Search found 207 matches

by chris13524
Fri Dec 15, 2017 9:53 pm
Forum: News
Topic: Friday Facts #221 - 0.16 is out
Replies: 155
Views: 33150

Re: Friday Facts #221 - 0.16 is out

Underground belts should NOT compress belts. (doesn't make sense) Side loading belts SHOULD compress belts. (makes sense, they are being forced into there) I'm not sure about inserters. On one hand it makes sense that they would compress it (in a similar fashion as side loading). But on the other ha...
by chris13524
Fri Dec 15, 2017 1:45 am
Forum: Resolved Problems and Bugs
Topic: [Twinsen][0.16.2] Lamps no longer stagger
Replies: 27
Views: 6840

[Twinsen][0.16.2] Lamps no longer stagger

In prior versions, lamps would turn off/on one at a time randomly. I thought this was nice. In the latest version, all the lamps turn off at the same time. For one, this doesn't look as nice as it was before. And second, it highly resembles that of a brown out. Every time it turns day, I almost shit...
by chris13524
Thu Dec 14, 2017 7:36 pm
Forum: Resolved Problems and Bugs
Topic: [Dominik] [16.1] Strange position of progress bar in update window
Replies: 6
Views: 2357

Re: Odd update dialogue layout

Stole this from the Internet somewhere, but you can see behind the error message what the dialogue is suppose to look like:
Image
by chris13524
Thu Dec 14, 2017 7:33 pm
Forum: Resolved Problems and Bugs
Topic: [Dominik] [16.1] Strange position of progress bar in update window
Replies: 6
Views: 2357

Re: Odd update dialogue layout

The progress bar is on the right half of the dialogue instead of underneath the "downloading core...update.zip" message.
by chris13524
Thu Dec 14, 2017 6:07 am
Forum: Ideas and Suggestions
Topic: Increase the time a chunk stays visible in map
Replies: 0
Views: 214

Increase the time a chunk stays visible in map

This is mainly for artillery turrets/trains, but it would be nice if the chunk you just loaded with the round would stay visible for longer. Maybe just doubling it would be good.
by chris13524
Thu Dec 14, 2017 6:05 am
Forum: Ideas and Suggestions
Topic: Artillery turret crosshairs should blink when fullfilled
Replies: 0
Views: 206

Artillery turret crosshairs should blink when fullfilled

The issue is once a shell is fired, the cross hairs disappear. This makes it difficult to tell what's going to be hit and what's not. I suggest that once a target request has been fulfilled, the cross hairs should blink (or change colour or something) to indicate that a round is on it's way. And onl...
by chris13524
Thu Dec 14, 2017 5:38 am
Forum: Ideas and Suggestions
Topic: Connecting radars to circuit and logistic networks
Replies: 41
Views: 11514

Re: Enable RADAR compatibility with circuit network

+1

As mentioned above, it would be good if you could adjust the range it scans in.
by chris13524
Fri Dec 08, 2017 11:07 pm
Forum: News
Topic: Friday Facts #220 - The best Friday Facts ever
Replies: 197
Views: 42848

Re: Friday Facts #220 - The best Friday Facts ever

Atrillary train looks awesome! however, I think some imprecision needs to be added. So players are discouraged from sniping small 1/2 spawner bases from 500 blocks away. the imprecision would still allow you to easily clear most of a big base, because if you miss your target,t heres another target ...
by chris13524
Fri Dec 08, 2017 11:05 pm
Forum: News
Topic: Friday Facts #220 - The best Friday Facts ever
Replies: 197
Views: 42848

Re: Friday Facts #220 - The best Friday Facts ever

While I enjoy this new train cannon (super cool!), I was under the impression that the point of an artillery train would be to defend train tracks against biters. This way we wouldn't have to surround tracks with walls or the such. With this, it would require a player to drive the train around and s...
by chris13524
Sun Dec 03, 2017 5:14 am
Forum: Resolved Problems and Bugs
Topic: Inconsistent mining productivity naming
Replies: 1
Views: 404

