Search found 95 matches

by Aardwolf
Thu Feb 28, 2019 12:12 pm
Forum: Releases
Topic: Version 0.17.2
Replies: 50
Views: 34093

Re: Version 0.17.2

Yes, so I'd find it useful if the "links" were easier to move around and rearrange :)
by Aardwolf
Thu Feb 28, 2019 11:55 am
Forum: Releases
Topic: Version 0.17.2
Replies: 50
Views: 34093

Re: Version 0.17.2

I find it very hard to move items around in the task bars. Am I missing something? I found that middle clicking removes an item from it, but even so e.g. swapping the position of two things is very awkward. It would be nice if you could just drag things around in there. Also I'd love to have more th...
by Aardwolf
Wed Feb 27, 2019 12:12 am
Forum: Implemented Suggestions
Topic: [0.17.1] The three undestructable non-recipe-changeable differently-feeded buildings in new tutorial might be confusing
Replies: 11
Views: 3940

[0.17.1] The three undestructable non-recipe-changeable differently-feeded buildings in new tutorial might be confusing

Hi, I'm an old time player so I don't know how a new player would truly experience this, but I think the three non destructible buildings in which you cannot change the recipe could confusing because they're the first such buildings you see yet they behave different than the real thing. The first as...
by Aardwolf
Tue Feb 26, 2019 11:18 pm
Forum: Implemented Suggestions
Topic: [0.17.0] Tutorial: "Feeder" vs. "Loader"
Replies: 12
Views: 6972

Re: [0.17.0] Tutorial: "Feeder" vs. "Loader"

Confirmed, was also confused by this, in 0.17.1 By the way, it would be nice if the robot would ride to that what is the current topic. E.g. drive to the coal when the topic is "mine coal", drive to the loader/feeder when the topic is "feed iron plates into the feeder", etc... Th...
by Aardwolf
Tue Feb 26, 2019 10:27 pm
Forum: Releases
Topic: Version 0.17.1
Replies: 56
Views: 36642

Re: Version 0.17.1

I have a bug (is this a good place to post it?) In the introduction campaign (didn't test if it's also in main game), the overlays (when mousing over the robot or a building) in a gray box in the top right, have their text partially cut off on the right side. So I see a gray window that says for exa...
by Aardwolf
Tue Feb 26, 2019 10:17 pm
Forum: Releases
Topic: Version 0.17.0
Replies: 162
Views: 246189

Re: Version 0.17.0

Wow that's a huge feature list! Exciting! :D
by Aardwolf
Mon Feb 25, 2019 1:31 pm
Forum: News
Topic: Friday Facts #283 - Prepare to Launch
Replies: 341
Views: 155397

Re: Friday Facts #283 - Prepare to Launch

"Better fluid physics" is an interesting feature I was looking forward to toy with. Any chance it'll still make it in one of the 0.17 patches, or will it be punted to 0.18?
by Aardwolf
Mon Jan 07, 2019 3:51 pm
Forum: News
Topic: Friday Facts #276 - Belt item spacing & Script rendering
Replies: 155
Views: 64241

Re: Friday Facts #276 - Belt item spacing & Script rendering

More stable belt full detection is great.

But how about adding a way to start/stop belts or make item flow go to choice of output belt or choose item flow input to belt based on electric signals to control different item flows?
by Aardwolf
Fri Dec 28, 2018 9:12 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 153953

Re: Friday Facts #275 - 0.17 Science changes

I love it! New science reqs means new gameplay :) Why have recipes produce 2x and 3x science packs? Why not make 1x pack but the research cost 2x or 3x cheaper? Seems more straightforward than recipes producing multiples Because it would lead to things like production packs costing (among other thi...
by Aardwolf
Fri Dec 28, 2018 9:01 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 153953

Re: Friday Facts #275 - 0.17 Science changes

I love it! New science reqs means new gameplay :) Why have recipes produce 2x and 3x science packs? Why not make 1x pack but the research cost 2x or 3x cheaper? Seems more straightforward than recipes producing multiples Edit: I mean, same resource cost but produce 1x. So double or triple cost per p...
by Aardwolf
Sun Nov 11, 2018 2:45 pm
Forum: News
Topic: Friday Facts #268 - The modern Biter
Replies: 115
Views: 47101

Re: Friday Facts #268 - The modern Biter

Are the biters truly supposed to be "cute"?

