Search found 32 matches

by LuxSublima
Sun Apr 14, 2024 3:11 am
Forum: News
Topic: Friday Facts #406 - Space Age Music
Replies: 149
Views: 18242

Re: Friday Facts #406 - Space Age Music

I have to ask - how deep-rooted is the engine constraint preventing the music from behaving dynamically? I personally greatly enjoy when games have even the smallest dynamic elements in their music. Many Nintendo games do this - jumping on Yoshi in most Mario games adds a layer of percussion, Mario...
by LuxSublima
Sun Apr 14, 2024 2:48 am
Forum: News
Topic: Friday Facts #406 - Space Age Music
Replies: 149
Views: 18242

Re: Friday Facts #406 - Space Age Music

Wow... My admiration for your team broadens while reading such an emotion/mood-focused post after so may technical posts (which I also absolutely love). This has increased my interest in the expansion on a level I didn't even realize it could. Request: Could you add the ability to enable/disable spe...
by LuxSublima
Sun Sep 03, 2023 5:20 pm
Forum: News
Topic: Friday Facts #373 - Factorio: Space Age
Replies: 267
Views: 70118

Re: Friday Facts #373 - Factorio: Space Age

so tempting to hijack this thread and just talk about SE. :D For real. :D But to keep it topic-related: I've wondered if the hiring of Earendel (such a good move) was the reason SE was taken off the "Featured Mods" section of Factorio.com, months ago. I was sad to see that such a great mo...
by LuxSublima
Sun Sep 03, 2023 5:12 pm
Forum: News
Topic: Friday Facts #373 - Factorio: Space Age
Replies: 267
Views: 70118

Re: Friday Facts #373 - Factorio: Space Age

[...] Factorio in general seems to be stuck in this weird contradictory middle-point between automation/puzzle game and tower defence game. The long, slow factory building gameplay somewhat contradicts with the need to constantly defend yourself, and I feel like these mechanics sort of undermine ea...
by LuxSublima
Sun Sep 03, 2023 3:20 pm
Forum: News
Topic: Friday Facts #373 - Factorio: Space Age
Replies: 267
Views: 70118

Re: Friday Facts #373 - Factorio: Space Age

so tempting to hijack this thread and just talk about SE. :D For real. :D But to keep it topic-related: I've wondered if the hiring of Earendel (such a good move) was the reason SE was taken off the "Featured Mods" section of Factorio.com, months ago. I was sad to see that such a great mo...
by LuxSublima
Sun Sep 03, 2023 3:11 pm
Forum: News
Topic: Friday Facts #373 - Factorio: Space Age
Replies: 267
Views: 70118

Re: Friday Facts #373 - Factorio: Space Age

What a week - I'm so happy to see five things: 1. Weekly FFF resumed. 2. An FFF post with both Kovarex and Earendel (who answered my unasked questions to boot). 3. Another FFF post bringing back technical problem-solving details. I learn a lot from these. 4. More "how I approach things" fr...
by LuxSublima
Wed Sep 29, 2021 4:07 am
Forum: News
Topic: Friday Facts #366 - The only way to go fast, is to go well!
Replies: 100
Views: 68202

Re: Friday Facts #366 - The only way to go fast, is to go well!

Hi Kovarex and Factorio team, I love this Friday Facts, and wanted to share a book that you might find relevant. It is geared toward enterprise business software development, not games, but is "cut from the same cloth" as the first several paragraphs of your post: https://www.amazon.com/Ri...
by LuxSublima
Tue Mar 09, 2021 7:30 pm
Forum: News
Topic: Friday Facts #365 - Future plans
Replies: 298
Views: 165757

Re: Friday Facts #365 - Future plans

I know I'm late replying to this, but wanted to say: Thank you so much for such an incredibly polished final release. The results are gorgeous. So much attention to detail, so many improvements, such a high bar for quality-of-life features. Factorio's been an amazing game for years, and the final pr...
by LuxSublima
Tue Nov 24, 2020 8:29 pm
Forum: Releases
Topic: Version 1.1.0
Replies: 222
Views: 129907

Re: Version 1.1.0

I personally don't like screen space permanently repurposed as my reward for launching the rocket. I do like being able to know how many I've launched, but it's not info so important to me 100% of the time that it needs its own dedicated screen area. How big is your screen? This is what I see with ...
by LuxSublima
Tue Nov 24, 2020 8:20 pm
Forum: Releases
Topic: Version 1.1.0
Replies: 222
Views: 129907

Re: Version 1.1.0

One wish you could add to the awesomenes. When make Shift+click queue command for Spidy allow waypoint snap to any previous waypoint of the current queue. That way it makes queue infinite (self repeating). e.g. Patrol route is born. I'm super thrilled about the Spidertron waypoints, and i love your...
by LuxSublima
Tue Nov 24, 2020 8:10 pm
Forum: Releases
Topic: Version 1.1.0
Replies: 222
Views: 129907

