Search found 190 matches

by Xeanoa
Tue Feb 07, 2017 1:14 am
Forum: General discussion
Topic: Older versions of Factorio?
Replies: 3
Views: 2259

Re: Older versions of Factorio?

I just LOVE the look of the 0.1 pipes, much better than the current ones
by Xeanoa
Mon Feb 06, 2017 5:29 pm
Forum: Ideas and Suggestions
Topic: Show servers with different game version
Replies: 3
Views: 1015

Re: Show servers with different game version

This should also be a feature with LAN games. Instead of telling the players that their game version is different, it just shows nothing, leaving the players wondering.
by Xeanoa
Mon Feb 06, 2017 5:27 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1400544

Re: Development and Discussion

The part that turns kinetic energy into electricity stays roughly the same, but now you have to mount in on top of a very tall structure that has to withstand extreme weather, and capture a large amount of energy from wind without breaking. As it's a beginner power production, it doesn't have to be...
by Xeanoa
Mon Feb 06, 2017 8:36 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1400544

Re: Development and Discussion

Wouldn't wind turbine make more sense? In real-life it should be easier to build a turbine than a heat-powered generator. But it isn't. The part that turns kinetic energy into electricity stays roughly the same, but now you have to mount in on top of a very tall structure that has to withstand extr...
by Xeanoa
Sun Feb 05, 2017 11:53 pm
Forum: Duplicates
Topic: [0.12.29] Starting in the middle of an ocean
Replies: 166
Views: 56215

Re: spawned on a tiny island

https://forums.factorio.com/viewtopic.php?f=7&t=3636 https://forums.factorio.com/viewtopic.php?f=7&t=38894 Its not like the topics begin with READ BEFORE POSTING or anything... its not like you have to be a dick. i saw a bug so i posted it. if you got a problem with me trying to help, cry i...
by Xeanoa
Sun Feb 05, 2017 6:22 pm
Forum: Mods
Topic: [MOD 0.15.12+] Long Reach Research 0.4.1 - initial bonuses
Replies: 43
Views: 23095

Re: [MOD 0.14+] Long Reach/Build/Mine/Pickup/Loot Research

Range circles would be really neat :D
by Xeanoa
Sun Feb 05, 2017 4:42 pm
Forum: Ideas and Requests For Mods
Topic: [Request] Vertical Liquid Storage
Replies: 8
Views: 2374

Re: [Request] Vertical Liquid Storage

To notice the effect try to build a really big storage facility (50 tank for example, don't ask me why - it's another subject to discuss and really have many applications, i.e. hot water accumulator) To mangle with words: Because everything in the game has to scale. If it's "ok" with [1-2...
by Xeanoa
Sun Feb 05, 2017 1:49 am
Forum: Texture Packs
Topic: [Done] Graphics for a Factorissimo replacement
Replies: 6
Views: 5576

Re: [Request] Graphics for a Factorissimo replacement

At least Refineries, Trains and Radars also have names. I think there was something more, but I don't remember.

Looking forward to a release of this mod, I'd like to give it a try!
by Xeanoa
Sat Feb 04, 2017 11:54 pm
Forum: Ideas and Requests For Mods
Topic: [Request] Vertical Liquid Storage
Replies: 8
Views: 2374

Re: [Request] Vertical Liquid Storage

In the current system, it's extremely slow to fill in the last ~400 units or drain the last ~400 units from a tank. There is no pressure to work with or against. A high tank would allow for quick drain, or to fill a pipe to full capacity without the tank having to be full. If you want to quickly em...
by Xeanoa
Sat Feb 04, 2017 9:51 pm
Forum: Gameplay Help
Topic: iron plate cannot be smelted?
Replies: 2
Views: 1671

Re: iron plate cannot be smelted?

