Search found 90 matches
- Mon Mar 30, 2020 7:35 am
- Forum: Releases
- Topic: Version 0.18.11
- Replies: 20
- Views: 13363
Re: Version 0.18.11
the contrast of the new button icons is pretty bad on Linux. that's supposed to be a railroad piece? Screenshot_20200310_095210.png it's not really a "contrast". your window, or at least these icons alone, seem to be rescaled in some poor way that makes them blurry. are you using some wei...
- Tue Mar 24, 2020 6:07 pm
- Forum: Releases
- Topic: Version 0.18.15
- Replies: 17
- Views: 13894
Re: Version 0.18.15
Now, a player is forced to click the green checkbox to set the request! wrong ENTER key can now be used to confirm the small "Set request" pop-up windows. PS: from FFF#338 topic: I only hope it will be enough to press Enter after inputting numbers, so we don't have to actually find the bu...
- Fri Mar 20, 2020 8:11 pm
- Forum: Releases
- Topic: Version 0.18.13
- Replies: 57
- Views: 26225
Re: Version 0.18.13
Why did we have to remove the ability to create a blueprint, from the blueprint menu? I'm not sure how it's helpful that when you hit B only the ability to create a blueprint book is available. Alt+B is OK, but why need an extra key? I find the current solution perfect I don't find it unperfect, bu...
- Fri Mar 20, 2020 2:36 pm
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 90889
Re: Friday Facts #339 - Beacon HR + Redesign process
As a late-game structure the Beacon should look more modern and clean compared to the entry-tier structures, but i kinda agree that it doesn't fit the rest of the world of Factorio right now. This end design looks nonsensical. A bulky structure on 4 thin legs (that reminds me of Howl's Moving Castle...
- Thu Mar 19, 2020 12:08 am
- Forum: Releases
- Topic: Version 0.18.13
- Replies: 57
- Views: 26225
Re: Version 0.18.13
Why did we have to remove the ability to create a blueprint, from the blueprint menu? I'm not sure how it's helpful that when you hit B only the ability to create a blueprint book is available. Alt+B is OK, but why need an extra key? I find the current solution perfect I don't find it unperfect, bu...
- Mon Mar 16, 2020 8:59 pm
- Forum: News
- Topic: Friday Facts #338 - The (real) Character GUI
- Replies: 89
- Views: 52445
Re: Friday Facts #338 - The (real) Character GUI
Why exactly does the pop-up need to be two level? It seems like something like this should work just fine and spare us the extra click. The double pop-up and extra confirm might seem strange, but it's made this way to solve the problem of robots bringing you items before you finished setting up you...
- Fri Mar 13, 2020 3:27 pm
- Forum: News
- Topic: Friday Facts #338 - The (real) Character GUI
- Replies: 89
- Views: 52445
Re: Friday Facts #338 - The (real) Character GUI
Why there is separate Thrash only area on logisitic tab? For logistic slot, You can set number of request items 0, and number of max to 0 then you just created the auto-thrash slot. its ok. Perhaps you can make UI even more clean, combine thrash with logistic. Perhaps add a thrash bin icon next to ...
- Fri Mar 13, 2020 2:32 pm
- Forum: News
- Topic: Friday Facts #338 - The (real) Character GUI
- Replies: 89
- Views: 52445
Re: Friday Facts #338 - The (real) Character GUI
again, amazing job! as silly as it may sound, is it possible to make accidentally clicking the bar in between 2 items to work as clicking the closer item? i seem to have an incredible aim to click a single pixel too far left or right often enough that it was annoying (especially if i clicked exactly...
- Tue Mar 10, 2020 3:44 pm
- Forum: Releases
- Topic: Version 0.18.11
- Replies: 20
- Views: 13363
Re: Version 0.18.11
Added InserterPrototype::chases_belt_items. (https://forums.factorio.com/61354) Does this mean, we can now have modded inserters only taking from one lane of a belt? i'm pretty sure "chasing" referred to the behavior of following the items that are moving along the belt, which sometimes c...
- Tue Mar 10, 2020 1:56 am
- Forum: News
- Topic: Friday Facts #337 - Statistics GUI and Mod Debugger
- Replies: 74
- Views: 29619
Re: Friday Facts #337 - Statistics GUI and Mod Debugger
i like most of the ideas here, so to sum up: +1 for a logarithmic scale switch +1 for a statistics pause button (yes, i know, i'm kinda +1-ing myself here) +1 for more precise values (at least this one additional digit) +1 for default interval being about 10 minutes and remembering the last choice +...
