Search found 47 matches

by Ragnaman
Wed Dec 28, 2016 2:03 pm
Forum: Ideas and Suggestions
Topic: Improve Long Handed Inserters / Stack and Filtered Long Hand inserters / Increase stack, add filter to long handed inser
Replies: 33
Views: 11484

Re: Stack and Filtered Long Hand inserters

Roxor128 wrote:...and have upgrade modules which can be bolted onto the latter two...
module slots for inserters ? maybe belts too ?
0.15
by Ragnaman
Wed Dec 28, 2016 1:35 am
Forum: Combinator Creations
Topic: Tetris... in Factorio?
Replies: 50
Views: 52558

Re: Tetris... in Factorio?

could you use such contraption for input ?
http://steamcommunity.com/sharedfiles/f ... =826088745
by Ragnaman
Wed Dec 28, 2016 12:54 am
Forum: Ideas and Suggestions
Topic: [FFF#169] Blueprint GUI Suggestion (image example)
Replies: 2
Views: 1435

Re: [FFF#179] Blueprint GUI Suggestion (image example)

Expanded for scalability (imagined what if there are a 30 player session)
However this would lead to a bit more clicking when playing with only 2-3 pals in multiplayer.
blueprintUI2.png
blueprintUI2.png (76.06 KiB) Viewed 1419 times
by Ragnaman
Wed Dec 28, 2016 12:23 am
Forum: Ideas and Suggestions
Topic: [FFF#169] Blueprint GUI Suggestion (image example)
Replies: 2
Views: 1435

[FFF#169] Blueprint GUI Suggestion (image example)

Drafted a sketch to add subjective improvements to what i saw in FFF #170 Why: I foresee that players will generate a metric ton of blueprints. At least 50. There must be a way for the player to create his own personal filters. I think the image shows everything I want to convey. blueprintUI.png Det...
by Ragnaman
Mon Dec 26, 2016 2:25 pm
Forum: Ideas and Suggestions
Topic: Option to label ores on the map
Replies: 8
Views: 3478

Re: Option to label ores on the map

@ssilk
not only is this useful for anyone, it also is a great move forward in terms of accessibility (many people have difficulty with colour differentiation, they cant easily see ore patches).
I do not know how you categorise suggestions, but this should have the accessibility tag too.
by Ragnaman
Sun Dec 25, 2016 5:34 am
Forum: Ideas and Suggestions
Topic: Machine gets stuck or breaks.
Replies: 3
Views: 1425

Re: Machine gets stuck or breaks.

From game design perspective it is an awful feature. It punishes the player for building ever larger factories. Counter-intuitive to the core of the game.
by Ragnaman
Sun Dec 25, 2016 5:28 am
Forum: Ideas and Suggestions
Topic: Combinator Size / Combinator Board
Replies: 3
Views: 1111

Re: Combinator Size / Combinator Board

I like the idea,
Also, Wube needs to hire Zach from Zachtronics so he creates something along the lines of this for factorio http://store.steampowered.com/app/504210
With that...I would be doomed to never return to everyday humanity.
by Ragnaman
Tue Dec 20, 2016 9:44 pm
Forum: Ideas and Suggestions
Topic: Anti-turret-creep suggestion (+ harder lategame)
Replies: 5
Views: 2226

Re: Anti-turret-creep suggestion

Additional ideas: + Spawner colony slowly dies if the heart is destroyed (allowing faster colony destruction in endgame). this would require hearts to be defended so one would not simply run past them and snipe them. potentially improving the usefulness of often neglected weapons (vulnerability to e...
by Ragnaman
Tue Dec 20, 2016 8:44 pm
Forum: Ideas and Suggestions
Topic: Anti-turret-creep suggestion (+ harder lategame)
Replies: 5
Views: 2226

Re: Anti-turret-creep suggestion

I was thinking along similar lines but wanted to keep the suggestion short and simple, im glad there are others who think along similar lines. Not sure how process intensive the creep growth/tracking would be on a global scale (seems analogue to pollution spread but simpler); I like the thought that...
by Ragnaman
Sat Dec 17, 2016 2:22 am
Forum: Ideas and Suggestions
Topic: Slow construction (bots)
Replies: 2
Views: 1644

Re: Slow construction (bots)

Could work for some sort of RTS spinoff/mod.

