Search found 40 matches
- Fri Apr 05, 2019 7:37 pm
- Forum: News
- Topic: Friday Facts #289 - Character GUI
- Replies: 137
- Views: 58436
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...
- 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: 3665
[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...
- Mon Feb 18, 2019 7:05 am
- Forum: News
- Topic: Friday Facts #282 - 0.17 in sight
- Replies: 186
- Views: 84958
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...
- Sat Feb 02, 2019 8:53 pm
- Forum: News
- Topic: Friday Facts #280 - Visual Feedback is the king
- Replies: 243
- Views: 89012
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.
- Fri Feb 01, 2019 5:59 pm
- Forum: News
- Topic: Friday Facts #280 - Visual Feedback is the king
- Replies: 243
- Views: 89012
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...
- Fri Jan 25, 2019 6:02 pm
- Forum: News
- Topic: Friday Facts #279 - Train GUI & Modern Spitter
- Replies: 208
- Views: 76226
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?
Example: I use my Iron Ore train to travel to the Circuit factory, now my ore train is full or circuits?
- Fri Jan 18, 2019 1:41 pm
- Forum: News
- Topic: Friday Facts #278 - The new quickbar
- Replies: 176
- Views: 66247
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...
- Thu Dec 06, 2018 11:27 am
- Forum: News
- Topic: Friday Facts #271 - Fluid optimisations & GUI Style inspector
- Replies: 122
- Views: 51031
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...
- Wed Dec 05, 2018 7:45 pm
- Forum: News
- Topic: Friday Facts #271 - Fluid optimisations & GUI Style inspector
- Replies: 122
- Views: 51031
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...
- Sat Nov 03, 2018 1:27 pm
- Forum: News
- Topic: Friday Facts #267 - Experiments, Explosives & Extended tags
- Replies: 120
- Views: 47967
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...
- Fri Nov 02, 2018 4:02 pm
- Forum: News
- Topic: Friday Facts #267 - Experiments, Explosives & Extended tags
- Replies: 120
- Views: 47967
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...
- Sat Oct 27, 2018 12:56 am
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 211887
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...
- Fri Oct 26, 2018 4:53 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 211887
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...
- Fri Sep 14, 2018 8:13 pm
- Forum: News
- Topic: Friday Facts #260 - New fluid system
- Replies: 292
- Views: 116986
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...
- Sat Aug 11, 2018 3:18 am
- Forum: Ideas and Suggestions
- Topic: Mod Toolbar
- Replies: 3
- Views: 1165
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...
- Fri Jul 27, 2018 6:17 pm
- Forum: News
- Topic: Friday Facts #253 - Fans & Fun
- Replies: 74
- Views: 32540
Re: Friday Facts #253 - Fans & Fun
Amazing new sprites as always. I wonder how hard would it be to have diagonal walls.
- Fri Jul 06, 2018 4:29 pm
- Forum: News
- Topic: Friday Facts #250 - Dead end conclusion
- Replies: 142
- Views: 55934
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 ...
- Wed Jul 04, 2018 9:43 pm
- Forum: Mods
- Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
- Replies: 322
- Views: 154099
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.
Question: can I calculate the power consumption for burners? Like stone furnaces.
- Tue Jan 23, 2018 2:06 pm
- Forum: Ideas and Suggestions
- Topic: Search in Map View / Map Search Box: Resources, Recipes, More?
- Replies: 18
- Views: 7975
Re: [0.17] Map Search Box: Resources, Recipes, More?
+1
Eyeballing through the map, slowly passing the mouse like a point and click game is not fun.
Some patches are reeeeally small, or doesn't have enough contrast (I think stone on sand is almost invisible).
Eyeballing through the map, slowly passing the mouse like a point and click game is not fun.
Some patches are reeeeally small, or doesn't have enough contrast (I think stone on sand is almost invisible).
- Fri Oct 27, 2017 4:13 pm
- Forum: News
- Topic: Friday Facts #214 - Concrete rendering
- Replies: 129
- Views: 67060
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 ...