Search found 711 matches

by Earendel
Sat Sep 17, 2016 9:14 am
Forum: Ideas and Suggestions
Topic: More Robust Mod Loading
Replies: 2
Views: 1478

Re: More Robust Mod Loading

Or at least if there are any errors it should take you to the mods screen so you can disable any broken modes based on the errors you got.
by Earendel
Sat Sep 17, 2016 7:38 am
Forum: News
Topic: Friday Facts #156 - Massive Multiplayer
Replies: 42
Views: 26042

Re: Friday Facts #156 - Massive Multiplayer

I had a lot of fun in the MMO event. For multiplayer games it would be useful to have: A button to toggle the show/hide of player names on maps. A players interface. Something a bit like the trains interface? Entities to show the player that last damaged them. (e.g: Player: Aruma. Last damaged by: S...
by Earendel
Wed Aug 31, 2016 10:00 pm
Forum: News
Topic: Friday facts #153 - 0.13 Stable, 0.14 Experimental
Replies: 98
Views: 45055

Re: Friday facts #153 - 0.13 Stable, 0.14 Experimental

AI modules that you can insert in the vehicles so they can self-operate/function like the robot army mod +1 I was going to suggest the same thing. On a related note, it would be very useful for mod makers if there was more basic version of the Unit entity where there is no default behavior and you ...
by Earendel
Mon Jul 04, 2016 10:51 pm
Forum: Ideas and Suggestions
Topic: New Achievement Ideas
Replies: 120
Views: 33287

New Achievement Ideas

Please post your achievment ideas here. I will join other achievement ideas into this. You can/should lookup older threads: https://forums.factorio.com/viewtopic.php?f=80&t=28403 Ideas around Archievements (New and Old) -- ßilk Here are some play style restrictions or settings that I've enjoyed...
by Earendel
Sun Jul 03, 2016 2:11 pm
Forum: Ideas and Suggestions
Topic: Add option to lights for Advanced RGB mode
Replies: 0
Views: 666

Add option to lights for Advanced RGB mode

If a Friday Facts Post https://www.factorio.com/blog/post/fff-122 about light colours it said how the decision was made to use simple colours for lights: Other possibilities were sending RGB codes or setting a specific condition for each colour, but I decided for the simple option. With the most rec...
by Earendel
Tue Jun 28, 2016 4:25 pm
Forum: Mods
Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
Replies: 374
Views: 340912

Re: [MOD 0.12.x|0.13] Rail Tanker - Liquid transport 1.3.2

When this mod gets updated to the new standard lengths, can you make the fluid containers snap to a 2x6 accessible area (or 3 connected 2x2 containers)?
by Earendel
Fri Jun 24, 2016 10:31 pm
Forum: News
Topic: Friday Facts #144 - The gfx report
Replies: 99
Views: 50213

Re: Friday Facts #144 - The gfx report

If you're going to be saving out all the graphics again anyway this would be a good time to move to a rectangular instead of square grid. I know it's more work than it sounds but worth it to respect the viewing angle and future proof against more object rotation problems.
by Earendel
Sun Apr 10, 2016 7:52 am
Forum: News
Topic: Friday Facts #133 - The train struggle
Replies: 175
Views: 74119

Re: Friday Facts #133 - The train struggle

I think that the train fix is important for a number of reasons, not least blueprint rotating. In the distortion example it looked like linear interpolation, but I think it would be best to use sin or cos to get the distortion factor. A bit of distortion in conjunction with a bit of extra spacing wo...
by Earendel
Thu May 07, 2015 11:34 pm
Forum: Ideas and Requests For Mods
Topic: [Request] Zeppelins!
Replies: 13
Views: 10956

Re: [Request] Zeppelins!

If the planet has a dense atmosphere then a blimp will have a greater lifting capacity. For comparison, floating cities are plausible in the atmosphere of Venus...
by Earendel
Thu May 07, 2015 11:19 pm
Forum: Ideas and Requests For Mods
Topic: RTS - Command Units Mod
Replies: 4
Views: 7851

RTS - Command Units Mod

I'm thinking about making a mod to add a few RTS aspects to the game. The key feature is: Automated ground units that you can command. I'm envisioning that vehicle commands would mainly be managed by assigning the vehicle to a number of named regions. Regions would be created with a blueprint-like t...
by Earendel
Sun Nov 23, 2014 3:34 pm
Forum: Development Proposals
Topic: RTS direction
Replies: 183
Views: 150777

Re: RTS direction

Using the existing logic structure of the game, the next step would seem to be making combinations like: Car + Drone CPU + Weapon + Ammo. Train + Turret could be useful too. [Edit] Because these vehicles would be persistent, they would need fuel and ammo, or would need recharging. In terms of managi...

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