Search found 37 matches
- Fri Sep 30, 2022 10:08 am
- Forum: Logistic Train Network
- Topic: [Implemented] Space Exploration Space Elevator Compatibility? (IE LTN between surfaces)
- Replies: 14
- Views: 8953
Re: Space Exploration Space Elevator Compatibility? (IE LTN between surfaces)
Maybe it is possible to have something like "Surface group id" that could be provided to LTN stops? And then, the pathing could check if there is a space elevator or not (or maybe some sort of manual way to provide a "proxy station" which in this case would be the Space Elevator...
- Sat Jul 30, 2022 12:20 pm
- Forum: Logistic Train Network
- Topic: [Implemented] Space Exploration Space Elevator Compatibility? (IE LTN between surfaces)
- Replies: 14
- Views: 8953
Re: Space Exploration Space Elevator Compatibility? (IE LTN between surfaces)
Maybe it is possible to have something like "Surface group id" that could be provided to LTN stops? And then, the pathing could check if there is a space elevator or not (or maybe some sort of manual way to provide a "proxy station" which in this case would be the Space Elevator).
- Wed Jul 27, 2022 5:08 pm
- Forum: Logistic Train Network
- Topic: [Implemented] Space Exploration Space Elevator Compatibility? (IE LTN between surfaces)
- Replies: 14
- Views: 8953
Re: Space Exploration Space Elevator Compatibility? (IE LTN between surfaces)
So, now that the Space Elevator is out, is there a way to make LTN work between surfaces?
- Fri Mar 19, 2021 7:03 pm
- Forum: News
- Topic: Friday Facts #365 - Future plans
- Replies: 298
- Views: 168104
Re: Friday Facts #365 - Future plans
Someone's probably said it already, but an obvious upgrade would be 3D rendering. Might make the game a lot smaller, too. Maybe, but show me a game that can render 30 000 3D objects (instead of sprites) on the same screen. how many objects can be rendered on screen at once in Factorio? the zoom is ...
- Mon Dec 28, 2020 6:51 am
- Forum: Ideas and Suggestions
- Topic: [1.1.5] Hover states of toggle buttons are the same
- Replies: 9
- Views: 2533
Re: [1.1.5] Hover states of toggle buttons are the same
So, no one is facing the same issue?
- Tue Dec 15, 2020 12:15 am
- Forum: Ideas and Suggestions
- Topic: [1.1.5] Hover states of toggle buttons are the same
- Replies: 9
- Views: 2533
Re: [1.1.5] Hover states of toggle buttons
So basically it is in fact a bug in 1.1?eradicator wrote: βMon Dec 14, 2020 10:45 pmMy picture is infact of both the hovered enabled and hovered disabled states. But i naively took the picture in 1.0, and it looks like 1.1 fixed the "missing" glow on the hovered enabled state.
- Mon Dec 14, 2020 10:34 pm
- Forum: Ideas and Suggestions
- Topic: [1.1.5] Hover states of toggle buttons are the same
- Replies: 9
- Views: 2533
Re: [1.1.5] Hover states of toggle buttons
Not really a bug Where could I post such suggestions? :shock: Not really true either, the two hover states are subtly different ;). Your second image is not a hover, it's an "enabled" state. I am talking about how the button looks when you hover the mouse in both states. The buttons are t...
- Mon Dec 14, 2020 6:36 am
- Forum: Ideas and Suggestions
- Topic: [1.1.5] Hover states of toggle buttons are the same
- Replies: 9
- Views: 2533
[1.1.5] Hover states of toggle buttons are the same
In 1.0 there is a clear difference between the ON and OFF state of the button when you hover it, in 1.1 that difference is virtually gone. So in 1.0, when you enable the "Personal roboport", for example, the state is pretty obvious. hover_1.0.png In 1.1, the states are virtually indistingu...
- Fri Nov 27, 2020 7:09 am
- Forum: Releases
- Topic: Version 1.1.0
- Replies: 222
- Views: 132506
Re: Version 1.1.0
Without even launching the game, I can guess the use of all the buttons thanks to the icons, except for the pollution, for which there is no other representation ingame. I can assure you that it wasn't the case with the old iconology. That's because you're an experienced Factorio player. A new play...
