Search found 213 matches
- Sat May 05, 2018 11:39 am
- Forum: Ideas and Suggestions
- Topic: Add some simple starting blueprints for beginers
- Replies: 32
- Views: 10937
Re: Add some simple starting blueprints for beginers
First guiding to discover this basic design every player should have used one day, then showing how to save this design in a blueprint, and letting him keep it afterwards. This is how it should be done. This way, the player feels a sense of achievement at making his/her first blueprint, and the pla...
- Sat May 05, 2018 1:12 am
- Forum: Ideas and Suggestions
- Topic: Add some simple starting blueprints for beginers
- Replies: 32
- Views: 10937
Re: Add some simple starting blueprints for beginers
I respectfully disagree. We do need a tutorial to teach new players to use blueprints. There's a little section on that in the Construction Robots tutorial (have you played all of the tutorials?) but you are right that we need something at the very beginning of the game for new players to learn blue...
- Fri May 04, 2018 10:05 pm
- Forum: Implemented Suggestions
- Topic: New names for the science packs
- Replies: 5
- Views: 1849
Re: New names for the science packs
I like the names for Science Packs 1 and 2 because it shows the player a clear progression: you start at 1, and then with 2 you get more advanced research, and then at 3 it gets even better. Because those three use a linear progression, the names help covey that progression to new players.
- Sat Apr 28, 2018 9:16 pm
- Forum: Modding help
- Topic: Light From a Burner Assembling Machine
- Replies: 2
- Views: 689
Re: Light From a Burner Assembling Machine
Bilka, thank you for the help. I tried it and it worked nicely.
Now my assembling machines don't glow in the dark anymore, unless I want them to.
Now my assembling machines don't glow in the dark anymore, unless I want them to.
- Sat Apr 28, 2018 12:18 pm
- Forum: Modding help
- Topic: Light From a Burner Assembling Machine
- Replies: 2
- Views: 689
Light From a Burner Assembling Machine
How do I change the properties of the light that a burner assembling machine emits? Specifically, I want to change the light so that there is no light emitted. I tried to do this: working_visualizations = {{ light = { intensity = 0, size = 0, color = { r = 0.0, g = 0.0, b = 0.0 }}}} But it had no ef...
- Tue Apr 24, 2018 9:51 pm
- Forum: Ideas and Suggestions
- Topic: More complicated please
- Replies: 2
- Views: 926
Re: More complicated please
I don't think this is a good idea...
To make a game needlessly complicated is to take away its elegance.
If you want a more complicated game, try Bob's mods. They add a whole host of new and complex recipes, especially for electronics.
To make a game needlessly complicated is to take away its elegance.
If you want a more complicated game, try Bob's mods. They add a whole host of new and complex recipes, especially for electronics.
- Thu Apr 19, 2018 1:34 am
- Forum: Implemented Suggestions
- Topic: indicator for mines that ran out of deposits
- Replies: 55
- Views: 28737
Re: Depleted mines: Status icon
It's perfectly fine to just paint over an ore field with miners and only deconstruct them once fully mined. Removing inactive miners is pure OCD satisfaction. It is true that depleted miners don't consume resources. However, I like to move my mining drills from depleted areas to fresh areas. It pre...
- Mon Apr 16, 2018 9:50 pm
- Forum: Implemented mod requests
- Topic: Allow different frame counts if one of them is 1
- Replies: 7
- Views: 2313
Re: Allow different frame counts if one of them is 1
have you seen the way construction robot working animation works? there's several facings, but that animation has 2 frames per facing, where all other sprites, including the shadow, only have one. They added a sprite multiplication function to double the shadow frames to make it work. You could use...
- Sun Apr 15, 2018 2:44 am
- Forum: News
- Topic: Friday Facts #238 - The GUI update (Part II)
- Replies: 143
- Views: 55817
Re: Friday Facts #238 - The GUI update (Part II)
The proposed UI seems to lack a distinction between manually queued technologies and their automatically queued necessary precursors. The difference is relevant when canceling or re-prioritizing queued technologies. That is very true. I agree with this. It would solve the issue I raised earlier abo...
- Sun Apr 15, 2018 12:19 am
- Forum: News
- Topic: Friday Facts #238 - The GUI update (Part II)
- Replies: 143
- Views: 55817
Re: Friday Facts #238 - The GUI update (Part II)
adding a deep tech should add all prerequisites of course. and removing a tech from the que will also remove everything that requires it. This actually raises a few interesting issues... 1) If I queue a technology that is deep in the tree, it should add all of the prerequisites to the queue. But wh...
