Search found 41 matches

by fur_and_whiskers
Sat Feb 02, 2019 5:48 am
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 128934

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



Secondly, toolbar idea: 'Switch train to manual' for a train you're on board, so it isn't sitting checking for an arbitrary circuit condition to stop it buggering off when I get where I'm going, or if I just need to do a bit of manoeuvering, without me having to open the gui and find the little ...
by fur_and_whiskers
Sun Jan 27, 2019 5:30 am
Forum: News
Topic: Friday Facts #279 - Train GUI & Modern Spitter
Replies: 208
Views: 111403

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



So when is 0.17 coming?
No update in the FFF and January is pretty much done :(


They said it probably wouldn't come out this month in some FFF over the past couple weeks. So your best chance is some time in the next 4-5 weeks.


Friday Facts #278
https://www.factorio.com/blog/post/fff-278 ...
by fur_and_whiskers
Sat Jan 26, 2019 5:36 am
Forum: News
Topic: Friday Facts #279 - Train GUI & Modern Spitter
Replies: 208
Views: 111403

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

Worm in FFF 259
Image

Worm in FFF 279 looks the same but blurry. Were the graphics in this FFF were meant to be highlighted or just the game mechanics?
by fur_and_whiskers
Sat Jan 26, 2019 5:26 am
Forum: News
Topic: Friday Facts #279 - Train GUI & Modern Spitter
Replies: 208
Views: 111403

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

In addition to other suggestions and requests for clearer interface layout for train conditions and skip stop logistics,
I would love to see something like TrainsCaller mod make it into Vanilla.
https://mods.factorio.com/mod/TrainsCaller
Low performance overhead, sensible useful trains logistics ...
by fur_and_whiskers
Sat Jan 26, 2019 5:04 am
Forum: News
Topic: Friday Facts #279 - Train GUI & Modern Spitter
Replies: 208
Views: 111403

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


Hey, would be a nice touch to copy and paste train station conditions. It wouldn't even need extra buttons, I would be happy to be able just hover over a scheduled stop and press ctrl-c then ctrl-v to a blank area to create a copy then I can just change the station, or hover over another existing ...
by fur_and_whiskers
Sat Jan 26, 2019 4:56 am
Forum: News
Topic: Friday Facts #279 - Train GUI & Modern Spitter
Replies: 208
Views: 111403

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


I like the new train GUI and the spitters look splendid as well.

However, is there any change you can improve the colour settings for trains stations and trains?

What I think of is a colour pallet which a player can quickly choose a desired colour from (copper, iron, coal... etc.). Additionally ...
by fur_and_whiskers
Sat Jan 26, 2019 3:42 am
Forum: News
Topic: Friday Facts #279 - Train GUI & Modern Spitter
Replies: 208
Views: 111403

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



Why can't train fuel be in the same tab? It's annoying having to switch tabs just for such a small use case.


Fuel also needs to display an inventory. Though I could see workflows where you only want to view the amount of fuel, or refuel from your action bar.


It just needs to show fuel ...
by fur_and_whiskers
Sat Jan 19, 2019 6:09 am
Forum: News
Topic: Friday Facts #278 - The new quickbar
Replies: 176
Views: 93553

Re: Friday Facts #278 - The new quickbar

I've really wanted to have different load outs available depending on what I'm wanting to do.
The 0.17 quick bar system goes a long way towards that, along with the benefits of them being shortcuts which can be used to place ghosts. Thank you!

Be great if we had something similar for logistic ...
by fur_and_whiskers
Sat Jan 12, 2019 4:51 am
Forum: News
Topic: Friday Facts #277 - GUI progress update
Replies: 101
Views: 60299

Re: Friday Facts #277 - GUI progress update

I'm really looking forward to 0.17 and although a little disappointed it may not make it this month, I trust the devs and prepared to wait as long as it takes. Enjoying continuing to play on my current save, I'm learning so much and just keeping in mind the upcoming changes.

Great work Wube! Thank ...
by fur_and_whiskers
Fri Jan 11, 2019 10:33 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: 6 Red belt balancer
Replies: 5
Views: 13332

Re: 6 Red belt balancer

This is an interesting idea, hadn't thought of it before.
You can put an output priority filter on splitter sides without a belt to avoid a few bits sitting unused.

