Feedback
Moderator: bobingabout
Re: Feedback
Hey bob,
I was making the basic-tier loaders and while making the graphics noticed that your basic tier was just a straight desaturation of the existing transport belts.
I took the liberty of redoing those graphics so that the non-painted parts retain their color.
Download link with HR and standard graphics for the basic transport entities (not including loader graphics): http://www.mediafire.com/file/afnxbq5l9 ... 0Belts.zip
HD preview: https://i.imgur.com/5WTRpFd.png
I was making the basic-tier loaders and while making the graphics noticed that your basic tier was just a straight desaturation of the existing transport belts.
I took the liberty of redoing those graphics so that the non-painted parts retain their color.
Download link with HR and standard graphics for the basic transport entities (not including loader graphics): http://www.mediafire.com/file/afnxbq5l9 ... 0Belts.zip
HD preview: https://i.imgur.com/5WTRpFd.png
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Re: Feedback
Yeah, I did actually start by not only trying to cut out the colour parts (I think I used yellow as the origin) and desaturate and even darken them to make the "black belt", but, it didn't look right. when I undid my edits, I think I ended up just deleting the entire change, and by this point couldn't be bothered to start again, so just pressed the greyscale button and called it a day. It was close enough to what I was going for.
Re: Feedback
Could you add these flags to your belts?
data.raw["transport-belt"]["basic-transport-belt"].flags = {"placeable-neutral", "player-creation", "fast-replaceable-no-cross-type-while-moving"}
data.raw["transport-belt"]["transport-belt"].flags = {"placeable-neutral", "player-creation", "fast-replaceable-no-cross-type-while-moving"}
data.raw["transport-belt"]["fast-transport-belt"].flags = {"placeable-neutral", "player-creation", "fast-replaceable-no-cross-type-while-moving"}
data.raw["transport-belt"]["express-transport-belt"].flags = {"placeable-neutral", "player-creation", "fast-replaceable-no-cross-type-while-moving"}
data.raw["transport-belt"]["turbo-transport-belt"].flags = {"placeable-neutral", "player-creation", "fast-replaceable-no-cross-type-while-moving"}
data.raw["transport-belt"]["ultimate-transport-belt"].flags = {"placeable-neutral", "player-creation", "fast-replaceable-no-cross-type-while-moving"}
This avoids replacing a splitter or an underground belt by mistake when dragging a belt, but you can still quick replace them with a click.
data.raw["transport-belt"]["basic-transport-belt"].flags = {"placeable-neutral", "player-creation", "fast-replaceable-no-cross-type-while-moving"}
data.raw["transport-belt"]["transport-belt"].flags = {"placeable-neutral", "player-creation", "fast-replaceable-no-cross-type-while-moving"}
data.raw["transport-belt"]["fast-transport-belt"].flags = {"placeable-neutral", "player-creation", "fast-replaceable-no-cross-type-while-moving"}
data.raw["transport-belt"]["express-transport-belt"].flags = {"placeable-neutral", "player-creation", "fast-replaceable-no-cross-type-while-moving"}
data.raw["transport-belt"]["turbo-transport-belt"].flags = {"placeable-neutral", "player-creation", "fast-replaceable-no-cross-type-while-moving"}
data.raw["transport-belt"]["ultimate-transport-belt"].flags = {"placeable-neutral", "player-creation", "fast-replaceable-no-cross-type-while-moving"}
This avoids replacing a splitter or an underground belt by mistake when dragging a belt, but you can still quick replace them with a click.
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Re: Feedback
shouldn't the original 3 have that already?IanRaven wrote:Could you add these flags to your belts?
data.raw["transport-belt"]["basic-transport-belt"].flags = {"placeable-neutral", "player-creation", "fast-replaceable-no-cross-type-while-moving"}
data.raw["transport-belt"]["transport-belt"].flags = {"placeable-neutral", "player-creation", "fast-replaceable-no-cross-type-while-moving"}
data.raw["transport-belt"]["fast-transport-belt"].flags = {"placeable-neutral", "player-creation", "fast-replaceable-no-cross-type-while-moving"}
data.raw["transport-belt"]["express-transport-belt"].flags = {"placeable-neutral", "player-creation", "fast-replaceable-no-cross-type-while-moving"}
data.raw["transport-belt"]["turbo-transport-belt"].flags = {"placeable-neutral", "player-creation", "fast-replaceable-no-cross-type-while-moving"}
data.raw["transport-belt"]["ultimate-transport-belt"].flags = {"placeable-neutral", "player-creation", "fast-replaceable-no-cross-type-while-moving"}
This avoids replacing a splitter or an underground belt by mistake when dragging a belt, but you can still quick replace them with a click.
Re: Feedback
Yes they should (imho). No they don't.bobingabout wrote:shouldn't the original 3 have that already?IanRaven wrote:Could you add these flags to your belts?
data.raw["transport-belt"]["basic-transport-belt"].flags = {"placeable-neutral", "player-creation", "fast-replaceable-no-cross-type-while-moving"}
data.raw["transport-belt"]["transport-belt"].flags = {"placeable-neutral", "player-creation", "fast-replaceable-no-cross-type-while-moving"}
data.raw["transport-belt"]["fast-transport-belt"].flags = {"placeable-neutral", "player-creation", "fast-replaceable-no-cross-type-while-moving"}
data.raw["transport-belt"]["express-transport-belt"].flags = {"placeable-neutral", "player-creation", "fast-replaceable-no-cross-type-while-moving"}
data.raw["transport-belt"]["turbo-transport-belt"].flags = {"placeable-neutral", "player-creation", "fast-replaceable-no-cross-type-while-moving"}
data.raw["transport-belt"]["ultimate-transport-belt"].flags = {"placeable-neutral", "player-creation", "fast-replaceable-no-cross-type-while-moving"}
This avoids replacing a splitter or an underground belt by mistake when dragging a belt, but you can still quick replace them with a click.
