Search found 55 matches
- Fri Sep 08, 2023 2:24 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 806
- Views: 136284
Re: Friday Facts #375 - Quality
I am a little torn, but ready to try it out. In our world there are also quality differences, so it would make sense that higher quality parts are able to produce higher quality products that perform better. The only thing I don't like are the names. They are too "MMO / World of Warcraft" ...
- Fri Aug 25, 2023 1:47 pm
- Forum: News
- Topic: Friday Facts #373 - Factorio: Space Age
- Replies: 267
- Views: 73224
- Sat Aug 12, 2023 2:08 pm
- Forum: General discussion
- Topic: Expansion hype thread - Any updates on when/if there will be an expansion?
- Replies: 130
- Views: 31006
Re: Expansion hype thread - Any updates on when/if there will be an expansion?
I love this game and hope we get some news soon.
- Wed Sep 14, 2022 8:20 pm
- Forum: News
- Topic: Factorio is coming to Nintendo Switch™
- Replies: 83
- Views: 41377
Re: Factorio is coming to Nintendo Switch™
Pretty much 1 and 3. While "mod it 'till it crashes" is ok for most PC players, console games are generally expected to be much more stable(the are exceptions , but they are rare). With the limited amount of RAM, most mods could quickly end up crashing the game. Do you consider adding a s...
- Sat Aug 13, 2022 1:49 pm
- Forum: News
- Topic: Friday Facts #367 - Expansion news
- Replies: 220
- Views: 130316
Re: Friday Facts #367 - Expansion news
Since Wube people are working on Space Exploration I wonder if it's a precursor to the new addon and they will be one once it releases.
- Wed Aug 03, 2022 2:00 pm
- Forum: Combinator Creations
- Topic: Simple hysteresis with two combinators
- Replies: 12
- Views: 31016
Re: Simple hysteresis with two combinators
Not to necro this old thread, but it's the first entry when you google "factorio hysteresis blueprint".
So if you happen to land here from google here is a simple version withouth tens of combinatiors:
https://www.factorio.school/view/-MGa-sAK2Wtkks1efX1c
So if you happen to land here from google here is a simple version withouth tens of combinatiors:
https://www.factorio.school/view/-MGa-sAK2Wtkks1efX1c
- Sun Feb 07, 2021 9:32 am
- Forum: News
- Topic: Friday Facts #365 - Future plans
- Replies: 298
- Views: 168227
Re: Friday Facts #365 - Future plans
Wow how shameless, at first you have the audacity to release an already solid and reasonably stable game as early access and then you even have the nerve to follow up with rich and meaningful updates until it's actually finished. All this just to lure people to buy an expansion. The criminal energy ...
- Fri Aug 23, 2019 10:53 pm
- Forum: News
- Topic: Friday Facts #309 - Controversial opinions
- Replies: 290
- Views: 113744
Re: Friday Facts #309 - Controversial opinions
Here my opinions: Inserters should not chase items Mixed. It would be cool to have inserters grab items with pin point precision and not chasing them. I know that this would cost a lot of performance though, but items just teleporting into the inserters hands would also be ugly as sin. Which would b...
- Sat Aug 17, 2019 4:24 pm
- Forum: Maps and Scenarios
- Topic: Nauvis Post Collapse 1.0 (Pre-Alpha)
- Replies: 115
- Views: 87690
Re: Nauvis Post Collapse (16GB ram minimum required)
I really have to think bigger.
- Mon Aug 05, 2019 4:44 pm
- Forum: News
- Topic: Friday Facts #306 - Experimental Demo
- Replies: 155
- Views: 61822
Re: Friday Facts #306 - Experimental Demo
I had a friend playing the demo who never played Factorio before. He said: The robot is cool, but sometimes confusing. What the robot said and what the quest objectives said were sometimes different / at odds with each other. He was a little overwhelmed when the bot suddenly placed the small mining ...
- Tue Jun 12, 2018 3:08 am
- Forum: General discussion
- Topic: Why are 60 UPS = 1s?
