Search found 18 matches
- Sat Sep 30, 2023 1:11 am
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 342
- Views: 106395
Re: Friday Facts #378 - Trains on another level
Love this update! Just curious, is there a reason why there are no diagonal ramps? its not geometrics, since the shapes are already there. Is it aesthatics or something else? Additionally, in terms of graphic design, I very much like the rail ramp and rail support structure (heavy, sturdy, and indus...
- Sat Sep 09, 2023 9:13 am
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 838
- Views: 197508
Re: Friday Facts #375 - Quality
Much has been said in this forum, here just my 2 cents. First I do like the idea of having quality as an advanced feature in the game. Implementation-wise I do think it can be much improved. At the same time I do reckon that it is hard to really know how this system will play out without full knowle...
- Fri Jan 29, 2021 11:26 pm
- Forum: News
- Topic: Friday Facts #364 - 1.1 stable
- Replies: 57
- Views: 39221
Re: Friday Facts #364 - 1.1 stable
oh great devs, now I can't sleep for another week!
what have you got in store for us next Friday? such a torment
what have you got in store for us next Friday? such a torment
- Wed Dec 09, 2020 8:54 pm
- Forum: Releases
- Topic: Version 1.1.0
- Replies: 222
- Views: 148124
Re: Version 1.1.0
absolutely love everything that is added in this update! thank you devs so much the wonderful job! one little remark though: is it possible to reduce the size of and may be also add bit of polish to the arrows that now appear when you hoover over the warning signs? IMHO at the moment they still look...
- Sat Oct 10, 2020 10:27 pm
- Forum: News
- Topic: Friday Facts #361 - Train stop limit, Tips and tricks
- Replies: 163
- Views: 92021
Re: Friday Facts #361 - Train stop limit, Tips and tricks
just as I had given up hope to see another FFF, there it is. Wow thanks Wube. Factorio continues to go strong.
Now the million dollar question: are you guys working on an expansion?
Now the million dollar question: are you guys working on an expansion?
- Mon Aug 17, 2020 7:50 pm
- Forum: Ideas and Suggestions
- Topic: Combinator scalability and maintainability
- Replies: 18
- Views: 5773
Re: Combinator scalability and maintainability
There is another discussion on a similar topic, could offer some interesting options that will solve at least some of the problems stated: viewtopic.php?f=6&t=79407
especially this mod which was mentioned in there: https://mods.factorio.com/mod/fcpu
especially this mod which was mentioned in there: https://mods.factorio.com/mod/fcpu
- Mon Aug 17, 2020 8:25 am
- Forum: Ideas and Suggestions
- Topic: tech tree to remember last selection
- Replies: 4
- Views: 1715
Re: tech tree to remember last selection
I don’t think so. It might be better to select last tech researched instead. You can also press control f to search techs by name or what they unlock. Preferences clearly differ from person to person (as it should ;)). Therefore devs could offer this as an interface option, like: "default tech...
- Sun Aug 16, 2020 9:38 am
- Forum: Ideas and Suggestions
- Topic: tech tree to remember last selection
- Replies: 4
- Views: 1715
tech tree to remember last selection
First off, not sure if this topic has been around before, so apologies if it has. Don't you feel it is convenient for the in-game tech tree page to remember the last tech you've viewed? I find myself very often going back and forth to see the techs I wanted to research next, and it quickly becomes v...
- Fri Aug 14, 2020 2:22 pm
- Forum: News
- Topic: Friday Facts #360 - 1.0 is here!
- Replies: 210
- Views: 118364
Re: Friday Facts #360 - 1.0 is here!
Congratulations to my favorite game studio with this incredible milestone! Can't wait to see what your next project will be, but I'm sure it will be an equally amazing ride as this one! For now please enjoy your well-deserved holidays! Also it is nice to see the kind words people have put up for the...
- Fri Aug 07, 2020 1:26 pm
- Forum: Releases
- Topic: Version 0.18.44
- Replies: 3
- Views: 7159
Re: Version 0.18.44
the .44 update solved the crash I reported earlier in .43. the game no longer freezes upon loading a save. thanks guys!
- Thu Aug 06, 2020 11:55 pm
- Forum: Duplicates
- Topic: [0.18.43] Crash loading save: "position != removedPrototypes.end() && *position was not true"
- Replies: 6
- Views: 2057
[0.18.43] Crash loading save: "position != removedPrototypes.end() && *position was not true"
Just updated to 0.18.43 and game crashed upon loading latest save. Attached are the game save file and log. No mods installed.
btw thanks for the hard work, your game really rocks!
btw thanks for the hard work, your game really rocks!
- Wed Jul 29, 2020 5:56 pm
- Forum: Releases
- Topic: Version 0.18.37
- Replies: 33
- Views: 19822
Re: Version 0.18.37
very nice! I have been looking forward to this one for a very long time!
one remark: copy icon for blue prints is using the letter "C", wouldn't it be much better visually to just use the "usual" copy icon, like two sheets of paper one in front and one in the back?
one remark: copy icon for blue prints is using the letter "C", wouldn't it be much better visually to just use the "usual" copy icon, like two sheets of paper one in front and one in the back?
- Fri Jun 12, 2020 1:25 pm
- Forum: News
- Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
- Replies: 199
- Views: 83217
Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
I'm going to add my own two bits of opinion: I also think that the beacon tower is too spikey. the GSM-tower-like design sounds like a cool idea the modules shown on the beacon are fantastic, but there definitely should be a toggle in settings to enable or disable the Alt-mode overlay. you say it's...
- Sat May 30, 2020 11:06 am
- Forum: News
- Topic: Friday Facts #348 - The final GUI update
- Replies: 143
- Views: 60657
Re: Friday Facts #348 - The final GUI update
First of all ready well done icons. Thank you guys so much. You are truly the best bunch of games developers out there. Wish there were many more like you! Really looking forward to 1.0 and the DLCs that will follow. Please let me buy some DLCs in the not so distant future to further support you guy...
- Sat Mar 21, 2020 1:26 am
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 101478
Re: Friday Facts #339 - Beacon HR + Redesign process
Despite the cool animations, don't like the redesign for lot of reasons already mentioned by so many other people: 1) Shape and overall "organic" feel of the building is completely out of line compared to all other buildings. IMHO the steampunk theme with rugged and rusty industrial and me...
- Sat Mar 14, 2020 9:16 pm
- Forum: Gameplay Help
- Topic: integer overflow
- Replies: 8
- Views: 2796
Re: integer overflow
I see now where the problem is. I was printing the answer for 2147483647^2 in R, and it gave 4611686014132420608 (I was using: sprintf("%.10f",2147483647^2)). With full precision, the answer is indeed 4611686014132420609 and hence the return value zero. Many thanks for all the quality answ...
- Sat Mar 14, 2020 8:25 pm
- Forum: Gameplay Help
- Topic: integer overflow
- Replies: 8
- Views: 2796
Re: integer overflow
at least one case of this was fixed in .18 where mining drills would return a huge negative number when they overflow the 32bit space. I don't think the situation I illustrated is because of a bug. This overflow mechanism is intentional. For instance adding 1 to 2,147,483,647 will give you -2,147,4...
- Sat Mar 14, 2020 6:35 pm
- Forum: Gameplay Help
- Topic: integer overflow
- Replies: 8
- Views: 2796
integer overflow
Hi all, For a while I thought I understood how integer overflow works inside combinators (see this old discussion: https://forums.factorio.com/viewtopic.php?t=20118). But then I started running into outcomes I couldn't fully explain. For instance, while I fully understand why 2,147,483,647 * 2 = -2,...