Search found 31 matches
- Sun May 19, 2013 8:03 pm
- Forum: Mods
- Topic: [MOD 0.4.x] Factorio Clock
- Replies: 15
- Views: 16229
Re: [Mod 0.4.x]Factorio Clock
Well, I am definitely not against the fact that the period of darkness is so short and will support to keep it this way. But from a human psychology standpoint I for my part definitely find it better to have the night start/end at clock times that I intuitively connect with the start/end of night (i...
- Sun May 19, 2013 5:46 pm
- Forum: Implemented Suggestions
- Topic: Technology Tree
- Replies: 11
- Views: 16699
Re: Technology Tree
Definitely a good idea ... a better overview what techologies ultimately lead to which other technologies would be a good thing. Especially if the tech tree is going to grow (which it will, I assume, considering the fact that, for example, there is a whole oil industry that is still going to be impl...
- Sun May 19, 2013 3:28 am
- Forum: Mods
- Topic: [MOD 0.4.x] Factorio Clock
- Replies: 15
- Views: 16229
[MOD 0.4.x] Factorio Clock
A tiny mod that displays the hour of day in 24h format in the upper left corner. Very useful if you want to estimate how much time of night (or day) there is still left. It begins to darken around 17/19 o`clock and the sun rises again around 4/5 o clock in the morning. (the game only has 25% of its ...
- Sun May 19, 2013 2:11 am
- Forum: Ideas and Suggestions
- Topic: Display of Time of Day
- Replies: 8
- Views: 19201
Re: Display of Time of Day
Thanks a lot. I already tried several approaches but was stumped, as even those approaches that didn´t give me errors didn´t change the color. And even your approach didn´t change the color (initially). It turned out that I made 2 errors ... the first one was (in my own approaches) to use round brac...
- Sat May 18, 2013 2:19 pm
- Forum: Ideas and Suggestions
- Topic: Display of Time of Day
- Replies: 8
- Views: 19201
Re: Display of Time of Day
Made ony myself now as well by using getdaytime() and doing an array lookup to convert it into a 24hour timescale, although it is rather rudimentary by now. Still have to find out how the heck I can change the text color of labels from black to another (white, for example). At the moment the label i...
- Thu May 16, 2013 6:02 pm
- Forum: Ideas and Suggestions
- Topic: Display of Time of Day
- Replies: 8
- Views: 19201
Display of Time of Day
Or to say it alternatively: Display of, how many time of Sunlight ( or night ) remains, till the condition changes. (could also be some kind of graphical display ... maybe a small display of a sun/moon that appears on some horizon on the left, then rises till the middle of the display and finally si...
- Thu May 16, 2013 3:27 pm
- Forum: Ideas and Suggestions
- Topic: Redundant elecrtical poles.
- Replies: 9
- Views: 15453
Re: Redundant elecrtical poles.
Maybe these poles who don´t have automatic connections could be sseparate build objects which cost 2 copper cables/plates less, to reflect the missing auto-connection
- Tue May 14, 2013 3:21 pm
- Forum: Ideas and Suggestions
- Topic: Some ideas for more usefull trains.
- Replies: 21
- Views: 20968
Re: Some ideas for more usefull trains.
I was definitely a little bit surprised about the Diesel Locomotive being (the only locomotive) in the game, specially considering the absence of oil or coal liquefaction plants. Considering our early means of generating power, I would have guessed that our first locomotive should be a steam-electri...
- Tue May 14, 2013 11:14 am
- Forum: Ideas and Suggestions
- Topic: Telling inserters where to place items on transport belts
- Replies: 3
- Views: 7399
Re: Telling inserters where to place items on transport belt
Ah O.K., if it is intended then just imagine that I wrote nochting at all
- Mon May 13, 2013 1:17 pm
- Forum: Development Proposals
- Topic: Hidden ores
- Replies: 138
- Views: 126088
Re: Hidden ores
Sounds like a good idea to be able to actually mine underground at one point in the game (that is having an underground map (maybe with underground levels accessible by Shift+Scroll up/down), where you have to use explosives in order to advance adits in which you can mine the resources. (Aside from ...
- Mon May 13, 2013 1:06 pm
- Forum: Ideas and Suggestions
- Topic: Telling inserters where to place items on transport belts
- Replies: 3
- Views: 7399
Telling inserters where to place items on transport belts
At the moment Inserters place any items automatically on the outer lane of the transport belts (from their position). It would be very helpful for factory design, if instead we could tell inserters that they should always place their items into a specific lane (i.e. left, middle or right lane) (yes,...