Search found 22 matches

by MrFaul
Fri Feb 23, 2024 4:08 pm
Forum: News
Topic: Friday Facts #399 - Trash to Treasure
Replies: 289
Views: 36304

Re: Friday Facts #399 - Trash to Treasure

- You have to build defensive coverage everywhere you build - check, although this time it seem you don't get a planet-wide solution, but HAVE to do it on every point. Can't wait to have additional entiities on mining outposts which have to be delivered and stamped down in a grid. This is the only ...
by MrFaul
Fri Sep 29, 2023 11:52 am
Forum: News
Topic: Friday Facts #378 - Trains on another level
Replies: 337
Views: 78725

Re: Friday Facts #378 - Trains on another level

Spaghetti trains, hell yeah. With the new ability to Route trains over the base a lot of possibilities open up. I wonder how much awesome stuff is left, surely you can't keep this up until release. That would be one hell of a ride. Also, can I make a wish? Hopper/Funnel unloader: To dump stuff direc...
by MrFaul
Sat Jun 20, 2020 6:27 pm
Forum: News
Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Replies: 199
Views: 73846

Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing

https://forums.factorio.com/viewtopic.php?p=488255#p488255 I love you guys, you are by far my favorite developer studio. And I wonder shouldn't pipes that are not connected to any I/O or storage be flushed automatically? Sure it's a waste, but honestly as somebody who witnessed idiots putting a chem...
by MrFaul
Sun Apr 05, 2020 10:15 am
Forum: News
Topic: Friday Facts #339 - Beacon HR + Redesign process
Replies: 216
Views: 90252

Re: Friday Facts #339 - Beacon HR + Redesign process

I don't like the "tower" idea of the beacon. But I think this design is going somewhere https://cdn.factorio.com/assets/img/blog/fff-339-beacon-anim-test.gif Lose the pin on top, sink it deeper into the hole to reduce the complexity. Basically a hole in the ground with mysterious suspended...
by MrFaul
Fri Jul 26, 2019 2:33 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 282375

Re: Friday Facts #305 - The Oil Changes

Hm I don't know about the flamethrower ammo, just using crude oil doesn't feel right. Crude oil is very viscose and actually hard to ignite (don't get it burning so), it just doesn't fit as ammo. I'd have it rather if you would need a recipe change to require: 1x crude oil barrel 2x petroleum barrel...
by MrFaul
Fri May 03, 2019 5:05 pm
Forum: News
Topic: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan
Replies: 124
Views: 55629

Re: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan

Jo I would buy a really expensive limited special edition with a high quality hand made hard cover book that includes: All accumulated Friday Facts up to this point Art work Maybe Popular blueprints with description (and a exchange string QR Code) Tips and tricks Factorio dev history Lore 3-5 keys t...
by MrFaul
Fri Feb 02, 2018 4:36 pm
Forum: Ideas and Suggestions
Topic: Local power connector module for modular armor
Replies: 97
Views: 36956

Allow Armors to charge on power poles

Well the idea is simple,

allow the modular/power armor to be charged in the supply area of power poles.
Helps very much in the mid game when you just researched the tech :-D
by MrFaul
Sun Jan 14, 2018 4:46 pm
Forum: Ideas and Suggestions
Topic: How to make pallets work, and fix the bot op problem
Replies: 1
Views: 1024

How to make pallets work, and fix the bot op problem

OK this is a touchy topic for a lot of people but while I like bots for their versatility I also detest them to be able to get that kind of performance. In order to change that, belts need to be able to be competitive with robots in terms of conveniences and speed. But that is not a easy feat consi...
by MrFaul
Sat Sep 10, 2016 12:06 pm
Forum: Ideas and Suggestions
Topic: Attack on Albert: Pressure gauges for the pipes
Replies: 5
Views: 2753

Re: Attack on Albert: Pressure gauges for the pipes

Indeed, this mod adds everything to solve my problems. But I'm not quite satisfied with it. I don't like the idea of adding nine new items when one configurable item is sufficient. Solving the "connection" mess by adding each piece as standalone isn't good practice. Another solution to tha...
by MrFaul
Fri Sep 09, 2016 10:08 pm
Forum: Ideas and Suggestions
Topic: Ideas for some Loading Changes
Replies: 3
Views: 2058