Here it is with the priority filters and a comparison to a respected 6 to 6 balancer

Image
by fur_and_whiskers
Thu Jan 03, 2019 7:42 am
Forum: Ideas and Suggestions
Topic: Expand Tutorial Mode into Blueprint Editor
Replies: 8
Views: 6385

Re: Expand Tutorial Mode into Blueprint Editor

Yet again having to create a new blueprint because I needed to tweak few things and going through the name and pick icons, delete old one, put new one in book - I googled "Factorio blueprint editor".
I was puzzled.
There is a rudimentary blueprint editor on github
https://forums.factorio.com ...
by fur_and_whiskers
Mon Dec 31, 2018 6:51 am
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 236992

Re: Friday Facts #275 - 0.17 Science changes

Just spotted this thread on Reddit, all credit to those concerned.
https://www.reddit.com/r/factorio/comments/aac43r/win_condition/

~~You can enter the rocket silo like a vehicle once a rocket has been built. The rocket can hold up to 8 people. You launch yourself into space. No additional ...
by fur_and_whiskers
Fri Dec 14, 2018 10:41 pm
Forum: News
Topic: Friday Facts #273 - Cutscene controller & Localisation plan
Replies: 79
Views: 44885

Re: Friday Facts #273 - Cutscene controller & Localisation plan

In Multiplayer cutscene would be brilliant for a player who wants to see what another player is doing via the map view.
I'm new to the game so may have missed something, but at the moment theres a bit of where's waldo when trying to find a fellow player.
It'd be so much easier if there was a way ...
by fur_and_whiskers
Tue Dec 04, 2018 3:39 am
Forum: News
Topic: Friday Facts #271 - Fluid optimisations & GUI Style inspector
Replies: 122
Views: 70166

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

But the second advantage is even greater, as the fluid systems are now independent and fluid flow doesn't interfere with anything else in the map, their update can be completely parallelized without any worries. So we just did that.

From https://forums.kleientertainment.com/forums/topic/99355-qol ...
by fur_and_whiskers
Sun Oct 14, 2018 7:02 am
Forum: Gameplay Help
Topic: Lazy bot syndrome. Bug or feature?
Replies: 33
Views: 11038

Re: Lazy bot syndrome. Bug or feature?

Just came across this thread today and wanted to add my own opinion.
I'm more than happy for bots to fan out behind me when I lay down a big job and leave them behind to do the job while I run ahead distributing the rest. I know how they behave and will go back and collect them. I don't want to ...
by fur_and_whiskers
Sun Oct 14, 2018 5:51 am
Forum: Gameplay Help
Topic: Understanding the Cargo Wagon Filter
Replies: 15
Views: 16280

Re: Understanding the Cargo Wagon Filter


So I created a cleanup system:
1. A cargo train can also depart if there hasn't been any activity for some time (ensuring it can leave even though not fully loaded).
2. Another "cleanup" train immediately visits the station after the cargo train leaves. Cleanup train arrival is tracked by circuits ...
by fur_and_whiskers
Sun Oct 14, 2018 3:30 am
Forum: Maps and Scenarios
Topic: AyleeJenn's Maps v.16 (outdated)
Replies: 5
Views: 9461

Re: AyleeJenn's Maps

Great to see someone enjoying the map generation feature.
Loved browsing through your maps.
I hope that 0.17 will be even more satisfying for you and win everyone else over.
:)
by fur_and_whiskers
Thu Sep 13, 2018 9:52 am
Forum: Ideas and Suggestions
Topic: Heat map for robots
Replies: 3
Views: 2961

Re: Heat map for robots

Definitely yes please!
by fur_and_whiskers
Sun Aug 12, 2018 2:03 am
Forum: News
Topic: Friday Facts #255 - Construction tools
Replies: 140
Views: 73410

Re: Friday Facts #255 - Construction tools

I have a couple of questions about the CTRL+Z functionality:
2. I, too, find the lack of usefulness of the QOL features for the pre-bot period unfortunate. Perhaps it would make sense to add a lower tier of non-flying {burner?} construction bots, as previous posts indicated.


I've thought about ...

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