Search found 23 matches

by jamaicancastle
Fri Oct 18, 2024 7:09 pm
Forum: News
Topic: Friday Facts #433 - Liftoff Initiated
Replies: 140
Views: 43386

Re: Friday Facts #433 - Liftoff Initiated


Everyone is happy that you are finally close to the release, and I join them.
I am sad that you abandoned the old sandbox, and I will look for options to return it, preserving the advantages of space age,


Space Age is (or was, the last time they mentioned this) a bundle of mods, only one of ...
by jamaicancastle
Fri Oct 18, 2024 5:52 pm
Forum: News
Topic: Friday Facts #433 - Liftoff Initiated
Replies: 140
Views: 43386

Re: Friday Facts #433 - Liftoff Initiated

I'm honestly confused about all the people complaining about "spoilers" in the trailer. Did you really think people would buy the expansion without knowing what's in it?

I mean, we all will, because we've been sucked in by the siren song of the factory - hence why we're wasting time on the forums ...
by jamaicancastle
Mon Oct 14, 2024 9:40 pm
Forum: News
Topic: Friday Facts #432 - Aquilo
Replies: 187
Views: 59063

Re: Friday Facts #432 - Aquilo


Another note:

The addition of fluorine to chemical industry has me suddenly picturing an alternate universe where Factorio had more of a focus on industrial accidents as a threat than tower defense against wildlife, and the game over screen took the form of a USCSB report.

Because the moment ...
by jamaicancastle
Fri Oct 11, 2024 2:13 pm
Forum: News
Topic: Friday Facts #432 - Aquilo
Replies: 187
Views: 59063

Re: Friday Facts #432 - Aquilo


I can come up with several pseudo-scientific explanations of what exactly that cartridge held that was essential for the turret to function, but we won't know which one is more believable without knowing what this cartridge was made of. Something tells me its ingredients include more than just ...
by jamaicancastle
Fri Sep 27, 2024 10:14 pm
Forum: News
Topic: Friday Facts #430 - Drowning in Fluids
Replies: 320
Views: 76099

Re: Friday Facts #430 - Drowning in Fluids


I understood that it would be rarely noticeable in real gameplay, where your production is either higher than the demand, and you won't notice the "magic" since your pipes will be always full, or lower, in which case the throughput won't be your problem, your consumers will starve anyway.


It ...
by jamaicancastle
Fri Sep 27, 2024 3:50 pm
Forum: News
Topic: Friday Facts #430 - Drowning in Fluids
Replies: 320
Views: 76099

Re: Friday Facts #430 - Drowning in Fluids


Instead of using a 250*250 bounding box as the limiting factor the number of pipe segments should be the relevant number. It is far more realistic (which I know is not that important in game design) but it being realistic also makes it more intuitive.

Also instead of either 100% or 0%, the output ...
by jamaicancastle
Fri Sep 20, 2024 1:21 pm
Forum: News
Topic: Friday Facts #429 - Vulcanus Demolisher Enemies
Replies: 167
Views: 58381

Re: Friday Facts #429 - Vulcanus Demolisher Enemies


My comment on the creature... pretty much like for Dune movie, it doesn't make sense for a worm to move like a straight train on the surface. It cannot phisically work like that.
Snakes to move crawl, so they are not straight line but with lateral undulation... the S like thing.


Apparently it's ...
by jamaicancastle
Fri Sep 20, 2024 12:14 pm
Forum: News
Topic: Friday Facts #429 - Vulcanus Demolisher Enemies
Replies: 167
Views: 58381

Re: Friday Facts #429 - Vulcanus Demolisher Enemies


Will the graphics in patch 2.0 be the same as in the Expansion?


Yes, except for things that are expansion-only.

The expansion is basically a mod that runs on top of a regular 2.0 game. Everything that isn't locked to the expansion is the exact same.


Am I understanding thing correctly and ...
by jamaicancastle
Fri Sep 20, 2024 11:32 am
Forum: News
Topic: Friday Facts #429 - Vulcanus Demolisher Enemies
Replies: 167
Views: 58381

Re: Friday Facts #429 - Vulcanus Demolisher Enemies

Curious about one thing - in one of the early Vulcanus FFFs, the devs mentioned making little "forts" out of fully enclosed craters that you could plant laser turrets in. It seems like that wouldn't be a very effective strategy against demolishers, since they'd just roll over the crater walls. I ...
by jamaicancastle
Fri Sep 13, 2024 6:56 pm
Forum: News
Topic: Friday Facts #428 - Reactor & Logistics circuit control
Replies: 118
Views: 27709

Re: Friday Facts #428 - Reactor & Logistics circuit control


Also, when placing a power pole, could you *PLEASE* automatically re-comb adjacent power poles to minimize the number of connections? It is irritating when you place one and nothing connects to it because the other poles in its range already have (multiple!) redundant connections.