Re: Ideas for some Loading Changes

Well I think you will have to wait until a real pre- game/load lobby system is implemented. It is possible to validate the check sums for a savegame, but squeezing it into the current game wont be easy, at least if my guesses are right. But I agree a proper timestamp system which is only downloading...
by MrFaul
Fri Sep 09, 2016 9:47 pm
Forum: Ideas and Suggestions
Topic: Attack on Albert: Pressure gauges for the pipes
Replies: 5
Views: 2753

Re: Attack on Albert: Pressure gauges for the pipes

Well I'm conditioning my pipe network to be always full pressure with reserves out of the tanks and my current method is not very sustainable one pump in-> two pumps out. That method wastes energy and maybe even resources (haven't tested that yet). I know usually you go refinery -> pump -> tanks -> ...
by MrFaul
Fri Sep 09, 2016 7:42 pm
Forum: Ideas and Suggestions
Topic: Attack on Albert: Pressure gauges for the pipes
Replies: 5
Views: 2753

Attack on Albert: Pressure gauges for the pipes

Actually this one is probably only hard on albert because it needs new Art and very little code (I boldly assume this). Pressure gauges on the pipe for the circuit network, I really needed this in a recent build of mine and ended up misusing a tank and several pumps. It would only be fair since the ...
by MrFaul
Mon Aug 29, 2016 7:53 am
Forum: Duplicates
Topic: MAJOR CRISIS Demo is missing files
Replies: 1
Views: 1130

MAJOR CRISIS Demo is missing files

Yes I know I'm exaggerating a bit here but it is true. I told a friend to try the demo and he was unable to because it is missing: graphics/entity/gate/wall-diode-green.png This is in the live steam branch and on the website so I guess your automated building system messed somewhere up. I was comple...
by MrFaul
Wed Jun 29, 2016 11:12 am
Forum: Releases
Topic: Version 0.13.1
Replies: 42
Views: 36002

Re: Version 0.13.1

Still problems with the server browser.
It's unresponsive and crashes the game.
by MrFaul
Tue Jan 05, 2016 7:44 pm
Forum: Ideas and Suggestions
Topic: Multiplicative instead of additive (colored) lighting
Replies: 11
Views: 26838

Re: Multiplicative instead of additive (colored) lighting

Oh nice one I think that will be implemented in some sort soon because they want to give us more options to do with the circuit network :-D
Colored lights are good to begin with.
by MrFaul
Mon Dec 28, 2015 1:37 pm
Forum: Ideas and Suggestions
Topic: Map Editor transitions to the "Scenario Editor"
Replies: 1
Views: 8664

Map Editor transitions to the "Scenario Editor"

OK, how should I put it. The Map Editor needs love, a lot of it! While the game made significant improvements the Editor seems to be untouched. (no offence here, just seems like it :-) I tried it today for the first time and it lacks some very basic features every editor should have, more on that la...
by MrFaul
Fri Dec 18, 2015 5:40 pm
Forum: Implemented Suggestions
Topic: Multiplayer Matching, Server Browser
Replies: 1
Views: 5044

Multiplayer Matching, Server Browser

OK I'm really looking forward to test your Server Browser. But since it is still in development I want to take the opportunity to make some wishes about it. One major concern for me is the display speed and I thought a lot about which informations should take priority. (Take SE for example. The Serv...
by MrFaul
Sun Oct 18, 2015 8:15 am
Forum: Tools
Topic: A Guide for the Steam Controller and Bindings
Replies: 4
Views: 23247

A Guide for the Steam Controller and Bindings

OK folks the Steam Controller is out and I immediately started playing around with it quite a bit. Let me tell you this, that thing is a amazing piece of technology but nothing that works out of the box. (It is plug and play, but to leverage its full potential you have to set up your control scheme ...
by MrFaul
Thu Oct 15, 2015 2:48 pm
Forum: Minor issues
Topic: [0.12.5] [kovarex] Error after quitting factorio
Replies: 6
Views: 13579

Re: [0.12.5] [kovarex] Error after quitting factorio

Are you running DX or openGL?
I forced the game to use openGL, makes life easier ^^
by MrFaul
Thu Oct 15, 2015 2:41 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.10] UI still overscaling
Replies: 4
Views: 7862

Re: [0.12.10] UI still overscaling

Hm but shouldn't this fit regardless of the window size? Right now the (very)big UI parts aren't usable when the window is too small. I really love Factorio for beeing a game that allows multi tasking and for that window mode is essential. I'm a bit lost here is the UI Scaling fixed to the display s...

Go to advanced search