Search found 451 matches
- Sun Jan 20, 2019 8:15 pm
- Forum: News
- Topic: Friday Facts #278 - The new quickbar
- Replies: 176
- Views: 65725
Re: Friday Facts #278 - The new quickbar
Picture with special dedication to everyone worried about keybinding change.
- Sat Jan 19, 2019 7:34 pm
- Forum: News
- Topic: Friday Facts #278 - The new quickbar
- Replies: 176
- Views: 65725
- Fri Jan 18, 2019 4:46 pm
- Forum: News
- Topic: Friday Facts #278 - The new quickbar
- Replies: 176
- Views: 65725
Re: Friday Facts #278 - The new quickbar
I wish new quickbars were stacking horizontally - having multiple open pages almost in the middle of the screen wouldn't be good if they were stacked vertically in the middle of the screen as in pictures in FFF. you aren't gonna have these 10 pages opened during gameplay, they're there temporarily ...
- Fri Jan 18, 2019 2:30 pm
- Forum: News
- Topic: Friday Facts #278 - The new quickbar
- Replies: 176
- Views: 65725
Re: Friday Facts #278 - The new quickbar
So they Remove Shift + 1-5 for right side? Think about it. How would you Access Pages 6-0 fast? It's very uncomfortable to reach them and I don't have small hands. For me It allays was just: - 1-5 for Left Side Items. - Shift(hold) + 1-5 for Right Side Items - X to get another Page. That's so intui...
- Fri Jan 18, 2019 2:26 pm
- Forum: News
- Topic: Friday Facts #278 - The new quickbar
- Replies: 176
- Views: 65725
Re: Friday Facts #278 - The new quickbar
I wish new quickbars were stacking horizontally - having multiple open pages almost in the middle of the screen wouldn't be good if they were stacked vertically in the middle of the screen as in pictures in FFF.
Other than that - what's happened that FFF is so early this time?
Other than that - what's happened that FFF is so early this time?
- Thu Jan 17, 2019 8:38 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 209831
Re: Friday Facts #266 - Cleanup of mechanics
just a generic 'recycler' entity would solve a lot of above problems.
- Tue Jan 15, 2019 6:33 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 153700
Re: Friday Facts #275 - 0.17 Science changes
Actually, after not-so-recent barrel nerf, I'd rather expect they'd removed barrels altogether...
- Sat Jan 12, 2019 9:53 pm
- Forum: News
- Topic: Friday Facts #277 - GUI progress update
- Replies: 101
- Views: 42735
Re: Friday Facts #277 - GUI progress update
- Infinite research for wall hitpoints A new more general technology modifier "entity-health-bonus" would be AMAZING! Just think of all the mod possibilities for combat robots or units... That sounds very fitting as for an infinite research. Personally I never thought of a general hit poi...
- Sat Jan 12, 2019 5:13 pm
- Forum: News
- Topic: Friday Facts #277 - GUI progress update
- Replies: 101
- Views: 42735
Re: Friday Facts #277 - GUI progress update
Wave defense could benefit from typical tower-defense games more with: - Infinite research for wall hitpoints - Infinite research for shooting speed (infinite research for damage is actually bad - it becomes wasted once 1 shoot = 1 kill, no matter how high damage is) - Rocket turrets with retargetin...
- Fri Jan 11, 2019 5:16 pm
- Forum: News
- Topic: Friday Facts #277 - GUI progress update
- Replies: 101
- Views: 42735
Re: Friday Facts #277 - GUI progress update
Hope new GUI will have both logistic requests and trashing on same slider - if after so much work requests and trashing are still on separate tabs, I will be sad.
