Search found 165 matches

by xng
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.
by xng
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.
by xng
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...
by xng
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...
by xng
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...
by xng
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 ...
by xng
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
by xng
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?
by xng
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

Friday Facts #243 wrote:We are currently using approximately 40% of the available space, so there is a room for growth if needed.
You just need to clear out all the biters, right?
by xng
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...
by xng
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
by xng
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.
by xng
Tue Feb 06, 2018 2:22 pm
Forum: Releases
Topic: Version 0.16.21
Replies: 19
Views: 15677

Re: Version 0.16.21

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...
What key are you using for turning left while driving manually? Just curious.
by xng
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...
by xng
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.
by xng
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.
by xng
Wed Jan 24, 2018 6:58 am
Forum: Releases
Topic: Version 0.16.17
Replies: 53
Views: 30246

Re: Version 0.16.17

mh_ wrote:
James K wrote:Can inserters now fully compress a belt? Or is that meant for a future update?
I hope this will never be re-introduced. There are mechanics for that in the game, use them.
What mechanics are you talking about that makes inserters be able to fully compress a belt, except for tick counting hacks?
by xng
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...
by xng
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 ...
by xng
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.

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