Search found 12 matches
- Mon Sep 05, 2016 3:12 am
- Forum: Ideas and Suggestions
- Topic: The way the research screen pops up when completed....
- Replies: 12
- Views: 5183
Re: The way the research screen pops up when completed....
Resurrecting this thread, as I was going to make a similar suggestion. My main issue is that completed research closes any window you happen to already have open. So if you're configuring something, then research completes, you have to go back to where you were, which is very jarring. A simple quali...
- Mon Sep 05, 2016 12:20 am
- Forum: General discussion
- Topic: A few minor issues in a great game.
- Replies: 12
- Views: 5265
Re: A few minor issues in a great game.
For #4: It'd probably not a download, it's probably the steam cloud save sync. Not all games use it, so it's possible Factorio is the only one you have that uses it.
- Thu Aug 18, 2016 5:32 am
- Forum: Ideas and Suggestions
- Topic: Geothermal Vents
- Replies: 7
- Views: 3521
Re: Geothermal Vents
I like this idea. Seems like a reasonable concept. With the addition of nuclear power, having an intermediate step between steam/solar and that seems like a good idea. It's also somewhat balanced by it being tied to a specific location.
- Tue Aug 02, 2016 3:09 am
- Forum: Resolved Problems and Bugs
- Topic: [0.13] Train conditions don't follow Boolean precedence
- Replies: 26
- Views: 9533
Re: [0.13] Train conditions don't follow Boolean precedence
Nobody ever said the train conditions follow boolean precedence. They do a simply top->bottom accumulation of comparisons. Could you please elaborate on this? What does "Top->bottom accumulation of comparisons" mean. The only reasonable interpretation is that a OR b OR c AND d is evaluate...
- Tue Aug 02, 2016 1:51 am
- Forum: General discussion
- Topic: Train unload poll
- Replies: 20
- Views: 9547
Re: Train unload poll
I do both, depends on the situation. I generally try to work with belts, but often it's not worth the contortions. I normally use logistics bots for refuelling, as it means I can have refuelling at lots of different stations without needing to figure out how to run lines to it.
- Tue Aug 02, 2016 12:30 am
- Forum: Ideas and Suggestions
- Topic: Give the first chain signal in a row an outstanding design
- Replies: 1
- Views: 2928
Re: Give the first chain signal in a row an outstanding design
I like this idea. I'm a sucker for overly-complex rail set ups, and more than happy to figure out how to get an intersection to work if I can. However, as you say the first chain signal in a, err, chain is more important than the rest and having it be visibly different would be nice. Maybe having it...
- Tue Aug 02, 2016 12:02 am
- Forum: Ideas and Suggestions
- Topic: Remove or Miniaturize Circuit Networks
- Replies: 99
- Views: 34448
Re: Remove or Miniaturize Circuit Networks
How about an official response to this idea/suggestion: No. Seriously? If you're not going to elaborate, why even bother with the response in the first place? Also, there are two suggestions here, is that "No" for both of them or just one? Did you look through the rest of thread or is thi...
- Fri Jul 22, 2016 1:45 am
- Forum: General discussion
- Topic: How to store 4 trillion square tiles of map in just 8 GB RAM
- Replies: 19
- Views: 10455
Re: How to store 4 trillion square tiles of map in just 8 GB RAM
They likely use floating-point numbers for positions in the game (because that's how you generally do this stuff). And single-precision floating point numbers have about 7 digits of precision. 2,000km is 2,000,000m, which is 7 digits of precision there. Assuming that 1 tile = 1m, then that gives you...
- Fri Jul 22, 2016 1:24 am
- Forum: Ideas and Suggestions
- Topic: Remove or Miniaturize Circuit Networks
- Replies: 99
- Views: 34448
Re: Remove or Miniaturize Circuit Networks
I'm here for the "miniaturisation" aspect, as I was essentially going to make Kirvesnaama's suggestion myself. While 3/4 combinators aren't too bad, and you can do a fair bit, as the complexity rises, so does the space and that can be incredibly frustrating when you find that you don't hav...
- Wed Jul 20, 2016 7:33 am
- Forum: Balancing
- Topic: Efficiency modules need a downside
- Replies: 62
- Views: 28001
Re: Efficiency modules need a downside
The problem with efficiency modules having a "downside" is that kinda stops them from being efficiency modules. Efficiency can be measured many ways, but generally, if process A produces more output for some fixed amount of input than process B does with the same amount of input, then proc...
- Wed Jul 20, 2016 7:15 am
- Forum: Balancing
- Topic: Transport belts should stack in numbers of 100
- Replies: 7
- Views: 3162
Re: Transport belts should stack in numbers of 100
Is it not a bit weird that players can hold more parts for belts than actual belts? Actually, this is a good point. One stack of gears and one stack of iron produces 4 stacks of regular belts. That actually seems like a decent reason to make belts stack to 100. That way two stacks of input will pro...
- Wed Jul 20, 2016 7:05 am
- Forum: Ideas and Suggestions
- Topic: [0.13] Ideas to Improve the Rail-Planner (Bring back the Curved Rail)
- Replies: 15
- Views: 5583
Re: [0.13] Ideas to Improve the Rail-Planer (Bring back the Curved Rail)
I think a good addition however, that keeps with the spirit of the original suggestion is to allow you to scroll through available track pieces before placing any. I suggest using Shift-Mouse Scroll by default, as that matches how you select between blueprints in the blueprint book. So you'd start w...