Search found 358 matches
- Sat Feb 09, 2019 12:39 am
- Forum: News
- Topic: Friday Facts #281 - For a Few Frames More
- Replies: 85
- Views: 43881
Re: Friday Facts #281 - For a Few Frames More
Vanilla without mods loaded in 15 seconds by default and became 7 seconds with the cache enabled. The atlas cache was then created as a 2.38GB file in the Factorio folder. Enabling my mods it went from 1:37 load time to 1:13. The atlas cache file was 5.94GB. Those who use mods would need the most i...
- Fri Feb 08, 2019 10:05 pm
- Forum: News
- Topic: Friday Facts #281 - For a Few Frames More
- Replies: 85
- Views: 43881
Re: Friday Facts #281 - For a Few Frames More
Would it be possible to cache the sprite atlases to disk (in some GPU friendly format) after they have been made so that they can be loaded directly the next startup? Go into the config and change ; Options: true, false ; cache-sprite-atlas=false to ; Options: true, false cache-sprite-atlas=true im...
- Sat Feb 02, 2019 2:06 am
- Forum: News
- Topic: Friday Facts #280 - Visual Feedback is the king
- Replies: 243
- Views: 89608
Re: Friday Facts #280 - Visual Feedback is the king
Nice! How about merging the toolbar with the "shortcut/quickbar" and simply giving the player the ability to put the buttons anywhere he wants? The shortcut bar doesn't have to be just for items. Or is that something you will do? +1 for this option, i would like to have my tools and short...
- Sat Jan 26, 2019 12:00 pm
- Forum: News
- Topic: Friday Facts #279 - Train GUI & Modern Spitter
- Replies: 208
- Views: 76675
Re: Friday Facts #279 - Train GUI & Modern Spitter
i rarely use complex signaling, however when i need it i use the circuit network to define them. with the ability to read the train's contents, unique train identifying numbers, wagon filtering, with circuit control of inserters and logistics system, i can have just about any condition i want. it wo...
- Sat Jan 19, 2019 2:01 am
- Forum: News
- Topic: Friday Facts #278 - The new quickbar
- Replies: 176
- Views: 66605
Re: Friday Facts #278 - The new quickbar
i am very happy with the changes to the quick bar. i would like to say the quick bar should have the option to have visible 1-5 bars as the user desires, not tech related. but a shortcut key/clickable button should bring up all 10 so i can select the one i want quickly. personally i prefer one bar, ...
- Mon Dec 31, 2018 4:16 am
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 156154
Re: Friday Facts #275 - 0.17 Science changes
yeya science packs now all have proper names, would have prefered logistics to be the one used for .... the logistics system, aka robot logistics, yellow science... and call the green science transportation. pipes in green science is fine with me, you balanced out the other sciences that use less ir...
- Fri Dec 14, 2018 2:28 pm
- Forum: News
- Topic: Friday Facts #273 - Cutscene controller & Localisation plan
- Replies: 79
- Views: 33354
Re: Friday Facts #273 - Cutscene controller & Localisation plan
i have never been a fan of cutscenes in video games, i would recommend they be optional (skip able, press ESC to skip) and any information they contain be available in other formats.
if i run into problems i usually use google and youtube.
if i run into problems i usually use google and youtube.
- Sun Dec 09, 2018 9:34 am
- Forum: News
- Topic: Friday Facts #272 - Mod GUI
- Replies: 78
- Views: 33622
Re: Friday Facts #272 - Mod GUI
mod packs are a current mod sub system because alot of players dont want to have to sync 50+ mods to join a server, and a server can simply run one "mod" that is actually a mod pack of a bunch of mods that all work together. once the game allows for auto syncing of mods when attempting to ...
- Sat Dec 08, 2018 1:19 am
- Forum: News
- Topic: Friday Facts #272 - Mod GUI
- Replies: 78
- Views: 33622
Re: Friday Facts #272 - Mod GUI
we should be able to keep multiple versions of the same mod, if the developer updates their mod and we do not like the changes, we can keep the old version to play the save we have already, while updating to the new version to play on a multiplayer server that uses the new version, or for use on a d...
