Search found 14 matches
- Tue Sep 24, 2019 12:51 pm
- Forum: News
- Topic: Factorio version 0.17 - Now stable
- Replies: 33
- Views: 20421
Re: Factorio version 0.17 - Now stable
Congratulations! I wonder, is the Factorio logo in the image an actual tile or was it added after with some photo editor?
- Fri Jun 07, 2019 12:03 pm
- Forum: News
- Topic: Friday Facts #298 - Demo upgrade for Stable
- Replies: 78
- Views: 38511
Re: Friday Facts #298 - Demo upgrade for Stable
Bright lasers in the night really makes a lot of sense. And it looks beautiful
- Sun Mar 10, 2019 2:04 pm
- Forum: News
- Topic: Friday Facts #284 - 0.17 experimental
- Replies: 190
- Views: 73758
Re: Friday Facts #284 - 0.17 experimental
Yay, I completed the introduction! (With +2k kills...)
- Fri Mar 08, 2019 8:49 am
- Forum: News
- Topic: Friday Facts #284 - 0.17 experimental
- Replies: 190
- Views: 73758
Re: Friday Facts #284 - 0.17 experimental
All hover graphics look like Photoshop Default Layer Glow Effect (cheap) Not sure what those look like, but I'm quite pleased with the new UI. UI Elements look like they are made for touch devices (big, bulky buttons) Nothing wrong with this. Bigger buttons = easier to click. There's no need to mak...
- Fri Mar 08, 2019 8:29 am
- Forum: News
- Topic: Friday Facts #284 - 0.17 experimental
- Replies: 190
- Views: 73758
Re: Friday Facts #284 - 0.17 experimental
It's "middle mouse click" but I don't think it teaches you that in the tutorial Oh damn, thanks. I wouldn't have ever thought about that. But I've tried all combinations of Shift, Alt, Ctrl and left/right mouse buttons :lol: in fact it doesn't teach any of the hotbar functionality at all ...
- Sat Mar 02, 2019 8:45 pm
- Forum: News
- Topic: Friday Facts #284 - 0.17 experimental
- Replies: 190
- Views: 73758
Re: Friday Facts #284 - 0.17 experimental
[*] Is it normal to start at 75% UI scaling in my 1366x768 laptop screen? Everything was tiny! See : https://forums.factorio.com/viewtopic.php?p=402400#p402400 (So, on 1366x768, you'll start scaled at 75% so that there's no weird overlap happening...) Ah, thank you for that! I guess it's fair enoug...
- Sat Mar 02, 2019 8:08 pm
- Forum: News
- Topic: Friday Facts #284 - 0.17 experimental
- Replies: 190
- Views: 73758
Re: Friday Facts #284 - 0.17 experimental
After playing the new campaign, I can finally point out a few things! Is it normal to start at 75% UI scaling in my 1366x768 laptop screen? Everything was tiny! First, when a research is completed,the dialog that pops up has a very very wide [x] button. I thought it wasn't very consistent with the r...
- Sat Mar 02, 2019 8:50 am
- Forum: News
- Topic: Friday Facts #284 - 0.17 experimental
- Replies: 190
- Views: 73758
Re: Friday Facts #284 - 0.17 experimental
[...] If you think a very experienced player should be failing in the tutorial campaign, you're a fuckin moron. I think you went a bit overboard there :roll:. It's only a experimental release, prone to plenty of tweaks still. It's good to get feedback of people liking it and people that don't, but ...
- Fri Feb 15, 2019 10:32 pm
- Forum: News
- Topic: Friday Facts #282 - 0.17 in sight
- Replies: 186
- Views: 93004
Re: Friday Facts #282 - 0.17 in sight
I'm good with that just give us the game already :) The game is there already though, with perfectly playable content. You should be aware that you bought the game before it reached 1.0, and developing quality content takes time. Just trust on the good judgement of the developers. They haven't disa...
- Fri Feb 01, 2019 9:52 pm
- Forum: News
- Topic: Friday Facts #280 - Visual Feedback is the king
- Replies: 243
- Views: 100305
Re: Friday Facts #280 - Visual Feedback is the king
Wonderful job! I follow FFF's with passion. But I've seen several ideas in this thread that I believe would be better as mods, although I don't question the good judgement of the devs. I'm sure they know where to draw the line
- Fri Sep 21, 2018 1:27 pm
- Forum: News
- Topic: Friday Facts #261 - Performance + New player interaction
- Replies: 94
- Views: 45202
Re: Friday Facts #261 - Performance + New player interaction
would it look good if they started out stationary for a moment before they begin moving? Or maybe some ease-out transition would be cool (start slow, and speed up). Regarding the tutorial, how about free style but if the player is stuck for too long show a hint? Maybe a combination could be the win...
- Fri Aug 24, 2018 12:48 pm
- Forum: News
- Topic: Friday Facts #257 - NPE/Campaign update
- Replies: 110
- Views: 55165
Re: Friday Facts #257 - NPE/Campaign update
Mining water to create less-deep water? That sounds weird! It would be interesting to be able to dig wells, though. They already exist in game, placing landfill on top of offshore pumps.tehfreek wrote:Or just have it so that you can create shallow water from regular water by mining it for a while.
- Fri Aug 24, 2018 12:45 pm
- Forum: News
- Topic: Friday Facts #257 - NPE/Campaign update
- Replies: 110
- Views: 55165
Re: Friday Facts #257 - NPE/Campaign update
Oh please no. Island maps with low resources, just enough to get out, are fun. See for example https://redd.it/8pp6cz.milo christiansen wrote:*or* hand crafted very, very slowly from nothing. That way you cannot get stuck on an island with no way off.
- Fri Aug 24, 2018 8:53 am
- Forum: News
- Topic: Friday Facts #257 - NPE/Campaign update
- Replies: 110
- Views: 55165
Re: Friday Facts #257 - NPE/Campaign update
I personally dislike the look and feel of the shallow water. It looks like the water was just tinted. Maybe some of my factories poisoned it⦠Either way, it doesn't convey the feeling of "you can walk but not build here". Is that really needed, though? If the player can walk, why not let t...