I think in ...
by jamaicancastle
Fri Sep 06, 2024 1:22 pm
Forum: News
Topic: Friday Facts #427 - Combat Balancing & Space Age LAN
Replies: 253
Views: 61432

Re: Friday Facts #427 - Combat Balancing & Space Age LAN

One thing to keep in mind about personal laser defense is quality armor/spidertrons have bigger inventories, up to 14x14 for armor and 10x14 for spidertrons. Plus, the "new" fusion reactors are over 3x as strong as the existing one. Instead of one reactor supplying 3 fully upgraded PLDs, it can ...
by jamaicancastle
Sun Sep 01, 2024 5:24 pm
Forum: News
Topic: Friday Facts #426 - Resource search & Assembler GUI improvements
Replies: 91
Views: 28373

Re: Friday Facts #426 - Resource search & Assembler GUI improvements


It is true that it is very difficult to find your way on the map with current Factorio, especially at the end of the game.
Would it be possible to provide a toggle to change the theme of the map between colored map or shade of gray.


I think this is a case where Starcraft has the right idea ...
by jamaicancastle
Sat Aug 24, 2024 12:28 pm
Forum: News
Topic: Friday Facts #425 - Behind the legs
Replies: 99
Views: 25831

Re: Friday Facts #425 - Behind the legs


Electric or electromagnetic pollution was thrown around on some other forums but I think if the planet is already a constant storm nothing would care about your activity in that area.


I was thinking it would be attractive to enemies, like on Gleba. If there's something out there that survives ...
by jamaicancastle
Fri Aug 23, 2024 9:07 pm
Forum: News
Topic: Friday Facts #425 - Behind the legs
Replies: 99
Views: 25831

Re: Friday Facts #425 - Behind the legs


I find a limit of one pollution type per surface as very limiting. It means that we cannot make mixed enemies planet, as some of the enemies would ignore local pollution completely (because it isn't their type).


It's an unfortunate limitation, but I don't see a way around it that's performant ...
by jamaicancastle
Fri Aug 16, 2024 12:51 pm
Forum: News
Topic: Friday Facts #424 - Gleba Pentapod Enemies
Replies: 205
Views: 59883

Re: Friday Facts #424 - Gleba Pentapod Enemies


Just one look and I immediately find myself thinking "hunh, are these things inspiration for Spidertron and the rocket turret in the expansion?"

If communicating that the spidertron is moving to Gleba was an intended part of their design, it works.

The pollution and aggression changes also sound ...
by jamaicancastle
Sat Jun 22, 2024 1:51 am
Forum: News
Topic: Friday Facts #416 - Fluids 2.0
Replies: 464
Views: 132405

Re: Friday Facts #416 - Fluids 2.0


Also someone please tell me how spamming Pumps inbetween undergrounds is a frikkin puzzle, because that is what the old system forces you to do when you build big with beacons. Even oil pipelines dont really need THAT much in regards to pumps!

Not to mention the inconsistent behaviour that ...
by jamaicancastle
Sun Jun 16, 2024 3:22 pm
Forum: News
Topic: Friday Facts #415 - Fix, Improve, Optimize
Replies: 91
Views: 26870

Re: Friday Facts #415 - Fix, Improve, Optimize


One of the problems with this I have noticed, is that construction robots seem to just outright ignore the fact that they can carry more than one object, regardless of how much you've researched their storage upgrades.


They do, insofar as they'll only take one construction/deconstruction job at ...
by jamaicancastle
Fri Jun 14, 2024 1:07 pm
Forum: News
Topic: Friday Facts #415 - Fix, Improve, Optimize
Replies: 91
Views: 26870

Re: Friday Facts #415 - Fix, Improve, Optimize


could you set robots in personal equipment grids (i.e., Players, Spiders) to be checked first?


My understanding is that the control flow is "jobs look for bots" rather than "bots look for jobs", so it's not really possible to prioritize a particular set of bots.

However, what's changing in 2.0 ...
by jamaicancastle
Fri Jun 14, 2024 11:35 am
Forum: News
Topic: Friday Facts #415 - Fix, Improve, Optimize
Replies: 91
Views: 26870

Re: Friday Facts #415 - Fix, Improve, Optimize

husnikadam wrote: Fri Jun 14, 2024 11:11 am We can finally place huge blueprints and still be able to use personal roboports such that we don't wait for personal bots to realise that they can build stuff. What a dream come true!
Not sure if you saw FFF #374 from last September, but it seems to be for you!
by jamaicancastle
Sat May 25, 2024 1:53 pm
Forum: News
Topic: Friday Facts #412 - Undo/Redo improvements & Car Latency driving
Replies: 62
Views: 18080

Re: Friday Facts #412 - Undo/Redo improvements & Car Latency driving

Another undo-related annoyance that would be nice to fix: when you're rail planner-ing and you place a segment, the "root" of the planner where it starts drawing from jumps to the end of that segment. But if you undo your previous segment, the root stays where it is - which is now in the middle of ...

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