Search found 31 matches

by DexterNemrod
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...
by DexterNemrod
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...
by DexterNemrod
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 ...
by DexterNemrod
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...
by DexterNemrod
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...
by DexterNemrod
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...
by DexterNemrod
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
by DexterNemrod
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...
by DexterNemrod
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 :D
by DexterNemrod
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 ...
by DexterNemrod
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,...

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