Search found 711 matches
- Sat Sep 17, 2016 9:14 am
- Forum: Ideas and Suggestions
- Topic: More Robust Mod Loading
- Replies: 2
- Views: 1478
Re: More Robust Mod Loading
Or at least if there are any errors it should take you to the mods screen so you can disable any broken modes based on the errors you got.
- Sat Sep 17, 2016 7:38 am
- Forum: News
- Topic: Friday Facts #156 - Massive Multiplayer
- Replies: 42
- Views: 26042
Re: Friday Facts #156 - Massive Multiplayer
I had a lot of fun in the MMO event. For multiplayer games it would be useful to have: A button to toggle the show/hide of player names on maps. A players interface. Something a bit like the trains interface? Entities to show the player that last damaged them. (e.g: Player: Aruma. Last damaged by: S...
- Wed Aug 31, 2016 10:00 pm
- Forum: News
- Topic: Friday facts #153 - 0.13 Stable, 0.14 Experimental
- Replies: 98
- Views: 45055
Re: Friday facts #153 - 0.13 Stable, 0.14 Experimental
AI modules that you can insert in the vehicles so they can self-operate/function like the robot army mod +1 I was going to suggest the same thing. On a related note, it would be very useful for mod makers if there was more basic version of the Unit entity where there is no default behavior and you ...
- Mon Jul 04, 2016 10:51 pm
- Forum: Ideas and Suggestions
- Topic: New Achievement Ideas
- Replies: 120
- Views: 33287
New Achievement Ideas
Please post your achievment ideas here. I will join other achievement ideas into this. You can/should lookup older threads: https://forums.factorio.com/viewtopic.php?f=80&t=28403 Ideas around Archievements (New and Old) -- ßilk Here are some play style restrictions or settings that I've enjoyed...
- Sun Jul 03, 2016 2:11 pm
- Forum: Ideas and Suggestions
- Topic: Add option to lights for Advanced RGB mode
- Replies: 0
- Views: 666
Add option to lights for Advanced RGB mode
If a Friday Facts Post https://www.factorio.com/blog/post/fff-122 about light colours it said how the decision was made to use simple colours for lights: Other possibilities were sending RGB codes or setting a specific condition for each colour, but I decided for the simple option. With the most rec...
- Tue Jun 28, 2016 4:25 pm
- Forum: Mods
- Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
- Replies: 374
- Views: 340912
Re: [MOD 0.12.x|0.13] Rail Tanker - Liquid transport 1.3.2
When this mod gets updated to the new standard lengths, can you make the fluid containers snap to a 2x6 accessible area (or 3 connected 2x2 containers)?
- Fri Jun 24, 2016 10:31 pm
- Forum: News
- Topic: Friday Facts #144 - The gfx report
- Replies: 99
- Views: 50213
Re: Friday Facts #144 - The gfx report
If you're going to be saving out all the graphics again anyway this would be a good time to move to a rectangular instead of square grid. I know it's more work than it sounds but worth it to respect the viewing angle and future proof against more object rotation problems.
- Sun Apr 10, 2016 7:52 am
- Forum: News
- Topic: Friday Facts #133 - The train struggle
- Replies: 175
- Views: 74119
Re: Friday Facts #133 - The train struggle
I think that the train fix is important for a number of reasons, not least blueprint rotating. In the distortion example it looked like linear interpolation, but I think it would be best to use sin or cos to get the distortion factor. A bit of distortion in conjunction with a bit of extra spacing wo...
- Thu May 07, 2015 11:34 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] Zeppelins!
- Replies: 13
- Views: 10956
Re: [Request] Zeppelins!
If the planet has a dense atmosphere then a blimp will have a greater lifting capacity. For comparison, floating cities are plausible in the atmosphere of Venus...
- Thu May 07, 2015 11:19 pm
- Forum: Ideas and Requests For Mods
- Topic: RTS - Command Units Mod
- Replies: 4
- Views: 7851
RTS - Command Units Mod
I'm thinking about making a mod to add a few RTS aspects to the game. The key feature is: Automated ground units that you can command. I'm envisioning that vehicle commands would mainly be managed by assigning the vehicle to a number of named regions. Regions would be created with a blueprint-like t...
- Sun Nov 23, 2014 3:34 pm
- Forum: Development Proposals
- Topic: RTS direction
- Replies: 183
- Views: 150777
Re: RTS direction
Using the existing logic structure of the game, the next step would seem to be making combinations like: Car + Drone CPU + Weapon + Ammo. Train + Turret could be useful too. [Edit] Because these vehicles would be persistent, they would need fuel and ammo, or would need recharging. In terms of managi...