Search found 530 matches
- Sun Dec 17, 2017 12:27 pm
- Forum: Duplicates
- Topic: [0.16.4] Crash on loading the save.
- Replies: 3
- Views: 968
Re: [0.16.4] Crash on loading the save.
For me it loads just fine. Try it without mods please? Anyone else crashes on it? Mods are disabled. Well, I actually I haven't updated mods from 0.15 and left them as is, so not actually disabled but not loaded either. UPD: with mods disabled the crash still occurs. Thanks for the report. This has...
- Sun Dec 17, 2017 12:23 pm
- Forum: News
- Topic: Friday Facts #221 - 0.16 is out
- Replies: 155
- Views: 59089
Re: Friday Facts #221 - 0.16 is out
Aside from the compression holywar I would like to talk about the NEW PAVEMENT First of all: I really like those new textures, they are great and wonderful. The game gets better and prettier every major update and that's great! So here is my feedback: I cannot give you visual examples 'cause my save...
- Sun Dec 17, 2017 11:26 am
- Forum: Duplicates
- Topic: [0.16.4] Crash on loading the save.
- Replies: 3
- Views: 968
[0.16.4] Crash on loading the save.
How to reproduce: load the savefile, get 100% and boom.
- Thu Dec 14, 2017 1:23 pm
- Forum: News
- Topic: Friday Facts #219 - Cliffs
- Replies: 191
- Views: 86095
Re: Friday Facts #219 - Cliffs
It's not optimal, but it works.
- Tue Dec 12, 2017 8:10 pm
- Forum: Ideas and Requests For Mods
- Topic: FARB: Fully Automated Road Builder?
- Replies: 7
- Views: 2909
Re: FARB: Fully Automated Road Builder?
It's not perfectly what you want, but close enough to fulfill your needs. https://mods.factorio.com/mods/DaveMcW/ ... blueprints
- Sun Dec 10, 2017 1:17 pm
- Forum: News
- Topic: Friday Facts #220 - The best Friday Facts ever
- Replies: 197
- Views: 78041
Re: Friday Facts #220 - The best Friday Facts ever
Cliffs to water transitions?
- Sun Dec 03, 2017 5:50 pm
- Forum: News
- Topic: Friday Facts #219 - Cliffs
- Replies: 191
- Views: 86095
Re: Friday Facts #219 - Cliffs
Blowing cliffs away is a weird and not a very fun idea in my mind. Since cliffs are basically walls it would be better to make a special "cliff door" thing, like a drawbridge or something like this. But if you want to make space flat, it would be a lot more fun and challenging to move clif...
- Thu Nov 30, 2017 2:31 pm
- Forum: Ideas and Suggestions
- Topic: 3d Factorio
- Replies: 30
- Views: 10022
Re: Any chance to have elevated terrains in future versions?
Hello I was wondering if there's any plan for the future to add elevated terrain in Factorio, just like in Starcraft maps,where ground is divided on multiple levels and you can only climb on certain ramps / points. From https://www.reddit.com/r/factorio/comments/6e6tkw/im_the_founder_of_factorio_ko...
- Wed Nov 22, 2017 11:32 pm
- Forum: Ideas and Suggestions
- Topic: 3d Factorio
- Replies: 30
- Views: 10022
Re: 3d Factorio
The devs seem to have a working demo of height working for their own purposes but clearly haven't added it to the game. Sometimes it can be hard to visualize what effect changing the noise will have on the resulting map. To give a somewhat more intuitive feel to how the 'elevation' of the noise is ...
- Wed Nov 22, 2017 6:32 pm
- Forum: General discussion
- Topic: Small annoying things in Factorio
- Replies: 33
- Views: 10968
Re: Small annoying things in Factorio
-Aliens move onto the railway tracks after a single one of them touches a train. After evolution factor reaches over 0.9, they can stop and destroy trains. You have to wall in all your tracks. There totally should be a vanilla solution for this. At the moment you can use any vehicle grid mod and eq...
- Tue Nov 21, 2017 11:09 pm
- Forum: General discussion
- Topic: Small annoying things in Factorio
- Replies: 33
- Views: 10968
Re: Small annoying things in Factorio
- Cobblestone pavement visually is under the concrete. It should be vice versa. Logic is: cobblestone is a sidewalk and should be raised above the road pavement (concrete). - 90-degree rail turns are not perfectly circular. - Not be able to make a symmetrical working rail X-crossover (double/diamond...