- Wed Jan 09, 2019 9:34 pm
- Forum: Ideas and Suggestions
- Topic: set demand in percentage for player logistic slots
- Replies: 14
- Views: 3261
Re: set demand in percentage for player logistic slots
Wouldn't this be a much more useful in this case?
viewtopic.php?f=6&t=47645&p=373863&hili ... er#p274785
Or this:
viewtopic.php?f=38&t=60463&start=40#p363411
viewtopic.php?f=6&t=47645&p=373863&hili ... er#p274785
Or this:
viewtopic.php?f=38&t=60463&start=40#p363411
- Wed Jan 09, 2019 9:32 pm
- Forum: Balancing
- Topic: Stronger Vanilla Locomotives
- Replies: 15
- Views: 4195
Re: Stronger Vanilla Locomotives
However, I am against uni-directional trains getting better acceleration. It is realistic that trains need a longer time to accelerate than, for example, a car. The thing is, a lot of realism is already thrown out for the sake of gameplay. It makes sense, it's a game after all, not a real world sim...
- Wed Jan 09, 2019 8:18 am
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 153700
Re: Friday Facts #275 - 0.17 Science changes
One note to improve though, make modules easier to upgrade ! If there are lvl 1 mods in a building, and I have a higher leveled mod selected (or a different module) let me be able to rapidly replace a whole line. I literally thought this was a bug when it didn't let me do it. Yes, please! I think o...
- Tue Jan 08, 2019 3:21 pm
- Forum: Balancing
- Topic: Stronger Vanilla Locomotives
- Replies: 15
- Views: 4195
Stronger Vanilla Locomotives
What? Give more power to vanilla locomotives. Why? Because it's both not fun and looks ridiculous to have one-third of train length be locomotives just to have proper acceleration (even with nuclear fuel). Then there's a case that locomotives will consume twice as much fuel with upcoming burner eff...
- Tue Jan 08, 2019 11:11 am
- Forum: Balancing
- Topic: 0.17+ mining & smelting numbers
- Replies: 16
- Views: 22055
Re: 0.17+ mining & smelting numbers
Inserters don't have constant and reliable item/s transfer when interacting with partially filled belts. Just saying.
For most furnace setups I still resort to pre-belt-auto-compression tricks due to that.
For most furnace setups I still resort to pre-belt-auto-compression tricks due to that.
- Sun Jan 06, 2019 1:49 pm
- Forum: Balancing
- Topic: 0.17+ mining & smelting numbers
- Replies: 16
- Views: 22055
Re: 0.17+ mining & smelting numbers
Lowering it below 3.5s may cause problems with heavily beaconed setups - unloading products may require 2 inserters, which I wouldn't want.
- Sun Jan 06, 2019 1:27 am
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 153700
Re: Friday Facts #275 - 0.17 Science changes
I started a game with a mod that includes the proposed science changes, and I am about 70% of the way to a rocket launch. Here are my additional comments. 1. Chemical Science is now harder due to having two products that use crude oil as a raw resource. I'm not sure that was the desired effect. (.....
- Sat Jan 05, 2019 6:21 pm
- Forum: News
- Topic: Friday Facts #274 - New fluid system 2
- Replies: 166
- Views: 71803
Re: Friday Facts #274 - New fluid system 2
"Fluid teleportation" weren't that bad idea, given potential UPS gains.
- Sat Jan 05, 2019 2:42 pm
- Forum: News
- Topic: Friday Facts #276 - Belt item spacing & Script rendering
- Replies: 155
- Views: 64055
Re: Friday Facts #276 - Belt item spacing & Script rendering
Also, I think that ratio breaking updates should be MORE common. Factorio is a solved game and every multiplayer map is just people plopping down the same massive blueprints they didn't even make. And everybody just waiting for it to build. I agree with this, look at nuclear power - 'perfect' ratio...
- Sat Jan 05, 2019 12:56 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 153700
Re: Friday Facts #275 - 0.17 Science changes
If advanced circuits were removed from blue science packs, they could've be added to some higher science pack, maybe even in crazy quantities like those 30xRails, which would make a good coal sink from plastic. (...) All your suggestion would do is move the difficulty spike to a different science p...