- Thu Nov 26, 2020 7:41 am
- Forum: Releases
- Topic: Version 1.1.0
- Replies: 222
- Views: 132506
Re: Version 1.1.0
https://forums.factorio.com/viewtopic.php?f=6&t=87728 Your argument is invalid. Does it retro-validate ptx0's argument ? Not really, because he referred to my post as being "change is bad! get rid of change!", and generally I like changes so his argument about my post is still invalid...
- Wed Nov 25, 2020 7:03 pm
- Forum: Releases
- Topic: Version 1.1.1
- Replies: 74
- Views: 49860
Re: Version 1.1.1
We actually try to move to names list rather than just icon lists in these kind of tooltips if possible. The reason is, that when I see the name, I can actually search for name, but if you have a mod with 50 similar icons for something, and it just shows you the icons, how are you supposed to find ...
- Wed Nov 25, 2020 5:16 pm
- Forum: Releases
- Topic: Version 1.1.0
- Replies: 222
- Views: 132506
Re: Version 1.1.0
oh my god, they're exactly the same as the tabs in the character crafting menu. you didn't have such a visceral reaction to those. this is one of those "change bad! get rid of change" responses. The icons were like that sometime before 1.0. And when they changed to a monochromatic version...
- Wed Nov 25, 2020 2:44 pm
- Forum: Releases
- Topic: Version 1.1.1
- Replies: 74
- Views: 49860
Re: Version 1.1.1
I can get behind that too, I'm sure I have use left click to set empty slots with the thing I'm holding before but not consciously because middle click also does it. And as you said, middle click is how you interact with all the other game filters. There is no middle click on Mac though :( So there...
- Wed Nov 25, 2020 2:23 pm
- Forum: Releases
- Topic: Version 1.1.1
- Replies: 74
- Views: 49860
Re: Version 1.1.1
Yea, some of them are probably not yet high ress, but the color versions is something I specifically asked for, as the monochromatic icons are just typical example of the form defeating the functionality. Thanks for the answer! Probably a matter of taste, just felt cleaner and more pleasant. Not su...
- Wed Nov 25, 2020 12:36 pm
- Forum: Releases
- Topic: Version 1.1.1
- Replies: 74
- Views: 49860
Re: Version 1.1.1
Are these icons final? These new ones just look cheap, low res, blurry (also that drop shadow :D). https://drive.google.com/uc?export=view&id=15_n_kyBN5CeJLRg6As_fY6bJO9G3VavG The old ones looked much better :( Also, the new icon style is not consistent with these ones https://drive.google.com/u...
- Wed Nov 25, 2020 8:56 am
- Forum: Releases
- Topic: Version 1.1.0
- Replies: 222
- Views: 132506
Re: Version 1.1.0
The icons would look much better on a dark background. After all, most icons were optimized for rendering on dark backgrounds. They look absolutely out of style compared to other UI elements. The new icons look low quality, not crisp, out of style and with a cheap drop shadow :( https://drive.googl...
- Wed Nov 25, 2020 8:48 am
- Forum: Releases
- Topic: Version 1.1.0
- Replies: 222
- Views: 132506
Re: Version 1.1.0
The update is great! But these new icons look ugly and absolutely out of style compared to every other UI element :( I rather enable these options through the F4 menu and have the old icons than to have them under the minimap but with the new icons :( https://drive.google.com/uc?export=view&id=1...
- Tue Nov 24, 2020 5:50 pm
- Forum: Releases
- Topic: Version 1.1.0
- Replies: 222
- Views: 132506
- Tue Nov 24, 2020 4:52 pm
- Forum: Releases
- Topic: Version 1.1.0
- Replies: 222
- Views: 132506
Re: Version 1.1.0
Awsome update! The night graphics are so nice...looks like it's time to remove the lights The Map toggle icons are very bad though They are SOOOOO out of place it makes me cringe The toggle buttons under the minimap need simple/monochrome icons instead of the colored ones
- Sat Jun 13, 2020 9:42 am
- Forum: News
- Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
- Replies: 199
- Views: 74873
Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
I don't like the new beacons because they look like they belong in a different game. The pit doesn't match the rest of the game's above-ground aesthetic. Instead of an endgame sprawling metropolis of production and pollution, I'll have a bunch of holes in the ground? Not nearly as impressive. The t...