Search found 163 matches
- Sat Aug 01, 2020 1:58 am
- Forum: News
- Topic: Friday Facts #358 - Alien decoratives & Polluted water
- Replies: 71
- Views: 33885
Re: Friday Facts #358 - Alien decoratives & Polluted water
I like the polluted water idea. The simple interpolation between blue and green based on the pollution value for polluted water could be reused for air pollution, too. Just interpolate between a pollution colour and the regular land graphics to make a haze of pollution on land.
- Mon Aug 05, 2019 4:42 am
- Forum: Ideas and Suggestions
- Topic: Get rid of barrels and all barrel-related content
- Replies: 20
- Views: 11333
Re: Get rid of barrels and all barrel-related content
I find barrels quite useful for tasks that need only a small amount of liquid, such as making flamethrower ammo or mining uranium. In the case of flamethrower ammo, I need to restock on it it so rarely, carrying a few stacks of barrels between my "miscellaneous crap area" and my refinery e...
- Mon Aug 05, 2019 3:20 am
- Forum: Ideas and Suggestions
- Topic: Blueprint Tech needed
- Replies: 1
- Views: 850
Re: Blueprint Tech needed
Sounds like a nice, simple UI improvement to me.
It already shows what you need to actually build it, so it shouldn't be too hard to add a couple of recursive lookups of the tech tree to find unresearched techs needed as well.
It already shows what you need to actually build it, so it shouldn't be too hard to add a couple of recursive lookups of the tech tree to find unresearched techs needed as well.
- Sun Jul 28, 2019 5:51 am
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 286213
Re: Friday Facts #305 - The Oil Changes
I'm still not convinced. A few things I think you should try BEFORE changing the oil recipe: 1. Add blockage indicators to the UI. Red background on the blocked output in the machine window, red ring around the icon for an output product in Alt-view, and a red lamp above the blocked output on the mo...
- Sun Jul 28, 2019 5:16 am
- Forum: Ideas and Suggestions
- Topic: NVIDIA Freestyle support
- Replies: 12
- Views: 4260
Re: NVIDIA Freestyle support
No, I guess not. It wouldn't be fair to expect you to be familiar with the area you are commenting on. I hope this is helpful next time. I'm familiar with programs that support loading in shaders from a file, like the aforementioned video player, tools dedicated to shader prototyping, and of course...
- Thu Jul 25, 2019 4:43 am
- Forum: Ideas and Suggestions
- Topic: Simple Aesthetic: Rocket Launch Ground Glow
- Replies: 1
- Views: 866
Re: Simple Aesthetic: Rocket Launch Ground Glow
I can see how it might be done. Spawn a light source with a large radius on the silo and have it fade out as the rocket goes higher. Or start at something lamp-sized, grow as the rocket's exhaust clears the silo and reaches a sufficient height that it'd be illuminating a large area, then fade it out...
- Thu Jul 25, 2019 4:20 am
- Forum: Ideas and Suggestions
- Topic: NVIDIA Freestyle support
- Replies: 12
- Views: 4260
Re: NVIDIA Freestyle support
... you would have done much, much, much, better citing reshade / sweetfx as the example of a "well known" tool that allows custom shader injection. Well, I can't exactly cite those programs as examples when you only just now introduced me to them, can I? Because I'd be good money that a ...
- Wed Jul 24, 2019 9:51 am
- Forum: Ideas and Suggestions
- Topic: NVIDIA Freestyle support
- Replies: 12
- Views: 4260
Re: NVIDIA Freestyle support
Actually... support for a more well known and more easily used application seems like the better option than expecting people to write custom glsl shaders... Well-known? This thread was the first time I ever heard of the program, and I've been using Nvidia cards for years. There is a precedent for ...
- Wed Jul 24, 2019 6:35 am
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 211726
Re: Friday Facts #304 - Small bugs; Big changes
I don't think the changes to Basic Oil Processing are the way to go. I think it's attacking the problem of the Oil Spike from the wrong angle. The way I see it, the problem with the Oil Spike is in three parts: 1. It's the first time the player needs to get serious about fluid handling. 2. It's the ...
- Tue Jul 23, 2019 10:12 am
- Forum: Ideas and Suggestions
- Topic: Temporary extension of inventory by chest for personal construction
- Replies: 15
- Views: 3005
Re: Temporary extension of inventory by chest for personal construction
When I saw the title, I thought it might be going to suggest being able to pick up a chest full of stuff and carry it with you and construction bots treating it as part of your inventory, but with the penalty of not being able to enter vehicles or fire weapons.