Inconsistent mining productivity naming

Inside the research window, the bonus for "Mining productivity" reads "Mining drill productivity bonus: +2%". While on the bonuses screen, it reads "Mining bonus: +16%" IMO, the research bonus should be renamed to "Mining bonus: +2%" because pumpjacks aren't d...
by chris13524
Fri Dec 01, 2017 9:46 pm
Forum: News
Topic: Friday Facts #219 - Cliffs
Replies: 191
Views: 49238

Re: Friday Facts #219 - Cliffs

I'm really excited about these cliffs. When you say they're basically like walls, does this mean that turrets can still shoot over them, even though logically, the projectiles should be hitting the ground? If we're going to be getting some spiders and water monsters (late game with lots of pollution...
by chris13524
Fri Nov 17, 2017 1:17 pm
Forum: News
Topic: Friday Facts #217 - Just another Friday Facts
Replies: 84
Views: 20555

Re: Friday Facts #217 - Just another Friday Facts

What are the controls like on the tank? Can the driver control the wheels while the passenger controls the cannon? That would be super cool!
by chris13524
Sat Oct 28, 2017 12:00 am
Forum: Ideas and Suggestions
Topic: Underground pipes should peak out of ground
Replies: 0
Views: 395

Underground pipes should peak out of ground

I think it would be cool if underground pipes would peak out of the ground. The ground would still be flat, but the dirt would be slightly removed and the pipe raised up to expose it. This would make it easier to see where a pipe was going without having to hover over the ends of it. Things could st...
by chris13524
Fri Oct 27, 2017 4:37 pm
Forum: News
Topic: Friday Facts #214 - Concrete rendering
Replies: 129
Views: 40290

Re: Friday Facts #214 - Concrete rendering

While I do like the texture of this concrete, it doesn't look like concrete. I liked the old texture, not only because I could run fast, but that it made the background feel more flat and structured than the dirt/grass does. It also had the grid pattern which was VERY nice for counting and stuff wit...
by chris13524
Sun Oct 15, 2017 1:55 pm
Forum: News
Topic: Friday Facts #212 - The GUI update (Part 1)
Replies: 151
Views: 37365

Re: Friday Facts #212 - The GUI update (Part 1)

Ok, after reading the FF it became obvious to me that we need a pin-function for every GUI-window. Like in Banished. Maybe at some point for whatever reason I always want to have one specific assembler visible. Or one train or whatever. Would that be possible or could this be modded in? I think thi...
by chris13524
Sat Oct 14, 2017 1:07 am
Forum: News
Topic: Friday Facts #212 - The GUI update (Part 1)
Replies: 151
Views: 37365

Re: Friday Facts #212 - The GUI update (Part 1)

Pretty nice. But I wish a feature for the train network to create groups for trains that share together the schedule and the color. Also if you can create color groups and save them instead to pick/copy it from a different train. +1 This is something I've been wanting for quite a long time. I've be...
by chris13524
Fri Oct 06, 2017 2:33 pm
Forum: News
Topic: Friday Facts #211 - The little things
Replies: 69
Views: 19745

Re: Friday Facts #211 - The little things

innesm wrote:>shouldnt the drawing and gamemechanics of entities be seperated to the point to use them independently?
It's generally good design to decouple things as you suggest; but apparently Factorio is so highly optimized that everything needs to be tightly coupled.
by chris13524
Fri Oct 06, 2017 1:57 pm
Forum: News
Topic: Friday Facts #211 - The little things
Replies: 69
Views: 19745

Re: Friday Facts #211 - The little things

the work on the artillery train has already started and it is probably going to be epic
It better be epic! I've held off on playing until this is introduced :D

I hope this will prevent aliens from creeping onto tracks and destroying the trains?

Great work guys, very excited!
by chris13524
Fri Sep 15, 2017 7:52 pm
Forum: News
Topic: Friday Facts #208 - Tips and tricks improvement
Replies: 58
Views: 15770

Re: Friday Facts #208 - Tips and tricks improvement

These FFF are better than drugs, I'm addicted.

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