+1.
And for the auto-sort, could you auto-sort the blueprints to the end please? In the middle is just plain weird.
Search found 37 matches
- Fri Mar 20, 2020 8:36 am
- Forum: Releases
- Topic: Version 0.18.13
- Replies: 57
- Views: 25910
- Mon Mar 09, 2020 4:11 am
- Forum: News
- Topic: Friday Facts #337 - Statistics GUI and Mod Debugger
- Replies: 74
- Views: 29093
Re: Friday Facts #337 - Statistics GUI and Mod Debugger
Given that producing Science is pretty much the essence of the game, I'd love to see an additional tab between Item and Fluid for Science that just showed science items (or even science-related items if you like). And yes, clearly you can do it with a search, even the example in the post shows you c...
- Fri Feb 07, 2020 2:49 am
- Forum: Releases
- Topic: Version 0.18.4
- Replies: 22
- Views: 17443
Re: Version 0.18.4
Can you go into what’s involved in that process (maybe in an FFF)? All I know is it’s a major pain for indie devs, to the point where some of them have given up developing for Mac. :( To Notorize your app, you have to zip the app in to an archive, then run a tool which sends it to Apple and returns...
- Sat Feb 01, 2020 3:33 am
- Forum: Releases
- Topic: Version 0.18.3
- Replies: 48
- Views: 26015
Re: Version 0.18.3
But hey, a factory is supposed to be chock full of sounds that aren't pleasant, right? A factory is, but a game isn't, and a Factory Game needs to be a lot more game than factory… Sounds that are continuous and ubiquitous (belts, bots, inserters, assemblers) should be relatively muted. And nothing ...
- Mon Jan 27, 2020 7:36 am
- Forum: News
- Topic: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
- Replies: 142
- Views: 62484
Re: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
It seems a mistake to get rid of the campaign going in to releasing 1.0, which presumably is when you want to target new users. I've played 400 hours now, and I doubt I would have without the campaign in one form or another. Factorio may be straight forward to those of us on the who have played many...
- Sun Oct 13, 2019 8:32 am
- Forum: News
- Topic: Friday Facts #316 - Map editor Lua snippets & Non-colliding Biters
- Replies: 65
- Views: 30389
Re: Friday Facts #316 - Map editor Lua snippets & Non-colliding Biters
Perhaps I can assist? I've raised this issue a few times in recent months as even pre-Catalina I strenuously avoid running unsigned software. I'm not a professional developer, but I dabble and am willing to test... First of all, I want to introduce the commandline tool "spctl" which can b...
- Wed Aug 28, 2019 1:15 am
- Forum: Gameplay Help
- Topic: Is there a way to move/position the quickbar?
- Replies: 1
- Views: 870
Is there a way to move/position the quickbar?
On my laptop, at 100% UI, there is plenty of room across the screen, but because the quickbar is centred, and then the extra action items (cut/copy/paste/etc) are to the right, as is the warnings (logistic network, attacks/damage), and the suit/inventory, they end up overlapping such that I can't se...
- Sat Aug 17, 2019 1:17 pm
- Forum: Releases
- Topic: Version 0.17.60
- Replies: 423
- Views: 136118
Re: Version 0.17.60
Ahh. OK, well, I guess my suggestion would then be to make it more prominent - perhaps in sequential sections on the page proper.BlueTemplar wrote: ↑Sat Aug 17, 2019 7:50 amLook closer, it does : bottom right, under "Consumed by".
Good to see it is there. In game would be even better - not sure what the UI for that should be.
- Sat Aug 17, 2019 4:29 am
- Forum: Releases
- Topic: Version 0.17.60
- Replies: 423
- Views: 136118
Re: Version 0.17.60
Storage tanks. I'd just put down a bunch or so leading out from the outputs I wasn't using and when they got full I removed & replaced the tanks. Sure, I "lost" a lot of wasted oil, but it worked for me as it put off the puzzle in solving it. (And this was long before combinators too....
- Fri Jul 26, 2019 9:04 am
- Forum: Releases
- Topic: Version 0.17.59
- Replies: 73
- Views: 43904
Re: Version 0.17.59
The hack of putting a bunch of tanks at the outputs and then when they are full simply picking them up again just to immediately replace them with empty tanks is HORRIBLE . I have done exactly the same thing, and I bet a LOT of players do the same thing. It's clearly indicative of not explaining th...
- Fri Jul 26, 2019 6:17 am
- Forum: Releases
- Topic: Version 0.17.59
- Replies: 73
- Views: 43904
Re: Version 0.17.59
I don't know whether the planned Oil changes are good or bad, but I know as a novice I found the whole liquid processing very painful to deal with - one or other of the liquids would fill up, stopping production of whatever I was actually using. Then I'd end up just putting in more tanks to needless...
- Fri Jul 26, 2019 12:10 am
- Forum: Releases
- Topic: Version 0.17.49
- Replies: 24
- Views: 17268
Re: Version 0.17.49
I think you are correct. However, distant obstacles far off the path affect the path segmenting, which will affect the utility or the complexity of implementing it.
- Thu Jul 25, 2019 1:50 am
- Forum: Releases
- Topic: Version 0.17.49
- Replies: 24
- Views: 17268
Re: Version 0.17.49
On the page linked, the A* and JPS do not produce equal results, and neither produces the “natural result” for the simple case of no obstacles. Here are the results: http://files.stairways.com/temp/CA01A9431D08964002BB39/Path-Finding.png As far as I can see, the A* algorithm is only guaranteed to pr...
- Sun Apr 14, 2019 9:42 am
- Forum: News
- Topic: Friday Facts #290 - Rail building changes & High-res icons
- Replies: 75
- Views: 35834
- Sat Dec 15, 2018 8:27 am
- Forum: News
- Topic: Friday Facts #273 - Cutscene controller & Localisation plan
- Replies: 79
- Views: 32705
Re: Friday Facts #273 - Cutscene controller & Localisation plan
Suggestion regarding the cut scenes: If planning to zoom in, pan first, then zoom once on-scene If planning to zoom out, zoom out first, then pan to the scene I think this should make it smoother, but the only way to know is test I came here to say exactly this, but @mtreis86 said it perfectly. If ...
- Thu Sep 06, 2018 5:04 am
- Forum: Gameplay Help
- Topic: Achievement related stats in-game?
- Replies: 2
- Views: 1278
Re: Achievement related stats in-game?
So simple! Thanks!
- Thu Sep 06, 2018 1:22 am
- Forum: Gameplay Help
- Topic: Achievement related stats in-game?
- Replies: 2
- Views: 1278
Achievement related stats in-game?
Is there any way to show the achievement related stats in-game? For example, when attempting an achievement like Lazy bastard “Win the game by crafting no more than 111 items manually” or Pyromaniac “Destroy 10k trees with fire” or Automated cleanup “Deconstruct 100 objects with the construction rob...