Search found 133 matches

by Mike5000
Tue Feb 05, 2019 5:35 am
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 89486

Re: Friday Facts #280 - Visual Feedback is the king

While you're working on the train GUI how about making something in the big list of all trains match each train's assigned color?

This would make it easier to find specific trains when you have a lot of them.
by Mike5000
Mon Feb 04, 2019 5:19 pm
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 89486

Re: Friday Facts #280 - Visual Feedback is the king

1. I very much hope that trains will have access to a logical system. Sometimes I think that the absence of this function is connected with something. But I do not understand what. Please give an answer. They do already. Connect a wire to a station and a train that stops there has access Unfortunat...
by Mike5000
Sun Feb 03, 2019 7:21 am
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 89486

Re: Friday Facts #280 - Visual Feedback is the king

could we make construction robots prioritize power poles first when being built and make them last when deconstructing? this would help all the items inside the power lines. especially when they build a roboport but have not connected it to power You can right-click your deconstruction planner and ...
by Mike5000
Fri Feb 01, 2019 9:06 pm
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 89486

Re: Friday Facts #280 - Visual Feedback is the king

A lot of great work this week but I'm not so sure about this: So we show the inaccessible train stops ... at the bottom of the list. With train stops continually enabling and disabling the list is either going to be an obsolete snapshot or else stations are going to be jumping around in the list. Th...
by Mike5000
Fri Feb 01, 2019 11:09 am
Forum: News
Topic: Friday Facts #279 - Train GUI & Modern Spitter
Replies: 208
Views: 76564

Re: Friday Facts #279 - Train GUI & Modern Spitter

Someone will probably point out that in a smart rail-network we can disable stations to make trains skip them. Disabling and enabling stations leads to thundering herds. It would be really helpful if Vanilla allowed limiting of thundering herds and/or the Mod API exposed a basic rail pathfinding pr...
by Mike5000
Fri Jan 25, 2019 5:40 pm
Forum: News
Topic: Friday Facts #279 - Train GUI & Modern Spitter
Replies: 208
Views: 76564

Re: Friday Facts #279 - Train GUI & Modern Spitter

The train GUI changes are cute but what trains really need are a way to avoid thundering herds without the massive complexity of LTN.
by Mike5000
Mon Jan 14, 2019 1:40 am
Forum: News
Topic: Friday Facts #277 - GUI progress update
Replies: 101
Views: 43258

Re: Friday Facts #277 - GUI progress update

While you're revamping the GUI, how about an option to click on an alarm to silence it for 5 minutes?

When my low-oil alarm goes off it's going to take me a while to fix it. The continuous alarm is annoying and masks any new alarms such as a biter invasion.
by Mike5000
Fri Jan 11, 2019 1:12 am
Forum: News
Topic: Friday Facts #276 - Belt item spacing & Script rendering
Replies: 155
Views: 64941

Re: Friday Facts #276 - Belt item spacing & Script rendering

That said, do you bother to use red, or at least blue, belts as expressways to feed yellow belt assembly machine lines, using splitters to move stuff onto and off of the higher tier belts? I typically use cost-effective red buses. Most of my assembler machine lines are yellow. There's one place - l...
by Mike5000
Sun Jan 06, 2019 3:15 am
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 155682

Re: Friday Facts #275 - 0.17 Science changes

Trains need 3 things: Fuel, engines and rails. Solid fuel is a great train fuel. Automating engines is mandatory because it can not be hand crafted and is an ingredient for locomotives. Rails are for trains. Put all 3 into blue science and it's a perfect setup for building the train network. Trains...
by Mike5000
Sun Jan 06, 2019 12:16 am
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 155682

Re: Friday Facts #275 - 0.17 Science changes

So my personal view on this (doubtful everyone/anyone in Wube agrees with this) is that if there is an item you need to craft once to win, there is no reason why there should be two items you need to craft to win. A line is drawn and everything after that is content for the player who is not here f...
by Mike5000
Sun Jan 06, 2019 12:07 am
Forum: Modding interface requests
Topic: Performant train routing
Replies: 0
Views: 716

