Search found 181 matches

by Nemoricus
Fri Apr 13, 2018 10:43 pm
Forum: News
Topic: Friday Facts #238 - The GUI update (Part II)
Replies: 143
Views: 56444

Re: Friday Facts #238 - The GUI update (Part II)

The main issue I see with the tech tree as it is lies in the icons. They're very busy, and while they look nice up close, when viewed from a more distant perspective, it's difficult to quickly identify which technology is which. The icons should be revisited, with an eye towards making them readily ...
by Nemoricus
Sat Feb 03, 2018 5:14 am
Forum: News
Topic: Friday Facts #228 - High resolution turrets
Replies: 135
Views: 79267

Re: Friday Facts #228 - High resolution turrets

This change to laser turrets may get me to actually use them, because that effect is pretty cool.
by Nemoricus
Sat Jan 06, 2018 5:50 am
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 350140

Re: Friday Facts #224 - Bots versus belts

It seems like there are two main objections to bots in their current form: Infinite throughput and ease of use. If bots are limited in how many can access a chest in a given period of time, the infinite throughput goes away, but it then adds a new challenge for players to solve. How do you maximize ...
by Nemoricus
Fri Nov 17, 2017 3:10 pm
Forum: News
Topic: Friday Facts #217 - Just another Friday Facts
Replies: 84
Views: 35558

Re: Friday Facts #217 - Just another Friday Facts

Nice. Counter-suggestion: remove the resource "pecking order" entirely and just assign each resource patch a random weight. What patch swallows up other patch would depend on their relative weights and distance from the patch center tile. This will result in greater variability (iron won'...
by Nemoricus
Fri Jul 14, 2017 12:40 am
Forum: Releases
Topic: Version 0.15.28
Replies: 53
Views: 33799

Re: Version 0.15.28

posila wrote:
Jouquer wrote:Please, make the 45 degrees names a optional. :(
There will be "show-train-stop-names-at-angle" in config.ini in 0.15.29, but it won't be exposed in game GUI yet.
Please make it a full option soon. The 45 degree angle looks bizarre and downright awful.
by Nemoricus
Wed May 24, 2017 3:46 pm
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 152286

Re: Friday Facts #191 - Gui improvements

Queue to front wouldn't remove the need or desire to automate. It's still a single item crafting slot, which means that automation is necessary for parallel production of items. It's also tedious to keep manually queuing items. That said, I'm dubious about the need for queue to front. Yes, it's hand...
by Nemoricus
Wed May 24, 2017 12:46 pm
Forum: Ideas and Suggestions
Topic: No Water Sign for Boilers and No Steam for Steam Engines
Replies: 6
Views: 4078

No Water Sign for Boilers and No Steam for Steam Engines

Judging by the replies I've seen around here, the way boilers, heat exchangers, and steam engines/turbines work is somewhat confusing for people. To help combat this, I propose that boilers have a No Water sign similar to their Out of Fuel sign when they don't have water, a No Steam sign for steam e...
by Nemoricus
Mon May 22, 2017 11:14 pm
Forum: Won't fix.
Topic: Ore deposites Do not update on map update
Replies: 3
Views: 1675

Re: Ore deposites Do not update on map update

There is no bug. Even if an ore patch isn't completely shown within the map's visible boundaries, the full value of the ore deposit is given, including the parts that aren't visible yet.
by Nemoricus
Sun May 21, 2017 1:44 pm
Forum: Implemented Suggestions
Topic: Allow replacing belt segment with a splitter
Replies: 15
Views: 5172

Re: Allow replacing belt segment with a splitter

This would be very handy. +1
by Nemoricus
Fri May 19, 2017 6:49 pm
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 152286

Re: Friday Facts #191 - Gui improvements

I like most of these changes. However, requiring the player to open up the inventory and go to the character tab to see their armor and ammo is a bad idea. You may not often need this information, but when you do, you need it immediately. Running out of ammo in the middle of a fight is a very bad th...
by Nemoricus
Tue May 09, 2017 3:13 pm
Forum: News
Topic: Friday Facts #189 - Specifying the 1.0
Replies: 169
Views: 74904

Re: Friday Facts #189 - Specifying the 1.0

My one big wish for Factorio 1.0 is more ability to automate trains. In an ideal world, I'd like to have networks detect that there's a shortage in transportation resources (too many resources being stockpiled and not enough consumed at other locations would do), and then build additional trains to ...
by Nemoricus
Fri May 05, 2017 2:40 pm
Forum: Duplicates
Topic: [0.15] Walking thru boilers
Replies: 4
Views: 1075

