Search found 44 matches
- Fri Oct 30, 2020 10:35 am
- Forum: News
- Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
- Replies: 141
- Views: 80075
Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
To make it clear that behind the menu is not your factory, every scene has the logos in the exact same position, and the screen has a vignette-like shader on the edges. Maybe you could also apply a small blur filter to make it better fade into the background. But then the logo would probably also b...
- Tue Feb 26, 2019 7:18 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.0] Headless Linux server not available
- Replies: 5
- Views: 1782
- Sat Apr 14, 2018 8:04 am
- Forum: Duplicates
- Topic: [0.16.36] Strange cliff generation
- Replies: 1
- Views: 918
[0.16.36] Strange cliff generation
The map generator seems to generate cliffs in the starting area and not outside it if cliff settings are set to "Very low" frequency and "Big" size.
Map settings
- Fri Mar 02, 2018 8:27 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex][for 0.17][0.16.27] "usage_priority = "terciary""
- Replies: 5
- Views: 4237
[kovarex][for 0.17][0.16.27] "usage_priority = "terciary""
In the accumulator definition in entities.lua, starting from line 8342, we have the following: { type = "accumulator", name = "accumulator", ... energy_source = { ... usage_priority = "terciary", ... }, ... }, Seems like "terciary" should be "tertiary&quo...
- Tue Feb 27, 2018 7:50 am
- Forum: Not a bug
- Topic: [16.26] Items on belt overcompressed after last update
- Replies: 8
- Views: 5750
Re: Strange belt bug
Likewise
Merged...
Merged...
- Mon Jan 22, 2018 9:04 pm
- Forum: Resolved Problems and Bugs
- Topic: [16.17][linux] libpng warning: "Application built with libpng-1.2.50 but running with 1.6.30"
- Replies: 10
- Views: 7532
Re: [0.16.17] linux build with libpng issue
I also have this problem.
- Mon Dec 18, 2017 3:20 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [16.x] Achievement track state is not saved.
- Replies: 11
- Views: 3922
Re: [16.x] Achievement track state is not saved.
Looks like that this only happens in modded saves. If I disable mods, my past achievements show up properly again.
- Wed Oct 04, 2017 7:55 am
- Forum: Ideas and Suggestions
- Topic: Nuclear Reactor & Heat Exchanger missing effects
- Replies: 6
- Views: 3734
Add a warning icon for entities that are out of heat
We have warning icons for when an entity doesn't have fuel or electricity, but we don't have one for heat. Something like this maybe?
- Tue Oct 03, 2017 5:20 pm
- Forum: Ideas and Suggestions
- Topic: Heat Exchanger Sprites
- Replies: 13
- Views: 4818
Re: Heat Exchanger Sprites
I just found out that heat exchangers are boilers, which just use heat energy. I wonder if I can make a mod that does this combining.
- Mon Oct 02, 2017 10:11 am
- Forum: Ideas and Suggestions
- Topic: Heat Exchanger Sprites
- Replies: 13
- Views: 4818
Re: Heat Exchanger Sprites
Unlike your examples, boilers and heat exchangers are almost identical machines by appearance and size and interface. There's very little difference between them. The steam turbine can be considered a direct upgrade to the steam engine.
- Sun Oct 01, 2017 6:42 pm
- Forum: Ideas and Suggestions
- Topic: Heat Exchanger Sprites
- Replies: 13
- Views: 4818
Re: Heat Exchanger Sprites
I don't think that you can compare boilers to ammo. Heat exchangers aren't a direct upgrade to boilers because they lack the coal burning function. Instead, it's a niche machine only useful in nuclear plants. In Factorio you'd typically get "necessities" like heating water with heat pipe t...
- Sun Oct 01, 2017 12:32 pm
- Forum: Ideas and Suggestions
- Topic: Heat Exchanger Sprites
- Replies: 13
- Views: 4818
Re: Heat Exchanger Sprites
The recipes are vastly different and due to the temperatures reachable that makes sense, the boiler is just a few stone and pipe but the heat exchanger is twice as much pipe, 100 copper presumably to simulate a heat sink and 10 steel for the containing of all the added pressuer and building steam t...
- Sun Oct 01, 2017 10:38 am
- Forum: Ideas and Suggestions
- Topic: Heat Exchanger Sprites
- Replies: 13
- Views: 4818
Re: Heat Exchanger Sprites
Maybe the two entities should be merged? Give boilers a heat pipe interface in addition to coal insertion, coal burning can only reach 100Β°C while the heat pipe interface reaches the higher temperatures. Then the heat exchanger can be discarded.
- Sun Oct 01, 2017 10:21 am
- Forum: Ideas and Suggestions
- Topic: Rename Programmable Speaker
- Replies: 0
- Views: 729
Rename Programmable Speaker
I think that the name and description of the speaker could be improved. The "programmable" doesn't really mean anything since everything in Factorio is programmable, like how we don't have a "Programmable power switch" but "Power switch". Come to think of it, since the ...
- Mon Sep 18, 2017 9:15 am
- Forum: Outdated/Not implemented
- Topic: Make green science be enabled by Automation 2
- Replies: 14
- Views: 5142
Re: Make green science be enabled by Automation 2
That's the point of this thread.bobingabout wrote:I'm fairly sure you can make green science straight from the beginning, you just can't automate it until you get the assembling machine 2 with Automation 2.
- Sun Sep 17, 2017 5:09 pm
- Forum: Outdated/Not implemented
- Topic: Make green science be enabled by Automation 2
- Replies: 14
- Views: 5142
Re: Make green science be enabled by Automation 2
I usually go for Logistics straight up, possibly even first up. I need the splitters early on.5thHorseman wrote:Not to mention "Automation 2" is generally the first thing you research after "Automation 1"
- Sun Sep 17, 2017 1:57 pm
- Forum: Outdated/Not implemented
- Topic: Make green science be enabled by Automation 2
- Replies: 14
- Views: 5142
Re: Make green science be enabled by Automation 2
My point is that the green science cannot be manufactured with the resources available at game start. It only becomes possible with Automation 2. It would be more straightforward to new players if there was only one science type to worry about. You don't actually need to worry about the green scienc...
- Sun Sep 17, 2017 6:52 am
- Forum: Outdated/Not implemented
- Topic: Make green science be enabled by Automation 2
- Replies: 14
- Views: 5142
Re: Make green science be enabled by Automation 2
The point of science is to manufacture it. Or are you going to craft 200 green sciences manually to research red belts?
- Sat Sep 16, 2017 9:13 am
- Forum: Outdated/Not implemented
- Topic: Make green science be enabled by Automation 2
- Replies: 14
- Views: 5142
Make green science be enabled by Automation 2
You need the blue assembling machine to manufacture inserters, which green science needs. So it doesn't make much sense to have green science enabled from the beginning. So I think the green science should be unlocked when the blue assembling machines are. I think this would help new players better ...
- Fri Sep 15, 2017 6:58 pm
- Forum: News
- Topic: Friday Facts #208 - Tips and tricks improvement
- Replies: 58
- Views: 25701
Re: Friday Facts #208 - Tips and tricks improvement
I think the tips & tricks could benefit from a better browser. Right now they're all just crammed in a sequence and finding a specific one was tedious. A list or tree view beside the tips would improve it, IMO, especially if more tips & tricks get added to it.