- Fri Mar 06, 2020 5:03 pm
- Forum: News
- Topic: Friday Facts #337 - Statistics GUI and Mod Debugger
- Replies: 74
- Views: 29619
Re: Friday Facts #337 - Statistics GUI and Mod Debugger
a work around to this is selecting the items at a greater data set (e.g. 10h). But a pause ability would be nicer, so you don't have to research the items in an updated list. But perhaps the new search function will provide this. Ah yes, i forgot to mention that too. Used that as well, didn't like ...
- Fri Mar 06, 2020 4:34 pm
- Forum: News
- Topic: Friday Facts #337 - Statistics GUI and Mod Debugger
- Replies: 74
- Views: 29619
Re: Friday Facts #337 - Statistics GUI and Mod Debugger
One thing that i would like to see in the statistics GUI is a... pause button. Trying to click the proper icon while they oscillate rapidly between 2-3 places, because the production/consumption of several items is about the same, is really obnoxious. Yes, i could use the search function, but doing ...
- Sat Dec 14, 2019 4:09 am
- Forum: News
- Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
- Replies: 98
- Views: 45540
Re: Friday Facts #324 - Sound design, Animated trees, Optimizations
1 of the 3 always takes significantly longer to finish than the others. That means that the others end up being essentially "free"; the game has to wait for the slowest to be finished anyway so the faster 2 of the 3 get a "free ride" to finish long before game finishes waiting f...
- Fri Dec 06, 2019 12:32 pm
- Forum: News
- Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
- Replies: 98
- Views: 45540
Re: Friday Facts #324 - Sound design, Animated trees, Optimizations
This is another nice example of "Factorio is not CPU bound, it's memory latency bound". More cores wasn't going to make this faster - because it was never limited by how fast the CPU ran. uhh what? no. more cores weren't going to make this faster, because no N-threaded program will run fa...
- Thu Nov 14, 2019 7:24 pm
- Forum: Releases
- Topic: Version 0.17.77
- Replies: 7
- Views: 9807
Re: Version 0.17.77
that one was long overdue, wasn't it? :pFactorioBot wrote: βThu Nov 14, 2019 7:11 pm
- Technology GUI shows saved progress of partially-researched technologies.
- Sun Sep 29, 2019 8:36 pm
- Forum: Releases
- Topic: Version 0.17.69 - Stable 1
- Replies: 45
- Views: 33471
Re: Version 0.17.69
In a Czech family :mrgreen: , a 5-year-old has never said a word. This Sunday, the little guy announces loud and clear "chleb". -Mom: "But you speak!" -Boy: "Of course" -Mom: "But why have not you ever said a word?" -Boy: "Because until now everything wa...
- Wed Sep 11, 2019 6:10 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][0.17.66] Circuit wires sometimes fail to bridge 9 tiles
- Replies: 11
- Views: 5798
Re: [0.17.66] Circuit wires sometimes fail to bridge 9 tiles
Box to box check is still preferred for super large entities. Otherwise you could possibly end up in a case where you can't connect a wire to a large entity. uh... yeah, i know. that's why i wrote point e). point d) was about changing AND to OR the same way that you - most likely - changed it in th...
- Tue Sep 10, 2019 9:50 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][0.17.66] Circuit wires sometimes fail to bridge 9 tiles
- Replies: 11
- Views: 5798
Re: [0.17.66] Circuit wires sometimes fail to bridge 9 tiles
In case you are interested, here's the new code: umm... i have a couple of questions/issues. const bool aIsElectricPole = a->isElectricPole(); const bool bIsElectricPole = b->isElectricPole(); // Simple distance check failed and both electric poles - can't connect if (aIsElectricPole && bIs...
- Sun Sep 01, 2019 12:08 am
- Forum: News
- Topic: Friday Facts #310 - Glowing Heat pipes
- Replies: 88
- Views: 40939
Re: Friday Facts #310 - Glowing Heat pipes
Those heat pipes look nice and all but it just reminds me of how disappointed i am in the nuclear reactor system. I was hoping for a more design oriented system where you had to find a balance between an efficient reactor and a safe reactor. Where all of Factorio comes together to make or break you...
- Fri Aug 30, 2019 10:06 pm
- Forum: News
- Topic: Friday Facts #310 - Glowing Heat pipes
- Replies: 88
- Views: 40939
Re: Friday Facts #310 - Glowing Heat pipes
my biggest issue with this whole thing is that... https://cdn.factorio.com/assets/img/blog/fff-310-heat-pipes-1.png this image is actually a WEBP, not PNG :| stop saving files with wrong extensions, reeeeeeeeeeeee PS: Those heat pipes look nice and all but it just reminds me of how disappointed i am...