- Sat Nov 18, 2017 2:49 pm
- Forum: News
- Topic: Friday Facts #217 - Just another Friday Facts
- Replies: 84
- Views: 35437
Re: Friday Facts #217 - Just another Friday Facts
My two cents:
Mixed ores when overlapped except in the starting area.
A nuclear-like explosion and an impact crater with ship debris on start to visually justify the bare spot.
Mixed ores when overlapped except in the starting area.
A nuclear-like explosion and an impact crater with ship debris on start to visually justify the bare spot.
- Wed Nov 15, 2017 1:09 pm
- Forum: News
- Topic: Friday Facts #216 - Paving a path for the GUI update
- Replies: 57
- Views: 29623
Re: Friday Facts #216 - Paving a path for the GUI update
Fortunately, Factorio has Unicode support. Unfortunately, the Factorio font doesn't support Cyrillic characters. Can the font be exchanged by mods? If so, an international font mod might be a good idea. There are free fonts out there that include a lot of the scripts supported by Unicode. If someon...
- Mon Nov 13, 2017 5:59 pm
- Forum: News
- Topic: Friday Facts #216 - Paving a path for the GUI update
- Replies: 57
- Views: 29623
Re: Friday Facts #216 - Paving a path for the GUI update
Ανδ τηις ις πρεττυ μθcη ηοω Ρθσσιανς ηαvε το σπεακ ωιτη εαcη οτηερ ιν μανυ γαμες. Νοτ ωιτη Γρεεκ λεττερς οφ cοθρσε, βθτ φορ υοθ τηευ πλαυ τηε ρολε οφ Λατιν λεττερς φορ Ρθσσιανς. :) Ор, Ай кулд райт ин Инглиш виз Сириллик леттерз ин ордер ту беттер демонстрейт зе эффект от транслитерейшн, бат ай бет ...
- Sun Nov 12, 2017 11:33 am
- Forum: News
- Topic: Friday Facts #216 - Paving a path for the GUI update
- Replies: 57
- Views: 29623
Re: Friday Facts #216 - Paving a path for the GUI update
As far as I know, making an R2L support basically means doubling the work to be done. You basically have to duplicate every GUI element. Taking into account very small Hebrew audience and good knowledge of English among Israeli people relative to the amount of work to be done, there is a high probab...
- Thu Oct 12, 2017 1:36 pm
- Forum: News
- Topic: Friday Facts #209 - Optimisation is a way of life
- Replies: 95
- Views: 56469
Re: Friday Facts #209 - Optimisation is a way of life
https://eu3.factorio.com/assets/img/blog/fff-209-stone-path.png How does the stone interact with the concrete? Now the stone looks sunken. New graphics with border stones give the impression it should be raised above the concrete. http://media.mmo-champion.com/images/news/2010/september/tradedistri...
- Sat Jul 15, 2017 10:03 am
- Forum: News
- Topic: Friday Facts #199 - The story of tile transitions
- Replies: 51
- Views: 27805
Re: Friday Facts #199 - The story of tile transitions
I guess the obvious trick would be to try to maintain a "fault line," which has uniform color/shading/etc, in precisely the same place, across all the terrain-transition tile geometries supported. How about making all water edges from sand? Sandy Shores would be acceptable, I think :D The...
- Sun Jul 02, 2017 11:58 pm
- Forum: Implemented Suggestions
- Topic: Change UI paradigm from Toolbelt to Toolbar
- Replies: 37
- Views: 17453
Re: Change UI paradigm from Toolbelt to Toolbar
Designres vs engeneers. Engeneers, let designers make their work. They're better in UI.
Make toolbar a thing. It has a lot more advantages, than the current design invented by Notch.
- Sun Jul 02, 2017 8:29 am
- Forum: Implemented Suggestions
- Topic: [0.15.5] No confirmation prompt on deleting a blueprint book
- Replies: 54
- Views: 18506
Re: [0.15.x] Blueprint book deletion issue.
We feel that the fact it's red (no other buttons are red) and has a trash can icon is enough to convey the fact that it's going to delete the book/blueprint/deconstruction planner you have open. But there is no information on this button that it will delete exactly what you want to delete . That's ...
- Thu Jun 29, 2017 7:09 pm
- Forum: Mods
- Topic: [MOD 0.14] Text Plates
- Replies: 95
- Views: 43701
Re: [MOD 0.14] Text Plates
Here's an idea - glowing green uranium text plates!