Search found 15 matches
- Fri Aug 14, 2020 12:45 pm
- Forum: News
- Topic: Friday Facts #360 - 1.0 is here!
- Replies: 210
- Views: 118364
Re: Friday Facts #360 - 1.0 is here!
congratulations!!!
- Tue Jul 21, 2020 8:49 pm
- Forum: News
- Topic: Friday Facts #356 - Blueprint library for real
- Replies: 123
- Views: 62613
Re: Friday Facts #356 - Blueprint library for real
thanks for sharing some of your ups and downs on the game. you've all given us so many enjoyable moments in this game, and that's more than enough for me
i love the new blueprint library ux, it adds a fun top down strategy element for me
i love the new blueprint library ux, it adds a fun top down strategy element for me
- Fri Jun 19, 2020 8:54 pm
- Forum: News
- Topic: Friday Facts #352 - New website
- Replies: 83
- Views: 43710
Re: Friday Facts #352 - New website
i like that you centralized your CSS style system across both sites. that should be nice for your long-term maintenance, and maybe it'll make it easier to do temporary overrides for aesthetic themes, like Halloween or a DLC not having js reduces maintenance and increases compatibility/accessibility,...
- Fri Mar 27, 2020 9:24 pm
- Forum: News
- Topic: Friday Facts #340 - Deep desyncs
- Replies: 82
- Views: 45622
Re: Friday Facts #340 - Deep desyncs
im glad everything is okay with you guys, stay safe! it's really cool that you spent any time at all on bugs that seemed (on their surface) to be not your responsibility or scope. i imagine its partially due to the mod's popularity, but it's still cool that you do this. you've earned the bug fixes t...
- Thu Oct 03, 2019 2:30 am
- Forum: Ideas and Suggestions
- Topic: Circuit network design
- Replies: 20
- Views: 9651
Re: Circuit network design
That's okay, thank you for reading and contributing
- Thu Oct 03, 2019 12:54 am
- Forum: Ideas and Suggestions
- Topic: Circuit network design
- Replies: 20
- Views: 9651
Re: Circuit network design
Ive realised that ive created a rather technical topic and encouraged you all to take the time to read it. I think i owe some of you a better explanation, if you want it. Here's a bit more background on the coding and terminology that's (probably) behind the scenes, and the terminology ive been usin...
- Thu Oct 03, 2019 12:54 am
- Forum: Ideas and Suggestions
- Topic: Circuit network design
- Replies: 20
- Views: 9651
Re: Circuit network design
Okay i thought maybe we'd try a different approach to the topic. I'm going to provide a survey, all related to implications about this design decision, and anyone that would like is encouraged to answer them. Answer "unsure" if you don't really know how the question would apply to your nee...
- Tue Oct 01, 2019 5:02 pm
- Forum: Ideas and Suggestions
- Topic: Circuit network design
- Replies: 20
- Views: 9651
Re: Circuit network design
No, I'm talking as a guy with source access who would potentially try to implement changes if they make sense. Again, im suggesting that the current design is flawed, not necessarily the goals of it. You are demanding a solution to that design problem that im saying is too complex to have a single ...
- Tue Oct 01, 2019 4:03 pm
- Forum: Ideas and Suggestions
- Topic: Circuit network design
- Replies: 20
- Views: 9651
Re: Circuit network design
Okay Allaizn, i think i get what's going on a bit. You're frustrated that im voicing such strong opinions after having played with Factorio's implementation of logic for only a handful of hours. My sentence disclaiming playtime was not for you, a player, it was for the developers to better contextua...
- Tue Oct 01, 2019 1:48 pm
- Forum: Ideas and Suggestions
- Topic: Circuit network design
- Replies: 20
- Views: 9651
Re: Circuit network design
You're correct in that Everything != 0 will generate a true result as long as any signal exists. It's a little annoying; to successfully check that all channels in which you are interested have a non-zero value you need to play some additional (though not especially complicated) combinator games. S...
- Tue Oct 01, 2019 12:34 am
- Forum: Ideas and Suggestions
- Topic: Circuit network design
- Replies: 20
- Views: 9651
Re: Circuit network design
Oh okay, thank you for the addition/correction! i didn't know that about the "everything" wildcard. but i think you can still work a problematic example by swapping the comparison type if i have a network reading from an almost empty chest and i test individually that entity X,Y equal 0 bu...
- Mon Sep 30, 2019 11:47 pm
- Forum: Ideas and Suggestions
- Topic: Circuit network design
- Replies: 20
- Views: 9651
Re: Circuit network design
Goes to show, don't test things at 2am and talk about it. I could have sworn it output false for a zero value, but you're totally right that you can check if an individual value equals 0 and get an intuitive result. But i'd only change my argument a little bit, and maybe provide a different example ...
- Mon Sep 30, 2019 8:45 pm
- Forum: Ideas and Suggestions
- Topic: Circuit network colors
- Replies: 0
- Views: 864
Circuit network colors
I love your idea about giving certain circuit network keys intuitive functional characteristics. The color keys driving light color is brilliant. I think this is such a cool way to keep a similar level of complexity in both implementation and UI/UX, while subtly providing another tool for users that...
- Mon Sep 30, 2019 8:10 pm
- Forum: Ideas and Suggestions
- Topic: Circuit network design
- Replies: 20
- Views: 9651
Circuit network design
I want to suggest something about the current circuit network design is unintuitive / inconsistent. My rationale is a little technical, but i think that my main point applies to any audience using logic networks. I'm basing my thoughts off 10ish hours of just playing with networks in Factorio + expe...
- Mon Sep 30, 2019 7:23 pm
- Forum: Development Proposals
- Topic: Peace with Aliens
- Replies: 205
- Views: 232889
Re: Peace with Aliens
I love this idea! I don't find fighting them fun, and i still think i'll probably just prefer flat peaceful most of the time, but there are moods where i think i'd like an inbetween. Something that gave me a few problems, but maybe ones that had more mutualistic requirements / outcomes. Would you ev...