Search found 102 matches

by Aardwolf
Wed Apr 26, 2017 12:33 am
Forum: Releases
Topic: Version 0.15.2
Replies: 50
Views: 48550

Re: Version 0.15.2

The 15 release made me play again after a year! Obviously awesome release. But two things I noticed:

When building something but wanting to cancel it, right mouse click and/or esc are expected to do that in builder games. Only 'q' is unintuitive.

Trees still very faint on the map and minimap. They ...
by Aardwolf
Sat Feb 18, 2017 1:18 am
Forum: News
Topic: Friday Facts #178 - Minimal mode and Mini-tutorials
Replies: 44
Views: 39588

Re: Friday Facts #178 - Minimal mode and Mini-tutorials

Ideally it'd activate the matching mods (and deactivate others, unless maybe harmless things like graphics only?) when joining server without restart of game. And download mods you don't have from the server automatically. And manage multiple versions of mods if needed. And if mod has error, no too ...
by Aardwolf
Tue Dec 13, 2016 1:19 am
Forum: News
Topic: Friday Facts #168 - Nightvision Nightmare
Replies: 188
Views: 115481

Re: Friday Facts #168 - Nightvision Nightmare

How about for nightvision just normal day color, with some green effect only on the borders of the screen?
by Aardwolf
Sat Dec 10, 2016 1:41 am
Forum: News
Topic: Friday Facts #168 - Nightvision Nightmare
Replies: 188
Views: 115481

Re: Friday Facts #168 - Nightvision Nightmare

Speaking about the campaign: it would be awesome to extend it with new levels that go towards the final rocket mechanic!
by Aardwolf
Sat Dec 03, 2016 1:04 am
Forum: News
Topic: Friday Facts #167 - Reactors Operational
Replies: 120
Views: 85653

Re: Friday Facts #167 - Reactors Operational

Very excited about nuclear power :)

I wonder one thing: the current boilers, those made bigger here, are those for coal right?

What do they have to do with nuclear power? They're for coal... the nuclear plant should heat up steam right in its reactor, in a closed water circuit (because it's ...
by Aardwolf
Fri Nov 18, 2016 11:09 pm
Forum: News
Topic: Friday Facts #165 - Death by a thousand cuts
Replies: 101
Views: 66786

Re: Friday Facts #165 - Death by a thousand cuts

"a test render to see how the new train models will hold up in higher resolution settings"

Myep, looks like they're holding up :)
by Aardwolf
Thu Mar 24, 2016 11:41 am
Forum: Ideas and Suggestions
Topic: Rethinking the (very) early game
Replies: 29
Views: 19099

Re: Rethinking the (very) early game

I once walked extremely far away from my base to hunt alien bases. My piercing shotgun shells were running out! And I was too lazy to walk all the way back to my base. I had some old burner based stuff in my inventory by coincidence, and could use it to mine copper, iron and coal from nearby ...
by Aardwolf
Wed Mar 23, 2016 4:11 pm
Forum: Ideas and Suggestions
Topic: Remove or Miniaturize Circuit Networks
Replies: 99
Views: 59334

Re: Remove or Miniaturize Circuit Networks

As much as I find the suggestion to remove it very troll-ish and as much as I love circuits here, in minecraft, etc..., the original post does have a point:

Explain why big buildings giving out high power sparks to wires are needed for basic logic operations, when there are small circuit boards ...
by Aardwolf
Wed Mar 23, 2016 3:54 pm
Forum: Implemented Suggestions
Topic: key to walk slowly
Replies: 6
Views: 16722

key to walk slowly

merged with existing suggestion
-- daniel34


A key to walk slowly while having fast running armor would be useful, e.g shift.

To pick up items of belts, pressure plate mods, ...

Thanks!
by Aardwolf
Fri Mar 18, 2016 2:21 pm
Forum: Ideas and Suggestions
Topic: Making trains and robots more needed
Replies: 4
Views: 3085

Making trains and robots more needed

Hi,

You can finish the freeplay game with rocket and sattelite perfectly fine with only transport belts.

