Search found 43 matches
- Sun Aug 11, 2019 6:29 am
- Forum: Ideas and Suggestions
- Topic: Please put Train fuel in the first tab.
- Replies: 7
- Views: 2149
Re: Please put Train fuel in the first tab.
Well, it's mostly for personal trains that I pick up and plop down all the time (to avoid branching off a station, I just reuse one quickly). Schedules are more important than fuel, usually, I just haven't thought of the equipment grid because I am a pretty vanilla guy. So, yeah, with that reminder,...
- Sun Aug 11, 2019 6:20 am
- Forum: Ideas and Suggestions
- Topic: Please put Train fuel in the first tab.
- Replies: 7
- Views: 2149
Re: Please put Train fuel in the first tab.
Indeed, control click works, my issue lies purely with the GUI path. I don't see a good reason why the tab just for that exists. Maybe for some future thing? Maybe for mods? I don't know, but if it's a future thing then there's a guideline for programming for that. "Don't implement things you ...
- Sun Aug 11, 2019 6:18 am
- Forum: General discussion
- Topic: Could fluids work faster as a 'roboport area system'?
- Replies: 4
- Views: 1736
Re: Could fluids work faster as a 'roboport area system'?
Ah, yes, my bad, I should have added that the fluid remains 'cattywompus' like that even when no active pumping is happening, I'm gonna edit that in. The pumped ones simply have the lowest level and the further back you go the more residue is in those. This is the case when the pumping stops. The fl...
- Sun Aug 11, 2019 6:11 am
- Forum: Ideas and Suggestions
- Topic: Please put Train fuel in the first tab.
- Replies: 7
- Views: 2149
Re: Please put Train fuel in the first tab.
Indeed, control click works, my issue lies purely with the GUI path. I don't see a good reason why the tab just for that exists. Maybe for some future thing? Maybe for mods? I don't know, but if it's a future thing then there's a guideline for programming for that. "Don't implement things you t...
- Sun Aug 11, 2019 6:00 am
- Forum: General discussion
- Topic: Could fluids work faster as a 'roboport area system'?
- Replies: 4
- Views: 1736
Re: Could fluids work faster as a 'roboport area system'?
Interesting, that does look similar, yes. I like the belts and other things though, the fluids just seem more complicated for what they actually end up doing. Aka, they don't work in a complicated way from a conceptual standpoint, but they are programatically complicated to implement some 'fluidlike...
- Sun Aug 11, 2019 5:45 am
- Forum: Ideas and Suggestions
- Topic: Please put Train fuel in the first tab.
- Replies: 7
- Views: 2149
Please put Train fuel in the first tab.
I don't have many posts on this forum, but if you search my history you will quickly find that I am NOT a fan of unnecessary clicking. Hence this thread, since fueling a train from the GUI requires a needless click to the fuel tab, and then back to the regular GUI tab. I'm sure you can find the spac...
- Fri Aug 09, 2019 8:44 am
- Forum: General discussion
- Topic: Could fluids work faster as a 'roboport area system'?
- Replies: 4
- Views: 1736
Could fluids work faster as a 'roboport area system'?
With a dash of electricity? Offshore pumps, storage tanks and so forth are basically accumulators and have a 'service area' that makes fluids behave like electrical drain and 'addition', 'expansion' and charging of accumulator charge. No fluid flow per se, just number substraction and addition. Any ...
- Fri Aug 09, 2019 7:18 am
- Forum: Mod portal Discussion
- Topic: Provide a mechanism for reporting legal, or otherwise problematic, mods
- Replies: 11
- Views: 4107
Re: Provide a mechanism for reporting legal, or otherwise problematic, mods
Sure, it's a profit for Wube in a short term moment, but consider even this simple example: 3000 Dollars is chump change and worth 100 licenses, and the current mainstream is already saturated with "peer pressure" (all the other ones have codes of conduct toooooooooooOoOOOoOoo) and caving ...
- Thu Aug 08, 2019 1:56 am
- Forum: Mod portal Discussion
- Topic: Provide a mechanism for reporting legal, or otherwise problematic, mods
- Replies: 11
- Views: 4107
Re: Provide a mechanism for reporting legal, or otherwise problematic, mods
Questionable taste? Problematic? Hmm, hopefully someone who finds something problematic won't poison the well of mods by deliberately introducing 'grotesquely problematic mods' to then retroactively argue that point. Cause that is a very effective strategy that is used in politics all the time, and ...
- Fri Aug 02, 2019 7:58 pm
- Forum: General discussion
- Topic: Are Bitters unnecessary?