If so, some of the cute enemies of "Epic Battle Fantasy 5" may be an inspiration:

http://kupogames.com/category/sketches/
by Aardwolf
Sat Sep 29, 2018 7:47 pm
Forum: News
Topic: Friday Facts #262 - Hello my name is: Compilatron
Replies: 126
Views: 52386

Re: Friday Facts #262 - Hello my name is: Compilatron

I also find the sidekick too cute. It shouldn't have personality. Maybe some kind of logbook on scruffy tank tracks or spider legs would do?
by Aardwolf
Sat Aug 25, 2018 8:20 pm
Forum: News
Topic: Friday Facts #257 - NPE/Campaign update
Replies: 111
Views: 50259

Re: Friday Facts #257 - NPE/Campaign update

I like these balance changes because it means with every new version I can enjoy the game from scratch and it'll be a new experience!
by Aardwolf
Sun May 13, 2018 8:28 am
Forum: News
Topic: Friday Facts #242 - Offensive programming
Replies: 51
Views: 24163

Re: Friday Facts #242 - Offensive programming

> The reason for this is, that the walls connect to each other, and since there would be 2 walls at the same place, in multiplayer it could happen that the neighbour wall piece could connect to different walls for different players Would a different solution be to make that deterministic? Always con...
by Aardwolf
Sat May 05, 2018 8:53 am
Forum: News
Topic: Friday Facts #241 - New player experience
Replies: 117
Views: 45900

Re: Friday Facts #241 - New player experience

For me the most core item of factorio is the transport belt:

After a full day of playing factorio, what I see projected on my retina when I close my eyes is items moving on transport belts. That defines factorio :)
by Aardwolf
Sat Apr 07, 2018 12:03 am
Forum: News
Topic: Friday Facts #237 - Rich & interactive text
Replies: 72
Views: 38183

Re: Friday Facts #237 - Rich & interactive text

That looks neat! Just be careful if it is this powerful... someone will definitely find a bug like a way to fill someones entire screen with icons or crash due to missing texture or similar through chat :)
by Aardwolf
Mon Apr 02, 2018 9:04 am
Forum: News
Topic: Friday Facts #236 - Building a rollup
Replies: 63
Views: 42356

Re: Friday Facts #236 - Building a rollup

> Discoveries > Mixed belts (different item on each belt half) are a huge amount of fun to work with, and add more visual variety. I know! But once again, please add a splitter mode that splits left and right input lanes onto left and right output belts to have an intuitive and friendly way to split...
by Aardwolf
Sat Mar 24, 2018 8:58 am
Forum: News
Topic: Friday Facts #235 - 0.16 stable
Replies: 122
Views: 52560

Re: Friday Facts #235 - 0.16 stable

Will you please also consider adding a bit more lane management in the game? Splitting two lanes of 1 belt onto two belts with splitter options (instead of slow inserters), and maybe a way to swap two lanes of 1 belt. That would be a great QoL improvement, especially in earlier gameplay when not nee...
by Aardwolf
Sat Jan 27, 2018 12:46 pm
Forum: News
Topic: Friday Facts #227 - Rendering, Trees & Scenario talk
Replies: 116
Views: 46639

Re: Friday Facts #227 - Rendering, Trees & Scenario talk

A scenario involving trains could be nice. Challenges relates to rail signals, complicated tracks with multiple trains, etc... I'm not an expert on trains to suggest more specifics. This is exactly why I'd like such scenario! I always tend to use belts in freeplay Preferably for single player, but I...

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