Search found 23 matches
- 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 ...
- 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 ...
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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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
Not sure if you saw FFF #374 from last September, but it seems to be for you!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!
- 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 ...