- Tue Jul 23, 2019 6:35 am
- Forum: Ideas and Suggestions
- Topic: NVIDIA Freestyle support
- Replies: 12
- Views: 4260
Re: NVIDIA Freestyle support
Sounds like what you really want is support for loading custom post-processing shaders. Probably wouldn't be too hard to add a feature to load in a custom .glsl file and run that over the last buffer before the monitor. Don't know if the devs would see it as worthwhile, though.
- Tue Jul 23, 2019 6:16 am
- Forum: Ideas and Suggestions
- Topic: Remove flamethrower ammo from the game
- Replies: 17
- Views: 4872
Re: Remove flamethrower ammo from the game
Perhaps an easier-to-implement approach which would make the flamethrower behave more like the flamethrower turrets would be to have a generic Flamethrower Tank, which can be filled with anything the flamethrower turret will take. 5 Steel -> Flamethrower Tank (same as making current ammo) Flamethrow...
- Mon Jun 24, 2019 10:54 am
- Forum: Ideas and Suggestions
- Topic: Neural net entities
- Replies: 8
- Views: 3410
Re: Neural net entities
Having 1x1 neurons and 1 x n layers already working with Reals would be a fast way. Unfortunately, you're out of luck there. As far as I know, Factorio's internal simulation is integer-based (and the circuit network definitely is). I recall the devs beating their heads against the wall at one point...
- Sun Jun 23, 2019 10:14 am
- Forum: Ideas and Suggestions
- Topic: Neural net entities
- Replies: 8
- Views: 3410
Re: Neural net entities
I think you could actually do this with the existing circuit network. Implementing a single neuron would be simple enough. Just a bank of arithmetic combinators multiplying weights fed via a common line and outputting on a common signal, all their outputs fed into a decider combinator taking its thr...
- Sun Jun 23, 2019 4:57 am
- Forum: Ideas and Suggestions
- Topic: Unpowered Electric network with different color
- Replies: 4
- Views: 1210
Re: Unpowered Electric network with different color
One other point: As visible as making the network flash would be, DO NOT make it the only option! It would be extremely distracting when peering at the map and trying to find something else, and annoying if the part that's unpowered is due to the power switch being turned off.
- Sun Jun 23, 2019 4:48 am
- Forum: Ideas and Suggestions
- Topic: Bare Handed Starting Option
- Replies: 9
- Views: 2423
Re: Bare Handed Starting Option
Are there any that give you a menu to pick out your starting equipment and save it as a preset for next time if you decide you like that set? Something analogous to the map-generation presets?
- Sat Jun 22, 2019 5:57 am
- Forum: Ideas and Suggestions
- Topic: Icon sign posts in Vanilla
- Replies: 9
- Views: 3236
Re: Icon sign posts in Vanilla
In addition to signs on posts, could we also have short ones that only cover a single tile? They'd be perfect for labelling the bars of your displays.
- Sat Jun 22, 2019 5:26 am
- Forum: Ideas and Suggestions
- Topic: Personal Roboport Different Color
- Replies: 12
- Views: 2821
Re: Personal Roboport Different Color
I'm not so sure if just a different shade of green would be enough. Maybe something a bit more distinctive, like an overlay of gears from the game's logo in a lighter or darker shade of green to indicate the personal roboport coverage area.
- Sat Jun 22, 2019 5:19 am
- Forum: Ideas and Suggestions
- Topic: Beacon on/off via circuit network
- Replies: 25
- Views: 9447
Re: Beacon on/off via circuit network
Why limit it to just beacons? Go all-out and put the ability to toggle on/off via circuit network into everything electrical. The power switch can stick around for those situations where you just want to be able to shut down a large section of your base or disconnect your emergency power, and the ci...
- Sat Jun 22, 2019 4:50 am
- Forum: Ideas and Suggestions
- Topic: Bare Handed Starting Option
- Replies: 9
- Views: 2423
Re: Bare Handed Starting Option
A better approach would be to provide several starting presets to choose from, and have "Nothing at all" as just the first one. A few suggestions: 1. Nothing at all. 2. Burner basics. (Current default). 3. Basic electricity. Just enough to get started building without needing to bother wit...