I read the awesome wiki article https://wiki.factorio.com/index.php?title=Transport/What_Transport_for_which_case%3F

The article boils down to:

-for long distances, trains are best
-for ...
by Aardwolf
Thu Mar 17, 2016 2:38 pm
Forum: News
Topic: Friday Facts #122 - Better circuit network (Part 1)
Replies: 73
Views: 72363

Re: Friday Facts #122 - Better circuit network (Part 1)

Splitting belt sides using underground belts is also bug, but it's also great feature. http://i1.kwejk.pl/k/obrazki/2013/10/f26ea0235d1ed5be9632dc904dd1507d_gif.gif

Maybe few people use it, but still use. After changing splitter behavior they will be forced to give up that. You want to ruin others ...
by Aardwolf
Thu Mar 17, 2016 1:56 pm
Forum: News
Topic: Friday Facts #122 - Better circuit network (Part 1)
Replies: 73
Views: 72363

Re: Friday Facts #122 - Better circuit network (Part 1)

My worry is this:

If I have a belt with iron plates on both lanes, for max throughput. Now I want to use a splitter, to split half of it to a section of the factory that uses iron. But the main belt should keep max throughput on both lanes after the split. There may be faster belt types before the ...
by Aardwolf
Thu Mar 17, 2016 11:29 am
Forum: News
Topic: Friday Facts #122 - Better circuit network (Part 1)
Replies: 73
Views: 72363

Re: Friday Facts #122 - Better circuit network (Part 1)

Neotix wrote:Right now splitters work perfectly fine. They don't prioritize left side anymore but still work per item type. For me it's the best behavior.
Do you mean the described "ugly" problem was fixed? In that case I had missed that. Then I'm perfectly happy with it as is :)
by Aardwolf
Thu Mar 17, 2016 10:33 am
Forum: News
Topic: Friday Facts #122 - Better circuit network (Part 1)
Replies: 73
Views: 72363

Re: Friday Facts #122 - Better circuit network (Part 1)

For the splitters, how about doing it both per lane and per item? So two per-item memories, one per lane.

The "nonsense" is pretty bad for a factory where you want to split stuff off to a section as it may halve throughput. So I vote that fixing the per-lane is most important.

But when having a ...
by Aardwolf
Tue Mar 15, 2016 8:13 pm
Forum: Ideas and Suggestions
Topic: Make trees more visible in map
Replies: 18
Views: 11885

Re: Forst more visible on the map

Ok I +1'd it. Also looks like I accidently posted this in the wrong forum, I intended to put it in suggestions but it's in gameplay help. Sorry.

Anyway, other thread is from 2014, so I assume they don't take this suggestion :(
by Aardwolf
Tue Mar 15, 2016 8:12 pm
Forum: Ideas and Suggestions
Topic: Make trees more visible in map
Replies: 18
Views: 11885

Re: Make trees more visible in map

+1 to more visible forest, seriously...
by Aardwolf
Tue Mar 15, 2016 8:05 pm
Forum: Ideas and Suggestions
Topic: Make trees more visible in map
Replies: 18
Views: 11885

Forst more visible on the map

Hi,

I really need to squint and look at the right angle to my screen to see forest on the map.

Yet forest is so important for finding good vs bad paths to walk somewhere.

Colors of terrain types like desert and grass have almost no effect but those are visible on the map... in fact I often ...
by Aardwolf
Mon Mar 14, 2016 11:54 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.26][Twinsen] Rocket silo % not updated if productivity
Replies: 4
Views: 4617

[0.12.26][Twinsen] Rocket silo % not updated if productivity

I noticed a tiny cosmetic bug:

If the rocket silo has productivity modules, and the productivity bar is full, then one would expect the percentage to increase. But it doesn't. But when then the normal green bar is full, the percentage goes +2, so the productivity bonus at least got applied. I think ...
by Aardwolf
Fri Mar 11, 2016 12:31 pm
Forum: Gameplay Help
Topic: Personal robots and logistics slots
Replies: 5
Views: 3928

Re: Personal robots and logistics slots

That's dissapointing :(

Is this just because it's not implemented yet, or on purpose for gameplay reasons?

Searching the internet for personal roboports and logistics bots gives nothing.

The personal roboport is described as "acting like a real roboport", so it should support logistics bots too...

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