- Sat Apr 14, 2018 2:56 am
- Forum: Implemented mod requests
- Topic: Allow different frame counts if one of them is 1
- Replies: 7
- Views: 2313
Allow different frame counts if one of them is 1
I am trying to make a modded entity but am having issues with the graphics: My entity's animation is 32 frames long. The shadow animation is only 1 frame. I get an error on startup because I'm not allowed to have different animation counts (32 vs. 1) in different layers. I think an exception to this...
- Sat Apr 14, 2018 1:19 am
- Forum: Ideas and Suggestions
- Topic: Add support for configuring and copy/paste for ghosts / set ghost product / edit schedules
- Replies: 32
- Views: 6411
Re: copy recipe to ghost buildings
+1 Good idea, the game is certainly needs this feature
- Sat Apr 14, 2018 1:14 am
- Forum: News
- Topic: Friday Facts #238 - The GUI update (Part II)
- Replies: 143
- Views: 55817
Re: Friday Facts #238 - The GUI update (Part II)
Its...beautiful :o So...beautiful. But the colors are a bit too vibrant. Factorio has a muted color scheme, and the colors in this technology tree are too vibrant. Please tone down the colors a little bit. And for the featured technology view: The terms "Queue" and "Queued" are t...
- Sat Apr 14, 2018 12:57 am
- Forum: Balancing
- Topic: Electric pumps shouldn't pollute
- Replies: 21
- Views: 5512
Re: Electric pumps shouldn't pollute
I have to debate with people constantly if Radioactivity (from using nuclear fuel) should be considered Pollution. I think it should be, but many believe it shouldn't, because it's not the classic smog you think of when someone mentions pollution. I think it should be a different kind of pollution....
- Wed Apr 11, 2018 12:23 am
- Forum: Balancing
- Topic: Electric pumps shouldn't pollute
- Replies: 21
- Views: 5512
Re: Electric pumps shouldn't pollute
How do you think radars are polluting? Radars do not produce pollution. Noise and even heat can be pollution factors as well. You are correct in this. Even light pollution is a thing. But in the context of Factorio, I believe they mean air, water, and ground pollution. Toxic waste, smog, dust, etc....
- Mon Apr 09, 2018 10:14 pm
- Forum: Balancing
- Topic: Electric pumps shouldn't pollute
- Replies: 21
- Views: 5512
Re: Electric pumps shouldn't pollute
I agree on this one.
The only way the pump could ever pollute is if the contents of the pump were to leak out. But that would undermine the entire point of the pump, and make it a bad choice to use. If the pump were to leak, I would either patch it up or take it out.
+1. They shouldn't pollute.
The only way the pump could ever pollute is if the contents of the pump were to leak out. But that would undermine the entire point of the pump, and make it a bad choice to use. If the pump were to leak, I would either patch it up or take it out.
+1. They shouldn't pollute.
- Mon Apr 02, 2018 10:20 am
- Forum: Balancing
- Topic: Change Rocket fuel to have it's own research step
- Replies: 5
- Views: 2874
Re: Change Rocket fuel to have it's own research step
Interesting idea. However, I think that the research for Rocket Fuel should be optional, i.e. Rocket Fuel is also unlocked at the same time as the silo, low-density structure, etc. There's nothing wrong with being able to unlock Rocket Fuel 2 different ways (also, storage chests/roboport are unlocke...
- Mon Mar 26, 2018 10:36 pm
- Forum: Ideas and Suggestions
- Topic: A full campaign.
- Replies: 14
- Views: 12671
Re: A full campaign.
You'll notice that the planet has a lot of existing infrastructure, even if it is damaged or beat up. I chose this story path because it gives more options for constructing missions and providing the player with STUFF. If the planet was totally barren then you'd be playing across a bunch of complet...
- Sat Mar 24, 2018 1:17 pm
- Forum: Ideas and Suggestions
- Topic: A full campaign.
- Replies: 14
- Views: 12671
Re: A full campaign.
Wow. You have really thought this through a lot.
I read your entire post and just....wow.
I like your idea of having each mission build upon the missions before it. The current campaigns don't do that (or at least they didn't when I last played them).
I read your entire post and just....wow.
I like your idea of having each mission build upon the missions before it. The current campaigns don't do that (or at least they didn't when I last played them).
- Thu Mar 22, 2018 6:16 pm
- Forum: Ideas and Suggestions
- Topic: Underwater Nodes
- Replies: 10
- Views: 4122
Re: Underwater Nodes
Interesting idea...
However, I don't think that placing Landfill on it should allow you to mine the ore. Landfill would just cover the ore with rocks.
What we need is a mining drill that can mine underwater ores...
However, I don't think that placing Landfill on it should allow you to mine the ore. Landfill would just cover the ore with rocks.
What we need is a mining drill that can mine underwater ores...