Search found 181 matches
- 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 ...
- 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.
- 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 ...
- 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'...
- Fri Jul 14, 2017 12:40 am
- Forum: Releases
- Topic: Version 0.15.28
- Replies: 53
- Views: 33799
Re: Version 0.15.28
Please make it a full option soon. The 45 degree angle looks bizarre and downright awful.posila wrote: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.Jouquer wrote:Please, make the 45 degrees names a optional.
- 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...
- 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...
- 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.
- 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
- 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...
- 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 ...
- 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...
- 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 ...
- 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...
- 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 ...
- 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...
- 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.
- 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...
- 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...
- 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 ...