Main reason people try to get portable construction robots in their pocket is the ability to clear forests, build and deconstruct FAST.
However, getting access to construction robots early would be great, these bots could be really slow as you mention.
by Ragnaman
Sat Dec 17, 2016 12:56 am
Forum: Mods
Topic: [MOD 0.15] Greenhouse with modules 0.15.0
Replies: 8
Views: 8374

Re: [MOD 0.12.x] Greenhouse with modules 0.1.1

Apologies for the lack of activity, I am looking to reserve time this weekend to work on migrating this mod to 0.14

Updated, compatible with 0.14
by Ragnaman
Sat Dec 17, 2016 12:31 am
Forum: Ideas and Suggestions
Topic: Anti-turret-creep suggestion (+ harder lategame)
Replies: 5
Views: 2226

Anti-turret-creep suggestion (+ harder lategame)

I read FFF: https://www.factorio.com/blog/post/fff-169 Suggestion: Biter spawners grow "creep" around them. Empowering biters and making it harder for player to fight in such environment. + cant build structures on the "creep". This image should suffice: Original suggestion: anti...
by Ragnaman
Fri Oct 14, 2016 6:51 pm
Forum: Ideas and Suggestions
Topic: Ingame mod install usability suggestions
Replies: 0
Views: 549

Ingame mod install usability suggestions

Quick list of things I felt missing when first using ingame mod install option: - when user navigates to mod view (via install mods), he should be presented with search box for query text, "search" button and "show all mods" button (or some alternative to instant query for all mo...
by Ragnaman
Tue Apr 26, 2016 10:28 pm
Forum: Mods
Topic: [MOD 0.15] Greenhouse with modules 0.15.0
Replies: 8
Views: 8374

Re: [MOD 0.12.x] Greenhouse with modules 0.1.1

Hi,
Never used Dytech, but it should be possible.

I'll take a look at Dytech in a few days to see what kind of trees it has.
by Ragnaman
Fri Apr 22, 2016 3:23 pm
Forum: Mods
Topic: [MOD 0.12.0+] Greenhouses 0.1.0
Replies: 46
Views: 45349

Re: [MOD 0.12.0+] Greenhouses 0.1.0

Hey SpeedDaemon,

I liked your mod a lot, but I wanted quite a few changes to it and I couldnt find you active. Hope you dont mind that I made a mod of your mod. I mentioned you as the original mod author in my mod so theres that.
by Ragnaman
Sun Apr 17, 2016 3:28 pm
Forum: Texture Packs
Topic: [DONE] Biter Icons 128 bit
Replies: 4
Views: 4871

Re: [Request] Biter Icons 128 bit

until someone makes better gfx ... http://johnsmith.ktec.de/factorio/mods/support/andere/nevo/biter_orange.png http://johnsmith.ktec.de/factorio/mods/support/andere/nevo/biter_red.png http://johnsmith.ktec.de/factorio/mods/support/andere/nevo/biter_blue.png http://johnsmith.ktec.de/factorio/mods/su...
by Ragnaman
Sun Apr 17, 2016 3:01 pm
Forum: Ideas and Suggestions
Topic: Release Blender Material Library for modding
Replies: 7
Views: 3292

Re: Release Blender Material Library for modding

My issue is more the fact that you can use the most beautiful textures on your models, when they are scaled down and mangled through the factorio render they are not visible or ugly most of the times :D So with facotrio the less or simpler textures you use the better. Can I use your materials with ...
by Ragnaman
Sun Apr 17, 2016 2:08 pm
Forum: Ideas and Suggestions
Topic: Lubricated Steam Engine
Replies: 2
Views: 1228

Re: Lubricated Steam Engine

I'm a simple man, I see steam, I like.
by Ragnaman
Sun Apr 17, 2016 2:04 pm
Forum: Ideas and Suggestions
Topic: Release Blender Material Library for modding
Replies: 7
Views: 3292

Re: Release Blender Material Library for modding

Thanks for consideration.
All of those are valid points, some modders manage to make wonderful objects anyway;

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