Search found 149 matches

by Tev
Mon Oct 21, 2024 4:27 pm
Forum: Gameplay Help
Topic: Missing option to enable turret shooting alert
Replies: 2
Views: 256

Missing option to enable turret shooting alert

From changelog:
Disabled the turret shooting alert by default.
The alert is disabled, I just tested it. But how do I re-enable it? I don't see anything in the interface settings or anywhere else. And wording of the changelog implies we should be able to enable it.
by Tev
Fri Apr 12, 2019 10:20 pm
Forum: News
Topic: Friday Facts #290 - Rail building changes & High-res icons
Replies: 75
Views: 39780

Re: Friday Facts #290 - Rail building changes & High-res icons

Yeah, current rail building is not ideal. But, instead of bringing in another mod (FARL), you remove options, which ruins rail building in the early game (especially in slow-research options like marathon / deathworld). Why ruin? Currently you can use planner in early game. Now you won't be able to,...
by Tev
Sun Apr 07, 2019 9:46 am
Forum: News
Topic: Friday Facts #289 - Character GUI
Replies: 137
Views: 64986

Re: Friday Facts #289 - Character GUI

I really like suggestions of togglable-requests and "ephemeral" (rather temporary?) requests, those would be so helpful. Sorting for requests would be nice to have too. And it's not clear to me what would be the default flow for setting logistic slot - would it automatically set autotrash ...
by Tev
Fri Mar 08, 2019 9:42 am
Forum: Resolved Problems and Bugs
Topic: [0.17.3] Adding or removing a train stop when waiting at a temporary stop (Ctrl+Click) resets wait time
Replies: 2
Views: 1436

Re: [0.17.3] Adding or removing a train stop when waiting at a temporary stop (Ctrl+Click) resets wait time

This is quite annoying bug for railworld maps :( Temporary stations is very nice addition, but when you are using them a lot, you encounter this bug like 3-8 times per hour.
by Tev
Sun Sep 23, 2018 1:00 am
Forum: News
Topic: Friday Facts #261 - Performance + New player interaction
Replies: 94
Views: 45214

Re: Friday Facts #261 - Performance + New player interaction

... if the first 15 minutes of a game feels shitty, there is big chance that the player will not play any further. A million people tried the demo, learned from the tutorial, and went on to buy the game. There's nothing fundamentally wrong with the first 15 minutes and in my opinion the first 15 mi...
by Tev
Fri Aug 24, 2018 12:46 pm
Forum: News
Topic: Friday Facts #257 - NPE/Campaign update
Replies: 110
Views: 55178

Re: Friday Facts #257 - NPE/Campaign update

Can I suggest to call shallow water bogland or marsh? Then it makes more sense you can walk on it but not build on it. An intuitive idea is to have two types of landfill: Basic Landfill: makes water into bogland Permeable Landfill: fills in all water and bogland Basic Landfill would be cheaper than...
by Tev
Fri Jul 06, 2018 8:59 pm
Forum: News
Topic: Friday Facts #250 - Dead end conclusion
Replies: 142
Views: 62487

Re: Friday Facts #250 - Dead end conclusion

Proposal zero sounds like much better and thought through solution! Especially with regards to the library.

I would maybe add different "sheets" (think excel) to the library for organizational purposes, but that might complicate things.
by Tev
Fri Jun 29, 2018 9:45 pm
Forum: News
Topic: Friday Facts #249 - Dead end exploration
Replies: 206
Views: 79697

Re: Friday Facts #249 - Dead end exploration

I am using current blueprint system extensively, and it works great. Not big user of library (as I spend a lot of time on single map), and I guess its UI can be improved, but PLEASE don't mess with great blueprint system just because you added unpolished version of blueprint library! Only proposal 2...
by Tev
Sat Dec 30, 2017 9:42 am
Forum: News
Topic: Friday Facts #223 - Reflections on 2017
Replies: 116
Views: 49839

Re: Friday Facts #223 - Reflections on 2017

Thanks for the playtime per commit / LoC / etc. statistic. It nicely highlights how awesome is work of programmer :)
by Tev
Sat Nov 25, 2017 11:15 am
Forum: News
Topic: Friday Facts #218 - Import bpy, Export player
Replies: 67
Views: 36052

