Search found 323 matches

by Darinth
Wed Jul 24, 2019 4:26 pm
Forum: Ideas and Suggestions
Topic: Isolate roboports by limiting them by circuit networks
Replies: 17
Views: 3596

Re: Isolate roboports by limiting them by circuit networks

Ohh god this got way more complicated than it needs to be real quick. 99% of the time, logistics networks wouldn't need any wiring either way. Their default performance in game is already generally acceptable. Connect to everything in range. The ability to manually wire them together or to give them...
by Darinth
Wed Jul 24, 2019 4:16 pm
Forum: Ideas and Suggestions
Topic: NVIDIA Freestyle support
Replies: 12
Views: 4181

Re: NVIDIA Freestyle support

<-- Not OP Also, I don't care which application is used to achieve the effect, but requiring that people learn glsl to achieve the desired effects... seems a bit much. I wouldn't be happy about being required to assist in cooking my meal in order to have a restaurant leave something off of my meal. ...
by Darinth
Tue Jul 23, 2019 2:55 pm
Forum: Ideas and Suggestions
Topic: NVIDIA Freestyle support
Replies: 12
Views: 4181

Re: NVIDIA Freestyle support

Actually... support for a more well known and more easily used application seems like the better option than expecting people to write custom glsl shaders...
by Darinth
Mon Jul 22, 2019 2:56 pm
Forum: Ideas and Suggestions
Topic: [closed, a mod exists] Idea suggestion for pipe placement: manual orientation
Replies: 7
Views: 1864

Re: [closed, a mod exists] Idea suggestion for pipe placement: manual orientation

Keep in mind, just because a mod exists doesn't mean it's necessarily a bad feature. The ability to lay pipes next to each other without fluid mixing honestly seems like a good base game feature.
by Darinth
Mon Jul 22, 2019 2:53 pm
Forum: Ideas and Suggestions
Topic: Placing a ghost over a deleted item of the same kind should simply "undelete" it.
Replies: 8
Views: 1990

Re: Placing a ghost over a deleted item of the same kind should simply "undelete" it.

Has issues in certain cases, but those are brought up already by ickputzdirwech. An entity deconstruction could only safely be cancelled if the ghost being placed is in the exact same state as the entity marked for deconstruction, otherwise it can result in things like items being on belts that they...
by Darinth
Mon Jul 22, 2019 2:48 pm
Forum: Implemented in 2.0
Topic: (Hotkey to) Replace existing structures with blueprint / Replace with bp / Forced bp placing/deconstruction
Replies: 80
Views: 38971

Re: Hotkey to replace existing structures with blueprint

Stumbled across this thread while searching for another. Same idea as in my thread here. Should probably be merged. Also increases visibility. <3
by Darinth
Mon Jul 22, 2019 2:44 pm
Forum: Ideas and Suggestions
Topic: Better mechanism for hand building over ghosts before robots
Replies: 58
Views: 12427

Re: Shotkey for manually placing down only blueprinted items

https://forums.factorio.com/viewtopic.php?f=6&t=65741 Probably should be merged in there. I think at this point most of us would like to see it setup so that if we place an entity over it's ghost it 1: Auto-rotates the entity to match the ghost 2: If we then click & drag, it'll only place th...
by Darinth
Fri Jul 19, 2019 5:22 pm
Forum: Ideas and Suggestions
Topic: Pressing "Q" auto-selects Offshore Pump if cursor over water
Replies: 17
Views: 4610

Re: Pressing "Q" auto-selects Offshore Pump if cursor over water

Why offshore pump, why not landfill ? Because landfill is offensive and it should feel bad. :P In all seriousness though, consistency with other mechanics. Q over something you can place to get it, Q over something that is 'mineable' to get the 'miner' for it. Q over water to get landfill is incons...
by Darinth
Fri Jul 19, 2019 5:17 pm
Forum: Implemented in 2.0
Topic: Give entity ghosts a shimmer / animation
Replies: 19
Views: 4654

Re: Give entity ghosts a shimmer / animation

I don't think that I like the idea of a ghost entities looking like actual blue & white blueprints, but some sort of a simple animation/shimmer seems like it'd be easy to spot.
by Darinth
Fri Jul 19, 2019 12:30 pm
Forum: Implemented Suggestions
Topic: More Blueprint functions
Replies: 7
Views: 3231

