Search found 90 matches

by Shingen
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...
by Shingen
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...
by Shingen
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...
by Shingen
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...
by Shingen
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...
by Shingen
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...
by Shingen
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 ...
by Shingen
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...
by Shingen
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...
by Shingen
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 +...
by Shingen
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 ...
by Shingen
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 ...
by Shingen
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...
by Shingen
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...
by Shingen
Thu Nov 14, 2019 7:24 pm
Forum: Releases
Topic: Version 0.17.77
Replies: 7
Views: 9807

Re: Version 0.17.77

FactorioBot wrote: ↑
Thu Nov 14, 2019 7:11 pm
  • Technology GUI shows saved progress of partially-researched technologies.
that one was long overdue, wasn't it? :p
by Shingen
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...
by Shingen
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...
by Shingen
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...
by Shingen
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...
by Shingen
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...

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