Re: Version 1.1.0

Why was the Rocket silo stats GUI removed? How do we now see how many satellites we've launched? Press P, search for space science produced, divide by 1000. +1 Honestly it's nice not having to see the rocket launch stats all the time. The info is still available, and it makes sense that it is not a...
by LuxSublima
Tue Nov 24, 2020 7:43 pm
Forum: Releases
Topic: Version 1.1.0
Replies: 222
Views: 129907

Re: Version 1.1.0

Why was the Rocket silo stats GUI removed? How do we now see how many satellites we've launched? Press P, search for space science produced, divide by 1000. +1 Honestly it's nice not having to see the rocket launch stats all the time. The info is still available, and it makes sense that it is not a...
by LuxSublima
Sat Nov 14, 2020 4:19 am
Forum: News
Topic: Friday Facts #363 - 1.1 is getting close
Replies: 178
Views: 99033

Re: Friday Facts #363 - 1.1 is getting close

I also liked the Character tab as I could digest all information about my character at one place in the middle of the screen where my eyes lay most of the time. Being able to access the grid of you armor while being in a vehicle was also very nice and I have often used this to move stuff between my...
by LuxSublima
Sat Nov 14, 2020 3:58 am
Forum: News
Topic: Friday Facts #363 - 1.1 is getting close
Replies: 178
Views: 99033

Re: Friday Facts #363 - 1.1 is getting close

Awesome ! Could we also get an option to change the zoom level which changes from normal view to map view? +1 Even on maximum zoom out, it's a bit tricky to see biter nests south of you in time (aka before you trigger an attack), as the quickbars "hide" them even longer. Perhaps we could ...
by LuxSublima
Sat Nov 14, 2020 3:52 am
Forum: News
Topic: Friday Facts #363 - 1.1 is getting close
Replies: 178
Views: 99033

Re: Friday Facts #363 - 1.1 is getting close

Am I the only player who cares about old game saves? Nope - I also care about some old saves, and have a few I'm still keeping from 0.12, 0.13, etc. But I'm not going to insist that Wube keep a ton of old code from pre-1.0 versions. As a software developer myself I know how problematic and costly i...
by LuxSublima
Sat Nov 14, 2020 3:32 am
Forum: News
Topic: Friday Facts #363 - 1.1 is getting close
Replies: 178
Views: 99033

Re: Friday Facts #363 - 1.1 is getting close

Kovarex - Will there be a point at which you up-prioritize backwards compatibility - specifically for mods at the 1.x level? I know they are not the main point of the game, but they are an enormous replay factor. I'm currently playing Krastorio 2, featured on the Factorio homepage, with most the oth...
by LuxSublima
Tue Oct 13, 2020 5:49 pm
Forum: News
Topic: Friday Facts #361 - Train stop limit, Tips and tricks
Replies: 163
Views: 82862

Re: Friday Facts #361 - Train stop limit, Tips and tricks

To answer the question of "why": because people who play this kind of game have a natural curiosity about what they can do in the future as they unlock things. It might even inspire them to go for a specific tech that they see highlighted in the tips, or perhaps help them organize their b...
by LuxSublima
Thu Sep 24, 2020 12:22 am
Forum: Releases
Topic: Version 1.0.0
Replies: 130
Views: 99461

Re: Version 1.0.0

Please remove Spidertron. It brings nothing new to the game and only clutters the game with junk. Good joke, if its one. Otherwise, just ignore it. It's not a joke. Tell me how adding a spidertron to the game has any relevance to automation? Tell me how it's relevant to a factory? I'll wait. Well w...
by LuxSublima
Thu Sep 24, 2020 12:00 am
Forum: Balancing
Topic: Attacking biters with turrets makes all weapons pointless
Replies: 233
Views: 131715

Re: The real reason that turret creep is a common strategy

I want to write a deeper analysis of why turret creep is so permanently embedded in the meta, and what the game would look like if it wasn't. ... In conclusion, with the changes I suggest or anything similar, players would not feel pressured to resort to turret creep tactics in order to deal with b...
by LuxSublima
Wed Sep 23, 2020 11:29 pm
Forum: Balancing
Topic: Attacking biters with turrets makes all weapons pointless
Replies: 233
Views: 131715

Re: The real reason that turret creep is a common strategy

I think that it is crucial that turrets are more powerful than the player. This is a game about automation. You should automate combat to. Build transport belt lines to deliver ammo to your gun turrets, have robots repair your walls and set up artillery turrets to expand your territory while you bu...

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