the new "Passenger present" one? As it seems the most common use case of using trains to pick you up at random places.
by Pinga
Fri Feb 01, 2019 5:59 pm
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 98981

Re: Friday Facts #280 - Visual Feedback is the king

Amazing. Specially the toolbar, and toggles. Would you kindly add an option to Toggle Personal Logistics? For example, when you die, you don't need to re-request everything, since your stuff is waiting for you in your body. Actually, it would be really convenient if there was an option to automatica...
by Pinga
Fri Jan 25, 2019 6:02 pm
Forum: News
Topic: Friday Facts #279 - Train GUI & Modern Spitter
Replies: 208
Views: 83883

Re: Friday Facts #279 - Train GUI & Modern Spitter

Do the temporary go to station disable inserters during this stop?

Example: I use my Iron Ore train to travel to the Circuit factory, now my ore train is full or circuits?
by Pinga
Fri Jan 18, 2019 1:41 pm
Forum: News
Topic: Friday Facts #278 - The new quickbar
Replies: 176
Views: 72977

Re: Friday Facts #278 - The new quickbar

Nice! Now questions: 1) Will my toolbars' layout be remembered across games? Having to remake your toolbars every game, every multiplayer server, every load, is not very fun. The number of pages visible on the main screen is configurable. 2) Does this means I can have more than 2 active toolbars (li...
by Pinga
Thu Dec 06, 2018 11:27 am
Forum: News
Topic: Friday Facts #271 - Fluid optimisations & GUI Style inspector
Replies: 122
Views: 55210

Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector

Is viscosity in fluids still going to be part of the new fluid system? Will it support lower viscosity fluids as well as higher? I have that running right now. But no promises that I will keep it as it is yet another added computation. Is there any plans to communicate that better though? Adding an...
by Pinga
Wed Dec 05, 2018 7:45 pm
Forum: News
Topic: Friday Facts #271 - Fluid optimisations & GUI Style inspector
Replies: 122
Views: 55210

Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector

Hopefully not too late to the party, but since the fluidbox merging part of the implementation is only for 0.18, I suppose not. Combining adjancent fluidboxes to reduce the ammount of them that needs processing is obviously a great idea, but I feel that the system could be a bit more aggressive than...
by Pinga
Sat Nov 03, 2018 1:27 pm
Forum: News
Topic: Friday Facts #267 - Experiments, Explosives & Extended tags
Replies: 120
Views: 51855

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

For those giving us ideas of what could go into the "empty hole" after the pickaxe: The "main screen gui" is going to change lot. We have quite a concrete plan already that will be shown in some future FFF. I believe that most will like it :) Hopefully it will have a few extra d...
by Pinga
Fri Nov 02, 2018 4:02 pm
Forum: News
Topic: Friday Facts #267 - Experiments, Explosives & Extended tags
Replies: 120
Views: 51855

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

The shift-clicking and map location features are amazing, and much needed for online play. But I'm afraid we also need an actual chat UI, and a few fatures. Like, player list, scrollable chat, send individual whispers, setable background opacity, etc. I know, not super duper high priority, but these...
by Pinga
Sat Oct 27, 2018 12:56 am
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 234695

Re: Friday Facts #266 - Cleanup of mechanics

- Should pistols be removed from the game? Right now there's no reason to ever craft one. On a free game, you never really have to use them. In multiplayer games it's just something every player will pile up in random chests. I'd say yes, but I don't decide that. I've said for years pistols are wor...
by Pinga
Fri Oct 26, 2018 4:53 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 234695

Re: Friday Facts #266 - Cleanup of mechanics

Amazing FFF. A few questions: - If the fuel value on items is being halved, does that mean trains and other burners will now consume twice as much fuel? - Should pistols be removed from the game? Right now there's no reason to ever craft one. On a free game, you never really have to use them. In mul...
by Pinga
Fri Sep 14, 2018 8:13 pm
Forum: News
Topic: Friday Facts #260 - New fluid system
Replies: 292
Views: 128890

Re: Friday Facts #260 - New fluid system

I'm afraid these improvements don't fix most of the current issues with fluids, while potentially making UPS worse in some situations. Let's talk about the worst cases: massive nuclear setups, like this: https://i.imgur.com/LCZa1BB.png, or oil: http://i.imgur.com/9J91Ger.jpg. These layouts consist p...
by Pinga
Sat Aug 11, 2018 3:18 am
Forum: Ideas and Suggestions
Topic: Mod Toolbar
Replies: 3
Views: 1283

Mod Toolbar

Currently there's no standard way for mods to create their own buttons in the UI, so each one put it wherever they like. Examples: bad1.png bad2.png While not super high priority, it would be interesting it they had a standard and more organic way to integrate in the UI. One idea is: since we are go...
by Pinga
Fri Jul 27, 2018 6:17 pm
Forum: News
Topic: Friday Facts #253 - Fans & Fun
Replies: 74
Views: 35203

Re: Friday Facts #253 - Fans & Fun

Amazing new sprites as always. I wonder how hard would it be to have diagonal walls.
by Pinga
Fri Jul 06, 2018 4:29 pm
Forum: News
Topic: Friday Facts #250 - Dead end conclusion
Replies: 142
Views: 61562

Re: Friday Facts #250 - Dead end conclusion

Will blueprints ever remember electrical cable connections? This is not just about the cable mess that bots make. There are several things that are impossible to blueprint right now, like a Power Switch in between 2 Big Poles, or some isolated power grid setups, like a nuclear reactor with it's own ...
by Pinga
Wed Jul 04, 2018 9:43 pm
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 322
Views: 171704

Re: [MOD 0.16.x]Helmod: Assistant to plan its base.

Hi, excelent mod!

Question: can I calculate the power consumption for burners? Like stone furnaces.

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