Search found 165 matches
- Mon Dec 10, 2018 1:50 pm
- Forum: News
- Topic: Friday Facts #272 - Mod GUI
- Replies: 78
- Views: 33585
Re: Friday Facts #272 - Mod GUI
Been hearing about this new GUI for more than a year now and it has barely reached concept art yet.. I'm trying to keep my hopes up anyway for a sudden implementation within one month as promised.
- Sun Nov 18, 2018 8:48 am
- Forum: News
- Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
- Replies: 192
- Views: 84705
Re: Friday Facts #269 - Roadmap update & Transport belt perspective
I'm really happy to see you're at least beginning to think of progressing the development now, it's been a mess of new feature ideas and experimental playing around for almost a year now. Thank you for listening to us at last.
- Sat Oct 20, 2018 11:05 am
- Forum: News
- Topic: Friday Facts #265 - Nomenclature & Steam networking
- Replies: 121
- Views: 54818
Re: Friday Facts #265 - Nomenclature & Steam networking
Name the action a player performs when they add an entity to the world? - Placing Name the action a player performs when they remove an entity from the world? - Picking up Name the action a player performs when they add a ghost entity to the world? - Marking for placement / Planning to place Name t...
- Sat Oct 20, 2018 10:49 am
- Forum: News
- Topic: Friday Facts #265 - Nomenclature & Steam networking
- Replies: 121
- Views: 54818
Re: Friday Facts #265 - Nomenclature & Steam networking
I'm happy to hear that they've managed to have steam and non steam players on the same servers, that's huge if comparing to other games! That said, it's a tiny bit weird that the makers of Factorio doesn't know that science packs are part of every single science recipe and therefore are intermediate...
- Tue Oct 09, 2018 11:25 am
- Forum: News
- Topic: Friday Facts #263 - Trains in blueprints
- Replies: 99
- Views: 39461
Re: Friday Facts #263 - Trains in blueprints
Just a few weeks left now until it has been 1 year since 0.16 was released. I think the devs tend to forget this as time passes a lot more quickly when playing around and having fun with experimental future features instead. For customers that wait on the other hand these years of postponing release...
- Sat Jun 09, 2018 10:13 am
- Forum: General discussion
- Topic: Why are 60 UPS = 1s?
- Replies: 26
- Views: 11807
Re: Why are 60 UPS = 1s?
*I think about it like this: At 60 UPS a assembler drains 3 kW meaning that each tick 1/60*3 kW is offset against the energy production. At 50 UPS a assembler drains 3 kW meaning that each tick 1/50*3 kW is offset against the energy production -> It would not change energy consumption but only the ...
- Sat Jun 09, 2018 8:01 am
- Forum: News
- Topic: Friday Facts #246 - The GUI update (Part 3)
- Replies: 161
- Views: 62277
Re: Friday Facts #246 - The GUI update (Part 3)
Sliders instead of dropdowns! This makes my old heart so happy! <3
- Fri Jun 08, 2018 2:53 pm
- Forum: Won't implement
- Topic: [Request] Allow container entities to be rotated
- Replies: 7
- Views: 5395
Re: [Request] Allow container entities to be rotated
3.5 years in the future (June 2018): Is this possible yet?
- Sat May 19, 2018 6:58 am
- Forum: News
- Topic: Friday Facts #243 - New GUI tileset
- Replies: 167
- Views: 60170
Re: Friday Facts #243 - New GUI tileset
You just need to clear out all the biters, right?Friday Facts #243 wrote:We are currently using approximately 40% of the available space, so there is a room for growth if needed.
- Sat Mar 24, 2018 2:02 pm
- Forum: News
- Topic: Friday Facts #235 - 0.16 stable
- Replies: 122
- Views: 53018
Re: Friday Facts #235 - 0.16 stable
So.. 1.0 in Summer 2019 maybe? I would think that's reasonable considering history. Each minor update takes approximately 9 months to develop and 3-4 months to stabilize. So, if 0.18 is only polish and stabilization + a few months of playing around with optimizing for fun, it could be possible. I ho...