Performant train routing

The objective is to provide improved control of train routing without impacting performance and with neither the implementation complexity nor the end use complexity of LTN. There are many existing suggestions for providing increased control of train routing. However they tend to require hooks into ...
by Mike5000
Sat Jan 05, 2019 10:44 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 155682

Re: Friday Facts #275 - 0.17 Science changes

I like the idea of a test launch. A simpler approach would be to have all launches produce space science, for satellite technology to require space science, and for vanilla victory to require launch of a rocket with satellite. The question I would ask is: Should the player be rewarded with victory ...
by Mike5000
Sat Jan 05, 2019 3:19 am
Forum: News
Topic: Friday Facts #276 - Belt item spacing & Script rendering
Replies: 155
Views: 64941

Re: Friday Facts #276 - Belt item spacing & Script rendering

sparr wrote:
Sat Jan 05, 2019 1:50 am
8 pixels could be the norm for medium sized objects, all the way down to 4 or fewer pixels per item for the smallest components like wires, and then much higher, maybe 32+, for things like buildings and trains.
Yes!
by Mike5000
Sat Jan 05, 2019 3:17 am
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 155682

Re: Friday Facts #275 - 0.17 Science changes

Personally I dislike the launch without a satellite because it feels so useless. Suggestion: How about adding a "Test launch" feature to the rocket silo? This test launch does the same as a normal rocket launch without a satellite, but gives the player 100 space science packs. These can n...
by Mike5000
Fri Jan 04, 2019 7:49 pm
Forum: News
Topic: Friday Facts #276 - Belt item spacing & Script rendering
Replies: 155
Views: 64941

Re: Friday Facts #276 - Belt item spacing & Script rendering

Good changes reported in this FFF. Thank you. As the smelting recipe change, I am proposing the following: - Iron plate, copper plate, stone brick: 3.2 - Steel: 16 That would mean exactly 48 stone furnaces per yellow belt, which is the number that people already build, but some of the last ones flic...
by Mike5000
Wed Jan 02, 2019 9:28 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 155682

Re: Friday Facts #275 - 0.17 Science changes

Adding pipes to green science is a step too far. Raw material cost is only one metric. Another metric is complexity, as determined by the number of assembler types needed to make a single flask. How about not 'adding', but 'replacing' other ingredient? An interesting idea but considering the variou...
by Mike5000
Wed Jan 02, 2019 8:49 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 155682

Re: Friday Facts #275 - 0.17 Science changes

Adding pipes to green science is a step too far. Raw material cost is only one metric. Another metric is complexity, as determined by the number of assembler types needed to make a single flask. Red science needs electricity and 2 kinds of assemblers - Iron Gear Wheel and Science Pack 1. One of thes...
by Mike5000
Wed Jan 02, 2019 6:39 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 155682

Re: Friday Facts #275 - 0.17 Science changes

Why do I need a Pickaxe to pick up a building I placed a while back. I have used a Pickaxe many times in real life, and let me assure you, the results would need a repair pack to be back to normal and be “placable” again. The whole idea that unplacing takes longer than placing - often compounded by...
by Mike5000
Wed Jan 02, 2019 4:49 am
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 155682

Re: Friday Facts #275 - 0.17 Science changes

If you actually want the devs to change their minds on this, then you need to provide a logical argument that explains "why keeping the pickaxe makes Factorio a better game". That has been done many times. What has not been done is to explain why removing the pickaxe makes Factorio better...
by Mike5000
Tue Jan 01, 2019 9:14 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 155682

Re: Friday Facts #275 - 0.17 Science changes

Serenity wrote:
Tue Jan 01, 2019 8:59 pm
I guess this is aimed a bit at beginners. To learn how to automate certain products and then maybe duplicate that part elsewhere.
That's why these overly heavy handed hints belong in tutorials or maybe campaigns, not in free play in an open world.

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