Search found 79 matches

by TheoMarque
Fri Nov 08, 2019 3:43 pm
Forum: News
Topic: Friday Facts #320 - Color correction
Replies: 202
Views: 75604

Re: Friday Facts #320 - Color correction

Very nice! I often turn off genratorig desetrs beacause I do not like "faded sands". Now i very vibrant, and I feel warm from this desert. And one thing to correct - oil deposits on minimap - correct theese "purple" dots to something else or adjust it's tone (maybe replace it wit...
by TheoMarque
Fri Nov 08, 2019 9:22 am
Forum: Ideas and Suggestions
Topic: Change stats outputs from column to row based
Replies: 3
Views: 1041

Re: Change stats outputs from column to row based

I not agree with you.

Meters under name of item will be not comparable to others.
In some cases you will se a mess when items flaping not only between rows but and columns.

Now is good and UX dream for this situation.
by TheoMarque
Thu Nov 07, 2019 3:37 pm
Forum: Ideas and Suggestions
Topic: Selecting Audio Devices
Replies: 0
Views: 426

Selecting Audio Devices

TL;DR Possibility to select audio device what will be used by factorio. What ? I have 3 audio devices, beacause I'm streaming Factorio and I have USB headphones. Everytime when I start playing Factoio I must switching all devices and set one to default and combining to direct output from game to st...
by TheoMarque
Sun Aug 25, 2019 8:04 pm
Forum: News
Topic: Friday Facts #309 - Controversial opinions
Replies: 290
Views: 113309

Re: Friday Facts #309 - Controversial opinions

About belts useless in late game - maybe add higher tier for belts & inserters like direct input/output from belts to container to copete overpowered bots?
by TheoMarque
Sat Aug 24, 2019 11:01 am
Forum: News
Topic: Friday Facts #309 - Controversial opinions
Replies: 290
Views: 113309

Re: Friday Facts #309 - Controversial opinions

Inserters should not chase items True. Nothing to add, because inserter behavior of picking items is quirky. Using long distance inserters make a whole setups problematic so I dismissed their existence. Blueprint import/export should be a modded feature What? Is it a problem? Weapons shouldn't lock...
by TheoMarque
Fri May 17, 2019 6:57 pm
Forum: News
Topic: Friday Facts #295 - New design for the chemical plant
Replies: 77
Views: 35102

Re: Friday Facts #295 - New design for the chemical plant

Very nice chemical plant, but I see second chimney, maybe for steam? How you think about add some white steam from this pipe when water is used to procesing? And one thing, solid fuel and plastics - maybe change color of procesing type into mixed of ingriedents? not full tint but significant? Mayeby...
by TheoMarque
Thu May 09, 2019 3:31 pm
Forum: Gameplay Help
Topic: Belt vs inserter and assebmler output
Replies: 6
Views: 2035

Re: Belt vs inserter and assebmler output

I preffer 2 option, but tried many , clocks and not working well problem is rounding. Output is 7,5/s so sometimes inserters put on belt 7, sometimes 8 items/s. This ruin any calculations for third in a row inserter. Some idea is use a spliiters, but if i resolved problem with putting green circuts ...
by TheoMarque
Tue May 07, 2019 8:39 pm
Forum: Gameplay Help
Topic: Belt vs inserter and assebmler output
Replies: 6
Views: 2035

Belt vs inserter and assebmler output

I have a problem with massive green circut production: Setup: https://media.discordapp.net/attachments/310095683950477314/575414424949489696/unknown.png?width=525&height=174 The problem is with leftmost assembler. Their output is limited by production of green circuts -> inserter -> belt. Used e...
by TheoMarque
Sat Apr 06, 2019 7:13 pm
Forum: News
Topic: Friday Facts #289 - Character GUI
Replies: 137
Views: 58665

Re: Friday Facts #289 - Character GUI

Please, do not listen to people complaining that the new UI looks bad. It look awesome IMO. I love the dark. Idea with GUI is ok. looks very good, but is too dark than actual. too much contrast. And, for you, new dark gui can push out players who have not very good sight. Game is not only for young...
by TheoMarque
Sat Apr 06, 2019 3:05 pm
Forum: News
Topic: Friday Facts #289 - Character GUI
Replies: 137
Views: 58665