- Wed Feb 21, 2018 12:27 pm
- Forum: Releases
- Topic: Version 0.16.25
- Replies: 72
- Views: 39297
Re: Version 0.16.25
I'm super grateful for the compression patch, it's not perfect yet but releasing this means we're getting there! <3 <3
- Sat Feb 17, 2018 9:41 am
- Forum: News
- Topic: Friday Facts #230 - Engine modernisation
- Replies: 81
- Views: 46665
Re: Friday Facts #230 - Engine modernisation
I know I shouldn't feel this way about an awesome game, but how can it be more important to change rendering engine when it works almost flawlessly than to fix the games belt problems? We've been waiting since mid december last year now for some kind of quick fix.
- Tue Feb 06, 2018 2:22 pm
- Forum: Releases
- Topic: Version 0.16.21
- Replies: 19
- Views: 15677
Re: Version 0.16.21
What key are you using for turning left while driving manually? Just curious.mp0011 wrote:Please add shortcut for locomotive switch. I want to enter, press "M", drive manually somewhere, then press "A" and drive in Automatic mode...
- Fri Feb 02, 2018 5:39 pm
- Forum: General discussion
- Topic: PVP Duplicate starting entities? Not at all actually.
- Replies: 5
- Views: 2743
Re: PVP Duplicate starting entities? Not at all actually.
As I see it, some asymmetry in the maps makes things more interesting, and generally does advantage one team significantly over another Why do you consider it good that the map gives advantage to one of the teams? I've never heard any game dev see PvP that way, or did I miss some new competitive ge...
- Sat Jan 27, 2018 11:32 am
- Forum: News
- Topic: Friday Facts #227 - Rendering, Trees & Scenario talk
- Replies: 116
- Views: 47144
Re: Friday Facts #227 - Rendering, Trees & Scenario talk
How long will belt compression take to fix? Leaving the game in this state for such a long time is not very nice. And, no, there are no working workarounds for this even though a few people seems to believe so, I've tried them all.
- Wed Jan 24, 2018 1:29 pm
- Forum: General discussion
- Topic: how long have you played factorio ?
- Replies: 36
- Views: 11759
Re: how long have you played factorio ?
For 4 years and 9 days according to my factorio.com account.
- Wed Jan 24, 2018 6:58 am
- Forum: Releases
- Topic: Version 0.16.17
- Replies: 53
- Views: 30246
Re: Version 0.16.17
What mechanics are you talking about that makes inserters be able to fully compress a belt, except for tick counting hacks?mh_ wrote:I hope this will never be re-introduced. There are mechanics for that in the game, use them.James K wrote:Can inserters now fully compress a belt? Or is that meant for a future update?
- Tue Jan 23, 2018 2:13 pm
- Forum: General discussion
- Topic: Belts vs Bots - A response to FFF #224
- Replies: 98
- Views: 46698
Re: Belts vs Bots - A response to FFF #224
I won't pretend I've read everything written here, but I am one of the ones that would appreciate if logistics bots were optional per world. As it is now, as soon as you reach logistics you don't need any other blueprint than this: Screenshot20180123_145837.png You, still can do more, do your own lo...
- Sat Jan 20, 2018 8:46 am
- Forum: News
- Topic: Friday Facts #226 - New mod portal & other news
- Replies: 93
- Views: 42021
Re: Friday Facts #226 - New mod portal & other news
I was really hoping for the splitters to come this week as I think it will lead to really interesting new balancers and sorters designs, but now I understand the convention will take up a few weeks of braintime instead. The fix for belts also feels urgent, right when the belts started showing their ...
- Tue Jan 09, 2018 8:34 am
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 349820
Re: Friday Facts #224 - Bots versus belts
I would love for Factorio to have a Classic Mode where Flying Robots only build and does some player logistics, maybe bringing robots up earlier in the tech tree, and a Megabase Mode where Flying Robots can do anything but late in the tech tree.