Re: Friday Facts #218 - Import bpy, Export player

the colors are looking very 'washed out' in the updated version. The saturation in the .15 images look way better. Obviously the pixel count looks much better in the new version but the colors (to me) take away from that stride forward and act as a step back. I'm not a programmer or graphic artist,...
by Tev
Sat Nov 18, 2017 12:33 am
Forum: News
Topic: Friday Facts #217 - Just another Friday Facts
Replies: 84
Views: 38584

Re: Friday Facts #217 - Just another Friday Facts

Please don't mess too much with expensive setting, rather fix the base settings disbalance.
by Tev
Sat Jun 17, 2017 8:55 am
Forum: News
Topic: Friday Facts #195 - Poles re-design
Replies: 102
Views: 57859

Re: Friday Facts #195 - Poles re-design

I love Albert's party-related work, but otherwise I was disappointed. Fact_3011 said it better than I could have: I am sorry to say that i don't particularly like any of the new designs. The old ones looked a lot more elegant to me. The new designs are functional, but far less interesting. Their geo...
by Tev
Tue May 30, 2017 6:52 am
Forum: Gameplay Help
Topic: How to make trains NOT drive THROUGH a station?
Replies: 11
Views: 7402

Re: How to make trains NOT drive THROUGH a station?

Fix: place more stations on the branches you wish to be not pass-through. (I use "_" as name for such stations) Watch changelogs, it was one of the better and more discussed changes in the 0.15 threads. Rant: wonderfully wrong solutions ITT :D I mean - obviously, the design is just wrong, ...
by Tev
Mon May 29, 2017 1:45 pm
Forum: Balancing
Topic: [0.15] Research pack changes - too complex/difficult
Replies: 20
Views: 11015

Re: [0.15] Research pack changes - too complex/difficult

I do believe though that modules have the effect of pushing the bias back towards iron for science packs, mainly because of copper wire, for the most part you can get +40% extra productivity on copper costs than iron costs, and also because of steel often being a final ingredient and gaining poorly...
by Tev
Mon May 29, 2017 1:43 pm
Forum: Balancing
Topic: Logistics net: Less research needed
Replies: 73
Views: 28928

Re: Logistics net: Less research needed

This forum needs +1 function so I can just +1 posts like the BlakeMW's one above.
by Tev
Sun May 28, 2017 3:47 pm
Forum: Gameplay Help
Topic: My trains keep trying to loop...
Replies: 17
Views: 7547

Re: My trains keep trying to loop...

Best advice is DO NOT USE LOOPS. There are many people defending them vigorously, and if you'll work hard enough they are probably workable (possibly equal in limited systems), but I don't see (m)any benefits to them, and simple T-intersections (http://guide.factorio.com/img/51.jpg) and terminus sta...
by Tev
Sun May 28, 2017 3:28 pm
Forum: Balancing
Topic: [0.15] Research pack changes - too complex/difficult
Replies: 20
Views: 11015

Re: [0.15] Research pack changes - too complex/difficult

The only thing I dislike is the unbalance between iron needs and copper needs. I'm using iron like there's no tomorrow, while the first few smelters I set up for copper still cover my needs at all times. 20h into my game, I've used almost 4x as much iron as copper. Tbh that's same as before, iron w...
by Tev
Wed May 24, 2017 11:21 am
Forum: Balancing
Topic: Odd sulfuric acid ratios for processing units and batteries
Replies: 8
Views: 6546

Re: Odd sulfuric acid ratios for processing units and batteries

Majority of players does not care about ratios tbh.

And since h2so4 and plastics are kind of mass produced general-purpose-oil-product, their ratios are even less important.

Or do you care about ratios of steel furnaces to anything?
by Tev
Wed May 24, 2017 8:17 am
Forum: Balancing
Topic: Spawners generate too frequently on any map setting
Replies: 11
Views: 5880

Re: Spawners generate too frequently on any map setting

Koub: thanks! I finally understand it now. Seems like a big change to me, and few people really complain. Nukes aren't much of a solution when I'm struggling to find new resources long before I reach that tech level. Well before behemoths ("long before nukes", right?) just circling the big...

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