V453000

V453000



16 Nov

Comment

I stayed on Nauvis resources for a long time. I was in the exact same thinking as you, thinking I am in critical desperation for copper. But when I went far enough on Nauvis, I found patches worth millions. I don't know if that was just my luck with generation, or if there's some inner range that SE just reduces resources, but basically for normal resources Nauvis is fine for a very long time. I'm running a bit low on uranium and I need to push into biter territory a lot, but nothing unsolvable. Also I've been using a lot of uranium ammo so that's probably why.

My first planets were when I needed vulcanite (I switched my entire smelting to vulcanite block infused for the +50% ore efficiency), and later the special resources for space sciences.

The rocket reusability tech, together with the aeroframe scaffolds used in Low Density Structures alternate recipe, and on top of it all the best productivity modules you can afford, are to me the most important things - tryin...

Read more

15 Nov

Comment

Originally posted by vizthex

Yes I'm asking if we can disable that flat GUI in 1.1. I despise the flat GUI, and actually liked the character menu.

It was nice to not have to fiddle with console commands just to change the colour of my player (which needs to be a universal setting, not per-world)

There is still a colour picker for the player, similat to how Locomotive has it. The Flat character gui setting still exists in 1.1, it's just turned on by default.


14 Nov

Comment

Originally posted by Danger54321

Are suggestions still being considered, I'd love to see a petroleum gas fired furnace, but of course I may have missed this being rejected before.

Uhm, what for? Or, if you've already gone through the trouble of refining crude to petroleum gas, is the one extra step for solid fuel that much of a hassle?

Comment

Originally posted by mrbaggins

Like 3 of my long term suggestions finally setting in. One last week about getting station names searchable in the naming screen (Not on this FFF), adding rich text helper (Although I recommended the discord style :iron and having it do auto-suggest as a better version and better tech icons.

NOTE: Logistic system tech needs to swap two chests (Yellow and purple) to make the icon neater, and have all arrows the same way.

Don't make me make a meme to get that the attention it deserves!

Haha, I'll consider it. But having the icon look a bit unnecessarily complicated isn't a bad thing at all. In fact it could be making it look more interesting. The amount of arrows in it is already ridiculous, so building on the joke is better than trying to hide it. :P

Comment

Originally posted by mamadubba

Is the train station limit thing still happening? Looking forward to that one alot, already got a trainbased new factory built with it in mind.

Yes. Posting more news doesn't discard the previous posts. ;P

Comment

Originally posted by ZeGaskMask

Shouldn’t player inventory be in the center of the screen rather than to the side as it’s the panel the player would interact with the most? Maybe make it so we had the option to arrange the three panels as we please (character, logistics, crafting). Character and crafting could be side by side, with a drop down underneath them for logistics such as an arrow you click to reveal them.

Not a stupid point, however most people who play Factorio read from the left, and once you learn that the player inventory is always on the left, this consistency is really helpful to read GUIs quicker.

Comment

Originally posted by chumly143

With the changes to the inserter UI, ot would be great to see adjustable inserters like in the Bobs Inserters mod, its a great quality of life to be able to tell an inserter to do 90 degrees instead of 180, and it really feels like it should be base

Ahead of time, I apologize, I dont know if this is a long time requested thing, just wanted to mention it, a friend and I frequently forget it is a mod and not a base feature

We know custom inserters exist, and it's much, much more impact than just "QoL".

I personally strongly dislike inserters behaving in any other than the one way they do. This way it's perfectly readable, and all the "problems" can be solved at the moment already with belt layouts.

Comment

Originally posted by vizthex

Will we be able to swap to the current UI with all the tabs? I find that to be so much better than having everything be spammed on the UI at once.

You can have Logistics in one tab, and Crafting in the other tab. The Character tab doesn't exist anymore.

If you enable "Flat character gui" interface setting, you get all three of them visible, without tabs.


13 Nov

Comment

Originally posted by Agend0012cz

Just a thought: What do you think it evolves into?

Spidertrain obviously.

Comment

Originally posted by Maser-kun

I frequently use the character page to swap power armours while in a spidertron (since the spidertron icon replaces the power armour icon in the bottom right). If that tab is removed, I would really want another way to do this!

Your tab with armor and weapons is always visible, when in a vehicle you have another tab for vehicle. Instead of it being replaced like now.


12 Nov

Comment

This looks really fun. :)


08 Nov

Comment

Originally posted by Syloeh

Well in the current situation (world-wide) it's understandable, you let us know so that's good. Still I hope you'll feel better soon, the holidays of the end of the year are coming.

Oh I don't feel bad by any means, quite the contrary. I just can't do everything at the same time, and fixing the mod should be more of a rewrite so I know it will be a lot of work, is all. :)


05 Nov

Comment

Originally posted by mihas1981

Thx, man! :)

You're welcome. I should fix the mod instead, but I don't really have the energy for it now.


04 Nov

Comment

It's my edit blueprints mod. :) Sorry! ... Resizing the window or entering the editor should fix it I think.

Comment

Just don't have more than 1 beacon per machine, that's it.

The biggest benefits to me are:

- you can fit beacons in your starting base, don't need to tear everything down and re-build for beacons

- the beacons eat soo much less power, space exploration also lowers the power consumption of beacons, and you need much less of them

- the space exploration productivity modules decrease the machine speed progressively more with the tier of the productivity module, which gives more incentive to update speed modules, as getting higher productivity does slow down the machine more


03 Nov

Comment

Originally posted by Novarest

Impossible for the input.

True :)


02 Nov

Comment

Originally posted by triggerman602

It doesn't matter because it wouldn't line up anyways when you rotate it.

This. It's better to have the icon always look nicer, and have it never work with any rotation, rather than having it work with only one rotation.


30 Oct

Comment

Originally posted by Loraash

The new menu background looks nice but what would happen if someone theoretically made a new base mod?

The menu simulation is a part of base mod, so if someone removes base, the original static image is used.

Comment

Originally posted by JMJ05

You guys made an amazing post on biter path finding. I'm curious if it's possible to implement that on remote spidertron usage or if that's a completely different animal?

We considered it before 1.0, but it seemed too different, with some serious drawbacks like delay between issuing the command and the spider starting to run towards it. I don't know how many of the drawbacks are feasibly solvable for now.

Never say never, but for now it's simple as is.

Comment

Originally posted by Krashper116

one concern: please don't make the images on the main menu switch as fast as shown in the gif. that will become annoying very qiuckly....

The FFF is just a demonstration of the concept, in the game it's moving, and the simulations each take about 10-20 seconds.