Search found 17 matches
- Sun Nov 17, 2024 12:20 am
- Forum: General discussion
- Topic: It takes too long to get to new Space Age content
- Replies: 28
- Views: 2280
Re: It takes too long to get to new Space Age content
The biggest things I see as “easier” are the quality weapons that - if you focus on them when you can (a few miners with quality mods and a splitter to sort are all you really need) you become quite powerful early game. Biters shouldn’t be an issue at all. If it DOES feel too long and you’ve already...
- Tue Nov 12, 2024 4:45 pm
- Forum: General discussion
- Topic: Coming back after a few year Hiatus, Differences between .16 and 2.0?
- Replies: 19
- Views: 895
Re: Coming back after a few year Hiatus, Differences between .16 and 2.0?
You can review a "QoL changes" YouTube video for the biggest ones, but that will really be between 1.1 and 2.0. So far the main thing I've noticed is some slightly different ordering for researches, different recipes in some cases, and the ability to blueprint loaded turrets (this is the b...
- Tue Nov 12, 2024 4:41 pm
- Forum: General discussion
- Topic: The Restart Loop
- Replies: 11
- Views: 775
Re: The Restart Loop
I used to restart all the time, and for pretty minor things (oh no, my base isn't aligned with this new rail blueprint I want to use, etc). Then I realized that restarting only makes sense very early game (bad biters, bad start) - because once you get construction robots, you can restart your entire...
- Sun Nov 10, 2024 2:36 am
- Forum: General discussion
- Topic: WUBE please fix pump to tanker load on curves
- Replies: 1
- Views: 400
Re: WUBE please fix pump to tanker load on curves
An ugly solution is use a pusher locomotive so that you don’t waste straight rail on the locomotive.
A cleaner solution would be to allow the station signal to be on the first part of the curve.
A cleaner solution would be to allow the station signal to be on the first part of the curve.
- Fri Nov 08, 2024 2:46 pm
- Forum: News
- Topic: Friday Facts #436 - Lost in Translation
- Replies: 80
- Views: 10502
Re: Friday Facts #436 - Lost in Translation
I almost hate to say this, because I've got really used to the name.... but.... In English, we would generally say "Iron Rod", and not "Iron Stick". That's been mentioned plenty of times before (including by me) and they've kept it as-is. So I assume they really like it this way...
- Fri Aug 02, 2024 2:13 pm
- Forum: News
- Topic: Friday Facts #422 - Tesla Turret
- Replies: 112
- Views: 20165
Re: Friday Facts #422 - Tesla Turret
Oh ho? What's this? Do we get to choose which planet we start on? Or is it a "choose which planet you expand to first" kind of thing? Very interesting ....especially useful if Fulgora is your first planet
- Fri Mar 29, 2024 4:08 pm
- Forum: News
- Topic: Friday Facts #404 - Frustration not found
- Replies: 115
- Views: 23603
Re: Friday Facts #404 - Frustration not found
Could have some form of "double click on a spidertron, select all of that color (maybe triple click to select all on the map, not just all in view).BoxWithoutATop wrote: ↑Fri Mar 29, 2024 12:38 pm One suggestion I do have is: Why not make the spidertrons selectable by color?
- Fri Mar 08, 2024 3:18 pm
- Forum: News
- Topic: Friday Facts #401 - New terrain, new planet
- Replies: 105
- Views: 31372
Re: Friday Facts #401 - New terrain, new planet
I not only agree with this, but I also hope it doesn't get completely removed. Add another slider! Something like "dead ends" which is normally 0% (does exactly as this FFF describes) but you can tune it up to 100% and then it intentionally finds paths and breaks them. 10-20% would probab...
- Fri Feb 02, 2024 2:14 pm
- Forum: News
- Topic: Friday Facts #396 - Sound improvements in 2.0
- Replies: 98
- Views: 19566
Re: Friday Facts #396 - Sound improvements in 2.0
The actual sounds aren’t the important part of this update - the tools and features using them are. Modders will hopefully have access to these and you’ll be able to tune this to your hearts content. Sound is an incredible part of making something immersive even if it’s hard to point out exactly wha...
- Fri Sep 29, 2023 2:57 pm
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 342
- Views: 105713
Re: Friday Facts #378 - Trains on another level
How can you exit when train is over water? Could we deadlock the game by being on a train that runs out of fuel over water, or is it "just" a death sentence? We also thought about this (remote) possibility, and there will be a way to solve it. HE HAS REVEALED THE ANSWER remote refueling i...
- Fri Sep 01, 2023 4:30 pm
- Forum: News
- Topic: Friday Facts #374 - Smarter robots
- Replies: 217
- Views: 58027
Re: Friday Facts #374 - Smarter robots
These are the kinds of Friday Facts I love - clear description of problems I've encountered, the issues around it, and then an elegantly simple solution that make everyone say "why wasn't it done that way from the beginning?"
- Fri Nov 25, 2022 2:00 pm
- Forum: News
- Topic: Friday Facts #371 - Apple Silicon
- Replies: 60
- Views: 30195
- Tue Sep 13, 2022 4:02 pm
- Forum: News
- Topic: Factorio is coming to Nintendo Switch™
- Replies: 83
- Views: 48764
Re: Factorio is coming to Nintendo Switch™
Almost certainly.
Will the Switch version allow you to somehow download blueprints or otherwise access them? I assume you can create your own.
- Wed Mar 18, 2020 12:53 am
- Forum: Releases
- Topic: Version 0.18.13
- Replies: 57
- Views: 28760
Re: Version 0.18.13
I like it! Almost feels like “dark mode”. Only issues I’ve noticed are the disabled items (can’t craft) are harder to distinguish - dark red vs dark black is kind of close - maybe faded also like before? The other thing is setting logistics on a requestor chest is annoying - I keep clicking outside ...
- Sat Feb 22, 2020 2:44 am
- Forum: News
- Topic: Friday Facts #335 - Scenario changes, Damage effect filtering
- Replies: 57
- Views: 26309
Re: Friday Facts #335 - Scenario changes, Damage effect filtering
That has already been severely optimized. The fact it works at all now instead of just locking up the game shows that. Unfortunately that's just a numbers thing; biters moving is slow and will always be slow. There's nothing that can be done about that. Shooting at a massive amount of them causing ...
- Thu Feb 20, 2020 5:41 pm
- Forum: Ideas and Suggestions
- Topic: Multiplayer map load speed improvements
- Replies: 1
- Views: 864
Multiplayer map load speed improvements
TL;DR Server shouldn't have to "save again" when the first player is joining from a paused game. What ? Multiplayer servers save the map when the last player exits and pause the game (by default) - but when the player connects again, the server has to resave the map. Instead, the server s...
- Thu Jan 30, 2020 8:37 pm
- Forum: Ideas and Suggestions
- Topic: highlight where the signal problem is
- Replies: 27
- Views: 6845
Re: highlight where the signal problem is
Realistically there are a few options that I can think of: A "no path" train can have a (debug or hover over) option where it "flows out" on all rails until it can't go any further - basically a paint fill - because it couldn't find a path it has no way of knowing which "pat...