Search found 58 matches
- Fri Nov 15, 2019 4:23 pm
- Forum: News
- Topic: Friday Facts #321 - Countdown
- Replies: 71
- Views: 35129
Re: Friday Facts #321 - Countdown
Wow, Good luck with release date! Btw, your game is in perfect shape) Never seen that level of polish and optimisation before))) Only on 8-bit games, when there was not enough space and specs, so you had to optimize if you wanted good game) :mrgreen: :mrgreen: :mrgreen: 25th September 2020... So jus...
- Fri Nov 15, 2019 4:34 am
- Forum: Off topic
- Topic: Games Like Factorio
- Replies: 213
- Views: 421997
Re: Games Like Factorio
Try Mindustry, It's more of a tower defence, but still some factorio vibes from it. XD
- Fri Nov 15, 2019 4:24 am
- Forum: Releases
- Topic: Version 0.17.77
- Replies: 7
- Views: 9816
- Thu Nov 14, 2019 11:16 am
- Forum: News
- Topic: Friday Facts #317 - New pathfinding algorithm
- Replies: 70
- Views: 33212
Re: Friday Facts #317 - New pathfinding algorithm
Biters now scary.
- Wed Nov 13, 2019 3:53 pm
- Forum: News
- Topic: Friday Facts #320 - Color correction
- Replies: 202
- Views: 75513
Re: Friday Facts #320 - Color correction
It's interesting, that's quite a lot of people with 1 post only accounts in this friday facts thread. Not sure it's only this time, or it's always happen with FF. It's frequent. Not for all FFFs, but it's almost systematic on significant changes. Funny that simple color change became significant to...
- Sun Nov 10, 2019 8:31 pm
- Forum: News
- Topic: Friday Facts #320 - Color correction
- Replies: 202
- Views: 75513
- Sun Nov 10, 2019 7:15 pm
- Forum: News
- Topic: Friday Facts #320 - Color correction
- Replies: 202
- Views: 75513
Re: Friday Facts #320 - Color correction
I like new night. But I'm just curious, won't this new colors be too colorful and hard on eyes?
- Sun Nov 10, 2019 7:10 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.76] No cap for materials inside crafting machines using manual right click insertion
- Replies: 5
- Views: 3126
Re: [0.17.76] No cap for materials inside crafting machines using manual right click insertion
Where is this cap exactly?
- Sat Nov 09, 2019 10:59 am
- Forum: Resolved Problems and Bugs
- Topic: [wheybags] [0.17.76] Stuck in the campaign, not advancing when escaping from first spot
- Replies: 2
- Views: 2796
[wheybags] [0.17.76] Stuck in the campaign, not advancing when escaping from first spot
1.jpg I was playing campaign just as usual, tried to complete it again))) And it went wrong when I had to escape from biters for the first time. 2.jpg And this is where I got stuck, completion flashed single time and gone, and then nothing happens. I don't know what I did diferently, only thing is ...
- Tue Nov 05, 2019 6:48 am
- Forum: Releases
- Topic: Version 0.17.75
- Replies: 23
- Views: 17793
- Thu Aug 01, 2019 8:53 am
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 285533
Re: Friday Facts #305 - The Oil Changes
I'm fine with new changes, I like it. Setting up blue science was somehow easier and not so annoying for some reason)
P.S. I'm kinda noob though, I like to do all blue science research and only then rebuild into something that could actually work.
P.S. I'm kinda noob though, I like to do all blue science research and only then rebuild into something that could actually work.
- Sun Jul 28, 2019 10:08 am
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 285533
Re: Friday Facts #305 - The Oil Changes
I'll echo the sentiment that while this is better than the previously proposed changes, it still addresses the "problem" in the wrong way. Namely, if the concern is complexity, this just delays the inevitable, and will encourage new players (who will likely not set up their piping correct...
- Fri Jul 26, 2019 9:46 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.76] No cap for materials inside crafting machines using manual right click insertion
- Replies: 5
- Views: 3126
[0.17.76] No cap for materials inside crafting machines using manual right click insertion
You can put much more materials than intended into crafting machines (assemblers, chemical plants, anything with recipe that has items) 20190727003609_1.jpg To reproduce: Put materials manually with right click, holding same items, and suddenly there is no cap to how much you can put inside. As in s...
- Mon Apr 01, 2019 10:19 am
- Forum: Minor issues
- Topic: [0.17.23] Visual bug - Turret range.
- Replies: 2
- Views: 718
[0.17.23] Visual bug - Turret range.
Turret range indicator on map and radar view blinking sometimes when moving camera.
Here is a video describing this bug:
https://www.youtube.com/watch?v=0rEtNM4 ... e=youtu.be
Here is my specs (Dxdiag) and save if needed.
https://yadi.sk/d/6fuaUV013DFGiQ
Here is a video describing this bug:
https://www.youtube.com/watch?v=0rEtNM4 ... e=youtu.be
Here is my specs (Dxdiag) and save if needed.
https://yadi.sk/d/6fuaUV013DFGiQ
- Sat Jan 06, 2018 7:08 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 349538
Re: Friday Facts #224 - Bots versus belts
Oh, I use bots here and there, yeah they are easy to setup, but hard to research and maintain. So I use belts where it is easier, bots go just when there's to hard or no place to build belts. Belts maybe really are superior to bots, they don't need electricity, belts have much more good control of m...
- Thu Sep 07, 2017 6:27 am
- Forum: Ideas and Suggestions
- Topic: Roboport train car
- Replies: 28
- Views: 12333
Re: Roboport train car
It doesn't need to have logistic grid, all I wanted a construction bots on a rail so we can fix stuff near rails automatically, it even simplifiesmdeath wall setup. Just build rail)
- Wed Sep 06, 2017 8:26 pm
- Forum: Ideas and Suggestions
- Topic: Roboport train car
- Replies: 28
- Views: 12333
Roboport train car
So today I was playing Factorio as always, nothing was happening, things were made, and suddenly biters decided to blow my electricity pole that far away from main base. It was near rail, but there was nobody to fix it fast, so half my outposts left dead) I know some workarounds, local electricity, ...
- Wed Sep 06, 2017 8:21 pm
- Forum: Ideas and Suggestions
- Topic: Multiple logistics networks
- Replies: 11
- Views: 6192
Re: Multiple logistics networks
I guess tool for connecting roboports will be much easier, it will work like with wires.