Re: Friday Facts #289 - Character GUI

And one logistic issue, - prevent use deconstruction for personal bots. for example, marked chests with wood to be deconstructed but my own personal costruction bots taking wood and fullfil my personal inventory. factory roboport covers deconstruction place. maybe prioritize usage of factory bots th...
by TheoMarque
Fri Apr 05, 2019 7:17 pm
Forum: News
Topic: Friday Facts #289 - Character GUI
Replies: 137
Views: 58665

Re: Friday Facts #289 - Character GUI

Please, I beg you, do not make darker slots in gui (under items) I have form of astigmatism - light emiting pixels are blurry in my eyes, so i use light IDE, bright themes, because I must to use it. Too much contrast of background making game for me unplayable (white numbers on dark background). Ple...
by TheoMarque
Tue Mar 13, 2018 7:15 am
Forum: Gameplay Help
Topic: Not balanced ironworks
Replies: 13
Views: 3878

Re: Not balanced ironworks

Zavian, ok, but input is equal 13,33 items per second (yellow belt) divided by two lanes (6,665). If splitter before furnaces (with coal and iron ore) split half of red belt (13,33/s) it will be ok, but now... higher part of furnaces get more iron than lower. Problem is only with this one in red cir...
by TheoMarque
Tue Mar 13, 2018 12:12 am
Forum: Gameplay Help
Topic: Not balanced ironworks
Replies: 13
Views: 3878

Re: Not balanced ironworks

Is not resolve problem, iron plates pushed further and stacking on near splitter.
by TheoMarque
Mon Mar 12, 2018 10:42 pm
Forum: Gameplay Help
Topic: Not balanced ironworks
Replies: 13
Views: 3878

Not balanced ironworks

Hey, I build iron works using steel furnaces. Idea for this deign is simply, max flow. Iron ore input is yellow belt (compressend to half red belt), output is the same, yellow belt (undergorund). But... Ise something strange. Furnaces selected lime circle sometimes run out of iron ore. Is ok, becaus...
by TheoMarque
Sun Mar 11, 2018 4:48 pm
Forum: General discussion
Topic: Multiplayer for Workers
Replies: 9
Views: 4082

Re: Multiplayer for Workers

I started server with Team Coop but wehave a problem with forces. Everyone is in different forces ant not see anyone view, and cant access to their chests or trains. Is not the style what we will get. Of course, I can merge forces but we lose spawn points and individual research tree tech. How to cr...
by TheoMarque
Fri Mar 02, 2018 10:09 pm
Forum: General discussion
Topic: Multiplayer for Workers
Replies: 9
Views: 4082

Re: Multiplayer for Workers

HurkWurk, thank for your list, you show me more mods for new server, usage for explosives is very interesting :)
by TheoMarque
Thu Mar 01, 2018 5:55 pm
Forum: General discussion
Topic: Multiplayer for Workers
Replies: 9
Views: 4082

Re: Multiplayer for Workers

Hmm, Random mods? Most of them are connected with our playstyle. Our cooperate is... everyone build own base but we exchange ideas, resources and get some goas (recently we had a goal: launch 100 rocket per hour...). Is this the answer for different pace of playing. Bobs mod are: Too complex, taking...
by TheoMarque
Thu Mar 01, 2018 4:41 pm
Forum: General discussion
Topic: Multiplayer for Workers
Replies: 9
Views: 4082

Re: Multiplayer for Workers

Thanks for respond but I wrote, we are not interested making game much more complexity as Bob's or Angels mod do. They have high entry level for casual players. After dig deep in mods portal I found these mods: - TeamCoop - Bottleneck - OffWorldShippingCo - Noxys_Waterfill - Resource Spawner Overhau...
by TheoMarque
Tue Feb 27, 2018 6:35 pm
Forum: General discussion
Topic: Multiplayer for Workers
Replies: 9
Views: 4082

Multiplayer for Workers

Hey, I'm new on forum but not in Factorio. (but my lang skills might be forgotten) Play game few times, starting vanillia game or vanillia server but... Now me and my friends are bored doing the same things. In vanillia, game after launching rocket is only massive extension development. But. we will...

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