- Replies: 26
- Views: 11846
Re: Why are 60 UPS = 1s?
But this does not occur in Factorio* because everything happens 60 times per second - in animations, 1 frame is 1/60 of a second, belts move 60 times per second, combinators update 60 times per second, etc. Due to this, having an uncoupled framerate would be very difficult, and impossible in many a...
- Fri Jan 26, 2018 7:00 pm
- Forum: News
- Topic: Friday Facts #227 - Rendering, Trees & Scenario talk
- Replies: 116
- Views: 47242
Re: Friday Facts #227 - Rendering, Trees & Scenario talk
I would absolutely love to see a mod/Scenario that models Factorio after the Warcraft 3 custom genre "tech wars". In TechWar maps you place buildings that produce units on a timer. You cannot control these units as they mindlessly run toward the enemy base and attack everything in their pa...
- Fri Nov 24, 2017 6:44 pm
- Forum: News
- Topic: Friday Facts #218 - Import bpy, Export player
- Replies: 67
- Views: 33358
Re: Friday Facts #218 - Import bpy, Export player
Say, 0.16 was meant to be the last version feature wise with the stable 0.17 becoming the release 1.0 right?
Also, can we expect the 0.16 experimental as a Christmas gift or is 0.16 not far along enough for that time frame?
Also, can we expect the 0.16 experimental as a Christmas gift or is 0.16 not far along enough for that time frame?
- Wed Aug 23, 2017 10:08 pm
- Forum: Duplicates
- Topic: [0.15.34] Steam engine sprite is jumping around.
- Replies: 2
- Views: 1278
[0.15.34] Steam engine sprite is jumping around.
The steam engine graphic is going up and down periodically.
edit: your webm tag does not seem to work:
Klonan edit: It was the image host
Here the settings to replicate the issue:
edit: your webm tag does not seem to work:
Klonan edit: It was the image host
Here the settings to replicate the issue:
- Tue Jun 06, 2017 5:01 pm
- Forum: Resolved Problems and Bugs
- Topic: [Harkonnen] [0.15.18] Inserter directly behind junction stops working.
- Replies: 9
- Views: 5682
- Mon Jun 05, 2017 10:09 pm
- Forum: Resolved Problems and Bugs
- Topic: [Harkonnen] [0.15.18] Inserter directly behind junction stops working.
- Replies: 9
- Views: 5682
Re: [Harkonnen] [0.15.18] Inserter directly behind junction stops working.
It seems to only happen when the train comes from the curved merged rail.
- Mon Jun 05, 2017 11:48 am
- Forum: Resolved Problems and Bugs
- Topic: [Harkonnen] [0.15.18] Inserter directly behind junction stops working.
- Replies: 9
- Views: 5682
- Sun Jun 04, 2017 10:41 pm
- Forum: Resolved Problems and Bugs
- Topic: [Harkonnen] [0.15.18] Inserter directly behind junction stops working.
- Replies: 9
- Views: 5682
[Harkonnen] [0.15.18] Inserter directly behind junction stops working.
The inserter directly behind a junction merge does not unload from a cargo wagon.
If you remove the inserter and place it again it works one time, then when the next train rolls in
it stops again.
It won't insert into the cargo wagon either:
If you remove the inserter and place it again it works one time, then when the next train rolls in
it stops again.
It won't insert into the cargo wagon either:
- Mon May 22, 2017 12:30 pm
- Forum: Ideas and Suggestions
- Topic: Lategame Colonizing *Modified*
- Replies: 5
- Views: 6173
Re: Lategame Colonizing *Modified*
I talked about the narrative of Factorio with a friend recently. For me, a game how ever sandboxy it may be, needs at least an token effort as a narrative and I really liked the factorio idea of you preparing the world for others to come. Like I thought someone else also had the idea to add a coloni...
- Fri Dec 09, 2016 7:31 pm
- Forum: News
- Topic: Friday Facts #168 - Nightvision Nightmare
- Replies: 188
- Views: 75165