Re: [0.15] Walking thru boilers

I know this has beed marked as NaB but it must be. Or I need explanation why is this correct. https://forums.factorio.com/viewtopic.php?f=23&t=45838 Looks like there is a big enough gap to me, Like walking between two parked cars The last picture in the original topic shows that two adjacent bo...
by Nemoricus
Wed May 03, 2017 8:20 pm
Forum: Resolved Problems and Bugs
Topic: [15.6][Harkonnen]Reactor doesnt output fuel cell immediately
Replies: 11
Views: 5796

Re: [15.6]reactor doesnt output fuel cell until new is loaded

I think the empty fuel cell should be output once the reactor has finished consuming it and not when it first enters the reactor. Because that's just bullcrap... how can there be a depleted fuel cell immediately (which also contains U-238 after reprocessed) when the fuel cell hasn't even been used ...
by Nemoricus
Wed May 03, 2017 8:15 pm
Forum: General discussion
Topic: Is that piece of junk toy rocket an atomic bomb ???!
Replies: 35
Views: 12331

Re: Is that piece of junk toy rocket an atomic bomb ???!

I admit, I put a stack of nukes on a rocket and was a little disappointed I did not get a targeting cursor when I launched it. A targeting cursor would definitely be helpful, both for placing your shots and for avoiding getting vaporized yourself. After playing with it myself, the atomic bomb is ac...
by Nemoricus
Wed May 03, 2017 8:13 pm
Forum: Releases
Topic: Version 0.15.0
Replies: 152
Views: 142261

Re: Version 0.15.0

I'm supporting a mod (DistancePlus) and all the graphics are 32x32 png files, yet the game shuts down when the mod is loaded. The error message is: "The given sprite rectangle (... 128x128) is outside the actual sprite size (... 32x32)." What I understood from the changenotes I only need ...
by Nemoricus
Wed May 03, 2017 12:15 am
Forum: Ideas and Suggestions
Topic: Make blueprints fully 'out-of-world' feature
Replies: 14
Views: 5128

Re: Make blueprints fully 'out-of-world' feature

I can't speak for SupplyDepoo, but I know what I want: I never ever want a blueprint in my inventory. They are not useful there as it's far easier to have them in the "B" gui screen, and they don't eat up inventory space. I want to hit 'B', select a blueprint, place it in the world, it &q...
by Nemoricus
Tue May 02, 2017 1:35 pm
Forum: Balancing
Topic: Inserter drop point inconsistency
Replies: 40
Views: 14595

Re: Inserter drop point inconsistency

As a workaround, move the electric circuit removing inserter on the left down one spot and place a north-facing belt. This will let the electronic circuits go to the bottom lane. You'll have to move the medium power pole, of course.
by Nemoricus
Mon May 01, 2017 7:41 pm
Forum: Not a bug
Topic: [0.15.5] Science Pack and Lab Research stutters
Replies: 5
Views: 2273

Re: [0.15.5] Science Pack and Lab Research stutters

That is by design. It means that chaining labs is not the end-all best way to setup labs but is easier than doing it the most efficient way. Ha! I realized I hadn't actually tried this with a boiler, but it looks to be the same case! So definitely by design. However like the above poster, I would a...
by Nemoricus
Mon May 01, 2017 7:33 pm
Forum: General discussion
Topic: Throttling Nuclear Reactors; control rods research?
Replies: 11
Views: 5688

Re: Throttling Nuclear Reactors; control rods research?

You can already throttle nuclear fuel consumption by using fluid tanks to store steam, and circuit networks to only load fuel when steam runs low. Here's a save with an example reactor design. I don't see "steam" as an option to filter on with my circuit network. It's not listed in fluids...
by Nemoricus
Mon May 01, 2017 4:29 pm
Forum: Ideas and Suggestions
Topic: Have 'fast interaction' mechanic lock direction per click
Replies: 3
Views: 997

Re: Have 'fast interaction' mechanic lock direction per click

While I don't use this feature much myself, it's definitely undesirable. If you're using quick insert/removal, it should stay in either the insert or removal state until you release the mouse button. In fact, the only time that this is a problem is if you're quick inserting down a line of inserters ...

Go to advanced search