Search found 156 matches

by Ambaire
Tue Nov 24, 2020 6:09 pm
Forum: Releases
Topic: Version 1.1.0
Replies: 222
Views: 54260

Re: Version 1.1.0

Please also re-add the character tab as a toggle. Some 'duplication' is okay. And it looks really good. https://i.imgur.com/J5noH0B.png Also, please let us toggle which side the character/vehicle info window is on. I still have plenty of room on my monitor on the right for them. Looks Weird on the l...
by Ambaire
Tue Nov 24, 2020 6:04 pm
Forum: Releases
Topic: Version 1.1.0
Replies: 222
Views: 54260

Re: Version 1.1.0

Also, please let us toggle which side the character/vehicle info window is on. I still have plenty of room on my monitor on the right for them. Looks Weird on the left.

Image
by Ambaire
Tue Nov 24, 2020 5:59 pm
Forum: Releases
Topic: Version 1.1.0
Replies: 222
Views: 54260

Re: Version 1.1.0

Why was the Rocket silo stats GUI removed? How do we now see how many satellites we've launched? I don't understand why it was seemingly randomly removed. I would like to ask this too. For me (and many others I'd bet) Factorio starts after you launch that first rocket - forever chasing MORE™ . Incr...
by Ambaire
Tue Nov 24, 2020 5:55 pm
Forum: Releases
Topic: Version 1.1.0
Replies: 222
Views: 54260

Re: Version 1.1.0

I'm quite surprised by the complaints related to the quickbar change. It seems like a super obvious thing to me, that I always clear the cursor automatically whenever I'm done doing something with an item. Clicking some other quickbar item with something else is hand is just something that doesn't ...
by Ambaire
Tue Nov 24, 2020 2:14 am
Forum: Releases
Topic: Version 1.1.0
Replies: 222
Views: 54260

Re: Version 1.1.0

Why was the Rocket silo stats GUI removed? How do we now see how many satellites we've launched? I don't understand why it was seemingly randomly removed. I preferred the quickbar the way it was. Switching items in my hand now requires and extra keystroke to clear it. Or make it an option, please. I...
by Ambaire
Thu Nov 19, 2020 1:46 pm
Forum: News
Topic: Friday Facts #363 - 1.1 is getting close
Replies: 178
Views: 55262

Re: Friday Facts #363 - 1.1 is getting close

The inserter slot keeps me tinkering about what usecases it solves. We're about to lose a neat little interface to a lot of blur : We're not there yet, as a filter inserter will need some third panel to select the filters. Agreed its a cleaner way to manually clear a inserter (instead of rotating/r...
by Ambaire
Mon Nov 16, 2020 4:42 pm
Forum: General discussion
Topic: Fluid Optimization not fixed for release?
Replies: 38
Views: 5614

Re: Fluid Optimization not fixed for release?

I'm not happy about it either but to say Factorio was rushed is pretty funny. It was rushed. The Factorio devs wanted to release it before Cyberpunk 2077 was. Then 2077 got delayed repeatedly. Wonder if the Factorio devs ever kick themselves about it. Source: https://factorio.com/blog/post/fff-349 ...
by Ambaire
Mon Nov 16, 2020 12:04 pm
Forum: Ideas and Suggestions
Topic: Circuit network connections for splitters
Replies: 39
Views: 7844

Allow connecting splitters to circuit and logistics networks

TL;DR Let splitters be connected to circuit and logistics networks for automated control. What ? Imagine being able to set a splitter to change input or output priority or filtered item based on set circuit signals or logistics network conditions. I see this working by allowing for 3 signals to be ...
by Ambaire
Mon Nov 16, 2020 11:41 am
Forum: News
Topic: Friday Facts #363 - 1.1 is getting close
Replies: 178
Views: 55262

Re: Friday Facts #363 - 1.1 is getting close

(Why would inventory be needed to look at inserters and combinators on the ground anyway? There is no function there at all). Inserters have items in hand. With this new GUI you can take items out of the hand of an inserter that got stuck and cannot drop its item. Combinators don't have an inventor...
by Ambaire
Fri Oct 09, 2020 3:18 pm
Forum: News
Topic: Friday Facts #361 - Train stop limit, Tips and tricks
Replies: 163
Views: 37007

Re: Friday Facts #361 - Train stop limit, Tips and tricks

Just more proof that the Factorio devs are the greatest devs ever. Love you all!
by Ambaire
Sun Aug 16, 2020 6:46 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.18.38] Modded Power Armor grid tiny with 1366x768 and 100% UI size
Replies: 10
Views: 1655

Re: [0.18.38] Modded Power Armor grid tiny with 1366x768 and 100% UI size

The GUI is designed for 1920×1080 px screens or larger. If your screen is smaller, you're supposed to use a lower UI scale. That said, there is a bit of space at the bottom, so I'll see if I can move the description to the bottom to show a little bit more of the grid. But no matter what, at that sc...
by Ambaire
Sun Jun 14, 2020 7:18 pm
Forum: Ideas and Suggestions
Topic: Custom constant value output for combinators
Replies: 9
Views: 1452

Re: Custom constant value output for combinators

Basically, Factorio needs a Computercraft (minecraft mod) equivalent. Maybe like creating a custom script and injecting it into a combinator.
by Ambaire
Sun Jun 14, 2020 7:14 pm
Forum: Ideas and Suggestions
Topic: Add text description to rocket parts indicating requirement of 100 parts for 1 rocket
Replies: 1
Views: 176

Re: Add text description to rocket parts indicating requirement of 100 parts for 1 rocket

+1. There is indeed no ingame indication of how much progress one rocket part gets; only trial and result.
by Ambaire
Sun Jun 14, 2020 7:05 pm
Forum: Implemented Suggestions
Topic: Deconstruction Book
Replies: 27
Views: 3748

Re: Deconstruction Book

+1
by Ambaire
Sun Jun 14, 2020 6:56 pm
Forum: Ideas and Suggestions
Topic: Make logistic requests draggable to a new position
Replies: 4
Views: 390

Re: Make logistic requests draggable to a new position

Yes, please. I found myself trying to do this earlier...
by Ambaire
Sun Jun 14, 2020 9:45 am
Forum: General discussion
Topic: Just bought the game; What were Your first impressions?
Replies: 440
Views: 173657

Re: Just bought the game; What were Your first impressions?

even though I can see that it's a bit troublesome to figure out a way to allow programming such a highly configurable item as a splitter. Seems simple with a bit of thought. A splitter could accept 5 inputs, 1, 2, A, B, (item type). 1/2 would be left/right input priority, A/B would be left/right ou...
by Ambaire
Sun Jun 14, 2020 9:37 am
Forum: Implemented Suggestions
Topic: Add functionality to limit the number of incoming trains per station.
Replies: 52
Views: 62472

Re: Add functionality to limit the number of incoming trains per station.

TL;DR: I changed my mind. There is this parallel thread in https://forums.factorio.com/viewtopic.php?f=5&t=80501 And Ambaire posted something which makes suddenly a lot of sense to me: I don't really see the problem here. Suppose a train stop is set to allow 1 2-4 train to path there, with enab...
by Ambaire
Sat Jun 13, 2020 9:00 pm
Forum: General discussion
Topic: Request: Max number of trains for stations
Replies: 93
Views: 20456

Re: Request: Max number of trains for stations

I don't really see the problem here. Suppose a train stop is set to allow 1 2-4 train to path there, with enabled condition of ore > 8000. There are 4 trains waiting in a stacker near the ore unload. The train stop opens up, and one train paths there. The other three wait, since the limit of 1. The ...

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