Re: More Blueprint functions

And we're already a decent chunk of the way there with the tutorials. Only a few more changes would in theory allow the same general system to be used for creative-mode style testing... <3
by Darinth
Fri Jul 19, 2019 12:26 pm
Forum: Implemented in 2.0
Topic: Give entity ghosts a shimmer / animation
Replies: 19
Views: 4654

Re: Give entity ghosts a shimmer / animation

This has never been a substantial enough issue for me to pay it much attention, but I do have to acknowledge every now and then coming back to a project I thought I was finished with only to learn something was a ghost.
by Darinth
Fri Jul 19, 2019 12:24 pm
Forum: Ideas and Suggestions
Topic: Change spawn/generation order on world creation
Replies: 14
Views: 2661

Re: Change spawn/generation order on world creation

Nothing wrong with being a casual player. One of my favorite streamers is a more casual player. Tune the settings, increase the amounts of ore, reduce or disable biter expansion, etc... Tune the game to your liking, it doesn't even disable achievements to do so (with a few exceptions). :)
by Darinth
Thu Jul 18, 2019 4:42 pm
Forum: Ideas and Suggestions
Topic: Isolate roboports by limiting them by circuit networks
Replies: 17
Views: 3596

Re: Isolate roboports by limiting them by circuit networks

My suggestion was to be able to cut the yellow dashed line connecting roboports like one can with copper wires by shift clicking power poles. Add a wireless "wire" to manually connect roboports and you are set. That at least would be using mechanics similar to other known mechanics. I of ...
by Darinth
Thu Jul 18, 2019 12:38 pm
Forum: Ideas and Suggestions
Topic: Isolate roboports by limiting them by circuit networks
Replies: 17
Views: 3596

Re: Isolate roboports by limiting them by circuit networks

No consistency with existing mechanics. I'd rather have the ability to setup a roboport to accept a circuit signal and use it to set a 'network ID' and have all roboports with the same ID that are close enough connect. Note that the 'network ID' set by the circuit network would not match the factori...
by Darinth
Tue Jul 16, 2019 5:32 pm
Forum: Ideas and Suggestions
Topic: Database of Replays for Machine Learning
Replies: 12
Views: 3308

Re: Database of Replays for Machine Learning

I'm mostly just curious if this is something that could be modded into the game. That makes it inherently opt-in, with the community potentially opting to create a library of playthroughs for researchers.
by Darinth
Tue Jul 02, 2019 4:01 pm
Forum: Ideas and Suggestions
Topic: idea for changelog eyes friendly
Replies: 4
Views: 1202

Re: idea for changelog eyes friendly

I actually misread your initial post. No don't do this. A light grey background with black text (the current setup) is generally pretty close to ideal for eye strain in reasonable lighting. In dark rooms, a black background with light grey text can be preferable to reduce eye strain. Why the forums ...
by Darinth
Tue Jul 02, 2019 12:42 pm
Forum: Ideas and Suggestions
Topic: idea for changelog eyes friendly
Replies: 4
Views: 1202

Re: idea for changelog eyes friendly

While it is true that black text with a grey background is just about ideal for the most common reading conditions, changelogs are almost always short enough that it's probably not relevant. Any way you look at it, there's no evidence that the strain of what we're going to call 'sub-optimal' reading...
by Darinth
Mon Jul 01, 2019 2:13 pm
Forum: Ideas and Suggestions
Topic: Visible pollution from electric mining drills
Replies: 6
Views: 3369

Re: Visible pollution from electric mining drills

My made it like half way through my first playthrough before I realized that the reason I was producing so much pollution was because the electric miners still produce a huge amount of pollution. Given what I know of mining, it actually makes perfect since, but with no visual indication of the pollu...
by Darinth
Fri Jun 28, 2019 2:19 pm
Forum: Outdated/Not implemented
Topic: Respect Windows Storage Paths
Replies: 34
Views: 10832

Re: Respect Windows Storage Paths

I can see that. However, if you have Factorio through Steam then your save games are actually available via the Steam cloud. So in this circumstances if your hard drive was to die, when you download Factorio on the replacement computer your save games will be downloaded with it. I do think you make...
by Darinth
Fri Jun 28, 2019 2:09 pm
Forum: Ideas and Suggestions
Topic: Train depot
Replies: 19
Views: 5060

Re: Train depot

For station disabling to work you need a schedule with just 2 stops. Otherwise you get that loop you seen. But you can add another station and play tricks with the station names and locations. Name Stations 1b/2b "Sulfuric Acid Unload". Name Station 3 "Sulfuric Acid Load" Add a ...

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