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Re: Feedback
I added it to my to do list.
Re: Feedback
Thanks, this is just a quality of life thing.bobingabout wrote:I added it to my to do list.
This is based on the mod Slower Quickreplace by ChCole
https://mods.factorio.com/mod/Slower_Quickreplace
Re: Feedback
Possible issue, ultimate inserters of all types have 40 health on the latest version. Seems like since the trend is better building = faster + more health + more power consumption, they should probably have more health than fast/stack inserters (which have 150/160 respectively).
Maybe it was a typo, and they were supposed to have 400 health?
Maybe it was a typo, and they were supposed to have 400 health?
Re: Feedback
If you add it, include a setting to disable it, please. I loathe Slower QuickReplace. The intent was sound, but at least in my experience it removes quickreplace entirely, inasmuch as if you're standing still you can't drag belts over splitters/underground belts.bobingabout wrote:I added it to my to do list.
Re: Feedback
It's not the full functionality of the mod. only the quick replace group, so that belts no longer replace spliter an UGs.
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Re: Feedback
Hi, Could you group your turrets in the bonuses window better?
Currently, there is a separate box for each turret, it just makes the window bigger than it needs to be (see picture). I think it should be one box for regular turrets and another one for sniper turrets.
Currently, there is a separate box for each turret, it just makes the window bigger than it needs to be (see picture). I think it should be one box for regular turrets and another one for sniper turrets.
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Re: Feedback
No, because I can't control that, the game handles that part automatically.jkgamer2000 wrote:Hi, Could you group your turrets in the bonuses window better?
Currently, there is a separate box for each turret, it just makes the window bigger than it needs to be (see picture). I think it should be one box for regular turrets and another one for sniper turrets.
The MK1, MK2, MK3, MK4 and MK5 gun turrets have their own box, probably because I have to add them all to the bonus technology independently, and the same for sniper turrets 1, 2 and 3.
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Re: Feedback
That's a shame. But this is luckily just a cosmetic issue.bobingabout wrote:No, because I can't control that, the game handles that part automatically.jkgamer2000 wrote:Hi, Could you group your turrets in the bonuses window better?
Currently, there is a separate box for each turret, it just makes the window bigger than it needs to be (see picture). I think it should be one box for regular turrets and another one for sniper turrets.
The MK1, MK2, MK3, MK4 and MK5 gun turrets have their own box, probably because I have to add them all to the bonus technology independently, and the same for sniper turrets 1, 2 and 3.
Re: Feedback
Can the tanks from Bob's Warfare get the same immunity to trees as the vanilla tank? It feels like a weird backwards step when upgrading.
Code: Select all
data.raw.car["bob-tank-2"].immune_to_tree_impacts = true
data.raw.car["bob-tank-3"].immune_to_tree_impacts = true
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Re: Feedback
I'll make a note of it.Argensis wrote:Can the tanks from Bob's Warfare get the same immunity to trees as the vanilla tank? It feels like a weird backwards step when upgrading.
Code: Select all
data.raw.car["bob-tank-2"].immune_to_tree_impacts = true data.raw.car["bob-tank-3"].immune_to_tree_impacts = true
Re: Feedback
A point about balance when you have the Transport Belt Overhaul enabled, the Tier 1 (yellow) belt research is only 20 Red science. There's pretty much no reason at all to make basic belts, even with the belt overhaul. Needs a rebalance imo.
The way it stands now:
Basic Logistics - 10 Red Science
Logistics - 20 Red Science (Pre-req: Basic Logistics)
Imo should add Green science + an additional pre-requisite. Give people some incentive to use basic belts.
The way it stands now:
Basic Logistics - 10 Red Science
Logistics - 20 Red Science (Pre-req: Basic Logistics)
Imo should add Green science + an additional pre-requisite. Give people some incentive to use basic belts.
Re: Feedback
Hey bob,
Your underground belts have an offset selection box relative to vanilla underground belts.
Your underground belts have an offset selection box relative to vanilla underground belts.
Re: Feedback
One reason to use basic belts is, that they are cheap and don't need tin. This alone is an obstacle in early-early game, which varies with mod constellation and settings. F.e. With marathon settings and/or angels this phase can be longerkirazy wrote:A point about balance when you have the Transport Belt Overhaul enabled, the Tier 1 (yellow) belt research is only 20 Red science. There's pretty much no reason at all to make basic belts, even with the belt overhaul. Needs a rebalance imo.
The way it stands now:
Basic Logistics - 10 Red Science
Logistics - 20 Red Science (Pre-req: Basic Logistics)
Imo should add Green science + an additional pre-requisite. Give people some incentive to use basic belts.
But, I wouldn't mind, if the research is a bit more expensive like 40 reds.
Re: Feedback
Basic belts are like 2-4 times cheaper + dont need tin, thats enough incentive at start , especially on marathon as the game is meant to be played
Theres many things which are easy and fast to research but not instantly usable in large quantities.
Theres many things which are easy and fast to research but not instantly usable in large quantities.
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Re: Feedback
the only reason basic splitters and UGs even exist is because a lot of people were asking for them, I was going to just skip it.
but yes, the main point on basic is the much cheaper cost to build with more readily available parts.
but yes, the main point on basic is the much cheaper cost to build with more readily available parts.