- Replies: 56
- Views: 22799
Re: Are Bitters unnecessary?
I sometimes wonder how the game would feel if Biter deaths resulted in the growth of new trees. As in, their blood is an incredibly strong fertilizer. I see upsides and problems with that. Flamethrower turrets would probably be problematic, but it could also slow down their attacks if you bash them ...
- Fri Aug 02, 2019 7:28 pm
- Forum: General discussion
- Topic: Biters .Are they natives of the planet ?
- Replies: 8
- Views: 4092
Re: Biters .Are they natives of the planet ?
From the perspective of the Engineer, yes, they are natives.
- Wed Jul 31, 2019 5:34 pm
- Forum: Releases
- Topic: Version 0.17.60
- Replies: 423
- Views: 151711
Re: Version 0.17.60
Imagine everyone had to write their posts with the mouse and a virtual onscreen keyboard until 100 posts, then real keyboard use gets unlocked. That's how I see (the lack of ) vanilla early game bot(s). I'm still standing by my wish for at least one singular feeble bot that can build, deconstruct an...
- Wed Jul 31, 2019 5:10 am
- Forum: Releases
- Topic: Version 0.17.60
- Replies: 423
- Views: 151711
Re: Version 0.17.60
But this argument is counterproductive to my opinion, this basically means you prefer watching robots do a blueprint you got from internet/made once a few years ago when you started than play the game. If you think placement of things generate gameplay, then robots are good when you copy/paste few ...
- Wed Jul 31, 2019 3:39 am
- Forum: Releases
- Topic: Version 0.17.60
- Replies: 423
- Views: 151711
Re: Version 0.17.60
Y'all trollin', or something? Bots behind another paywall? When in reality they should be available as soon as possible? Difficulty? Bro. Broseph. Brotato. Brontosaurus. This is not about difficulty, it's about: R. S. I. Figuring out bots is less painful than aidscancercarpalarthritis of the extremi...
- Wed Jan 09, 2019 5:34 am
- Forum: General discussion
- Topic: The Problem With Pickaxes - Digging Out Factorio's Core
- Replies: 100
- Views: 39733
Re: The Problem With Pickaxes - Digging Out Factorio's Core
Hmm, a lot of things were said already, but I want to give my opinion on "implied pickaxe" vs "graphically displayed" pickaxe. I do think these things have an effect. Like cats who like to chase laserpointers, an implied, ephemeral prey they can never catch, can actually get frus...
- Thu Nov 15, 2018 6:28 am
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 232340
Re: Friday Facts #266 - Cleanup of mechanics
You had weaponized autism at your hands, guys. You don't drop that kind of high tech armament. Saving on the wrong end, but perhaps you're just sick of the game and want a last hurrah from the supercasuals. I'm just a regular casual and the more simple you make the game the less I have to look forwa...
- Fri Oct 05, 2018 1:32 am
- Forum: Ideas and Suggestions
- Topic: "Constructor" mech vehicle for early game
- Replies: 9
- Views: 3913
Re: "Constructor" mech vehicle for early game
How about a blueprint mode that only allows the placement of blueprinted items when the mode is activated, the cursor assumes a different shape and when you click a ghost, the item gets placed, in the correct orientation, if it's inside your reach. That way the player would still have to move the mo...
- Thu Oct 04, 2018 9:44 pm
- Forum: Off topic
- Topic: A lot of great minds play Factorio.
- Replies: 31
- Views: 20127
Re: A lot of great minds play Factorio.
Rev up those thorium reactors.
- Sun May 13, 2018 2:18 pm
- Forum: General discussion
- Topic: Factorio should have DLC.
- Replies: 94
- Views: 33200
Re: Factorio should have DLC.
I don't like DLC even if it's just by name.
Sell developer made campaigns, mods, etc.
They used to call this "expansion" back in the days.
I'd buy a factorio expansion at some point.
Not too many and too often, though. I still have my cutlass and jolly roger around somewhere.
Sell developer made campaigns, mods, etc.
They used to call this "expansion" back in the days.
I'd buy a factorio expansion at some point.
Not too many and too often, though. I still have my cutlass and jolly roger around somewhere.
- Thu May 10, 2018 12:50 pm
- Forum: Ideas and Suggestions
- Topic: Quality of Life Blueprint Building
- Replies: 18
- Views: 6257
Re: Quality of Life Blueprint Building
Are more clicks more fun than less clicks? If not: Blueprints get filled even without bots when inside the players reach. If they are: Well, I guess you gotta aim and click more. Pros of less clicks: Less RSI. Less time spent. Less mental effort. Cons of less clicks: Makes personal robots less impre...