You need to research Steel before you can smelt iron into steel.
by Xeanoa
Sat Feb 04, 2017 9:42 pm
Forum: Ideas and Suggestions
Topic: Better Robot Notifications
Replies: 17
Views: 6762

Re: Better Robot Notifications

when there's 1000-5000 that's unacceptable. Does that mean it will be possible to dispatch robots at a higer rate per tick than the current limit? If not, why worry about it? You can have alerts for multiple things going off at once. Missing robots, missing materials, multiple players and so on. Th...
by Xeanoa
Sat Feb 04, 2017 9:23 pm
Forum: Ideas and Suggestions
Topic: Better Robot Notifications
Replies: 17
Views: 6762

Re: Better Robot Notifications

Rseding91 wrote:when there's 1000-5000 that's unacceptable.
Does that mean it will be possible to dispatch robots at a higer rate per tick than the current limit? If not, why worry about it?
by Xeanoa
Sat Feb 04, 2017 9:12 pm
Forum: Ideas and Suggestions
Topic: Better Robot Notifications
Replies: 17
Views: 6762

Re: Better Robot Notifications

How could drawing a few alerts ever use enough processing time to worry about it? They're usually not present, usually done within a couple minutes, and don't need to be updated every tick.
by Xeanoa
Sat Feb 04, 2017 8:12 pm
Forum: Ideas and Requests For Mods
Topic: [Request] Vertical Liquid Storage
Replies: 8
Views: 2374

Re: [Request] Vertical Liquid Storage

In the current system, it's extremely slow to fill in the last ~400 units or drain the last ~400 units from a tank. There is no pressure to work with or against.

A high tank would allow for quick drain, or to fill a pipe to full capacity without the tank having to be full.
by Xeanoa
Sat Feb 04, 2017 6:09 pm
Forum: Ideas and Suggestions
Topic: Better Robot Notifications
Replies: 17
Views: 6762

Re: Better Robot Notifications

Adil wrote:Well, that's insightful about game inner workings, but it doesn't make
PeteTheLich wrote:gigantic flashing monstrosity
go away.
One option would be to not draw overlapping triangles, and instead draw a counter on them that counts the amount of triangles not drawn +1.
by Xeanoa
Fri Feb 03, 2017 9:01 pm
Forum: News
Topic: Friday Facts #176 - Belts optimization for 0.15
Replies: 101
Views: 47669

Re: Friday Facts #176 - Belts optimization for 0.15

The first release in months, and it fixes what, 3 of the dozens of reported bugs? Lots of bug were fixed but only in 0.15 (no ETA yet) ( see here for list of resolved bug ), this release exist only to address critical bug From my (a consumer/customer's) point of view, they are not fixed until a fix...
by Xeanoa
Fri Feb 03, 2017 7:19 pm
Forum: Technical Help
Topic: Graphical issues with GeForce Game Ready Driver 378.49
Replies: 13
Views: 31195

Re: Graphical issues with GeForce Game Ready Driver 378.49

posila wrote:We have released build 0.14.22 that limits maxium texture size to 16k x 16k by default. This should not be an issue anymore.
What does that mean for AMD users?
by Xeanoa
Fri Feb 03, 2017 7:17 pm
Forum: News
Topic: Friday Facts #176 - Belts optimization for 0.15
Replies: 101
Views: 47669

Re: Friday Facts #176 - Belts optimization for 0.15

The first release in months, and it fixes what, 3 of the dozens of reported bugs?
by Xeanoa
Wed Feb 01, 2017 5:07 pm
Forum: Ideas and Suggestions
Topic: Smarter autosaving (ie: Not in combat)
Replies: 18
Views: 5558

Re: Autosave in battle

Autosave in general should not disturb the game-play at all. :) What really bugs me about the pause is, that the game ignores clicks that happens during the pause. Usually, that means having to interrupt and fix the missing clicks. An example would be if you place inserters, and you miss one becaus...
by Xeanoa
Wed Feb 01, 2017 1:56 pm
Forum: Technical Help
Topic: Reverted from Win10 to Win7 now Pixilated [Solved sorta]
Replies: 5
Views: 2024

Re: Reverted from Win10 to Win7 now Pixilated [Solved sorta]

I'd like to hi-jack and ask if we will get crisp pictures at higher zoom levels in the future? That would make it so much easier to recognize/see things at lower zoom levels, as you get more visual detail to distinguish things. Currently playing the game with high levels of SSAA for some smoothness,...

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