- Fri Dec 07, 2018 1:20 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Vehicles: Miner
- Replies: 107
- Views: 68910
Re: [MOD 0.14] AAI Vehicles: Miner
regarding the miner mod, independent of your other mods. I have a few suggestions, not sure if any are possible... 1. it would be nice if i could hover my mouse over the miner and see how much fuel it has. perhaps a pop-up of the storage box, same as if i open it, but don't have to click on it and c...
- Sun Dec 02, 2018 5:47 am
- Forum: News
- Topic: Friday Facts #271 - Fluid optimisations & GUI Style inspector
- Replies: 122
- Views: 51225
Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector
How many fluid systems there are when you mix two different fluids in one pipe by misplacement? Actually the other day I had an idea for solving the fluid mixing which imo solves it very easily. Once a fluid is run through an empty pipe, a fluid type is assigned to it's whole system and no other fl...
- Fri Nov 30, 2018 11:59 pm
- Forum: News
- Topic: Friday Facts #271 - Fluid optimisations & GUI Style inspector
- Replies: 122
- Views: 51225
Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector
I was thinking in the box of a physical copy of the game. Something that maybe never happens, but I would love so much to do. I've already bought this game, clearly, but I'd buy it again if I could have a CE Box with some extra loot. Vinyl model of a Rocket Silo anyone? 3D printed rocket silo, yes ...
- Fri Nov 30, 2018 11:57 pm
- Forum: News
- Topic: Friday Facts #271 - Fluid optimisations & GUI Style inspector
- Replies: 122
- Views: 51225
Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector
i look forward to seeing the fluid changes completed and the final results being better over all. i have to wonder how these changes will impact multiplayer, as each client has to render the game simultaneously... - will the game throttle based on how the lowest performing client? - or will any clie...
- Tue Nov 13, 2018 7:53 pm
- Forum: News
- Topic: Friday Facts #268 - The modern Biter
- Replies: 115
- Views: 47669
Re: Friday Facts #268 - The modern Biter
I still want to be able to make peace with them. would be very interesting if we could make friends and have peace treaties with them so i could have some of their land and would use eff modules to keep pollution down, it would also be nice if i could plant trees and keep pollution down further to ...
- Fri Nov 09, 2018 7:44 pm
- Forum: News
- Topic: Friday Facts #268 - The modern Biter
- Replies: 115
- Views: 47669
Re: Friday Facts #268 - The modern Biter
lol these biters look even more disgusting than the previous looking ones, massacres continues with out any hard feelings. if you planned to have them cute, I'm sorry these are not it for me. on the plus side they still look like bugs and i can continue to call them as such. must squish all the bugs...
- Fri Nov 02, 2018 4:34 pm
- Forum: News
- Topic: Friday Facts #267 - Experiments, Explosives & Extended tags
- Replies: 120
- Views: 48259
Re: Friday Facts #267 - Experiments, Explosives & Extended tags
thank you for allowing the optional tool tip locations, i have been playing for a really long time and prefer them as they currently are. i havent played much with cliffs but it's nice to know they can be blown up by robots now :) now i know someone will make a mod that will allow all cliffs in rang...
- Sat Oct 27, 2018 1:17 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 213104
Re: Friday Facts #266 - Cleanup of mechanics
The problem here is that the devs are mostly correct about the problems they've identified, but have chosen bad fixes to those problems. Problem: Assembly Machine 1 isn't useful enough because anemic ingredient limit, which confuses new players because their fancy new toy can't even make most thing...
- Fri Oct 26, 2018 5:50 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 213104
Re: Friday Facts #266 - Cleanup of mechanics
- Fri Oct 26, 2018 5:29 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 213104
Re: Friday Facts #266 - Cleanup of mechanics
By the time you die in multiplayer you tend to have the resources for rebuilding your armor freely available, all you have to do is to wait for the robots to supply them to you. This wait time adds nothing to the game. I think the sense of progress in the game should stem from research, not manual ...
- Fri Oct 26, 2018 5:15 pm
- Forum: Ideas and Suggestions
- Topic: Pickaxe -> Matter Manipulator
- Replies: 6
- Views: 3342
Re: Pickaxe -> Matter Manipulator
humm makes me think of the mining tools mod.
if this was a mod, i would probably try it out.
as for it being in vanilla, i doubt it would happen, a bit more complex than the nub needs imo.
if this was a mod, i would probably try it out.
as for it being in vanilla, i doubt it would happen, a bit more complex than the nub needs imo.