Search found 72 matches
- Fri Jan 04, 2019 7:59 pm
- Forum: News
- Topic: Friday Facts #276 - Belt item spacing & Script rendering
- Replies: 155
- Views: 64938
Re: Friday Facts #276 - Belt item spacing & Script rendering
I really like the changes
- Sat Dec 22, 2018 11:02 am
- Forum: News
- Topic: Friday Facts #274 - New fluid system 2
- Replies: 166
- Views: 72586
Re: Friday Facts #274 - New fluid system 2
Thank you TheYeast and other contributors. Fantastic job!
- Sat Nov 17, 2018 1:47 pm
- Forum: News
- Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
- Replies: 192
- Views: 84701
Re: Friday Facts #269 - Roadmap update & Transport belt perspective
Fantastic job DEVs! Keep it up and take your time.
- Sat Nov 17, 2018 1:46 pm
- Forum: News
- Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
- Replies: 192
- Views: 84701
Re: Friday Facts #269 - Roadmap update & Transport belt perspective
When you are already remodeling belts maybe it would be nice if the textures of multiple belts next to each other (which is very common in most factories) would connect to one wider belt. The colored arrows should still be on every single belt but especially with the 3D belts this might look really...
- Fri Aug 03, 2018 7:31 pm
- Forum: News
- Topic: Friday Facts #254 - No research queue for you
- Replies: 223
- Views: 83793
Re: Friday Facts #254 - No research queue for you
I'm totally fine without reaserch queue. If I need one I'll just grab Research Queue mod. What I would like to see is better looking technology tree and maybe a bit interactive.
- Fri Jul 20, 2018 4:57 pm
- Forum: News
- Topic: Friday Facts #252 - Sound design & Map editor
- Replies: 93
- Views: 44068
Re: Friday Facts #252 - Sound design & Map editor
The sound layer is increadibly important for me and I welcome every improvement to this aspect of a game. I miss some ambient sounds like water, trees, birds and overall quality of biters' sounds and maybe trains and weapons/turrets. Overally the sound as it is is quite okay and it's not something t...
- Fri Jun 29, 2018 8:41 pm
- Forum: News
- Topic: Friday Facts #249 - Dead end exploration
- Replies: 206
- Views: 71193
Re: Friday Facts #249 - Dead end exploration
Whatever you do just remove blueprint items. Also let us sort and make descriptions for blueprints. Thanks.
- Sat May 26, 2018 7:31 am
- Forum: News
- Topic: Friday Facts #244 - Localised plurals & Modernisation progress
- Replies: 68
- Views: 31481
Re: Friday Facts #244 - Localised plurals & Modernisation progress
Super excited for new performance improvements.
- Sat Mar 31, 2018 6:48 pm
- Forum: News
- Topic: Price change
- Replies: 108
- Views: 40790
Re: Price change
Still too cheap for the value.
- Wed Feb 21, 2018 7:01 pm
- Forum: Releases
- Topic: Version 0.16.25
- Replies: 72
- Views: 39295
Re: Version 0.16.25
Can you show the difference in belt compression now and before? How much does it impacts the game?
- Sat Jan 27, 2018 7:09 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.19] Desync Multiplayer - looking at map
- Replies: 3
- Views: 1109
- Fri Jan 26, 2018 9:58 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.19] Desync Multiplayer - looking at map
- Replies: 3
- Views: 1109
[0.16.19] Desync Multiplayer - looking at map
I just connected to empty server (ping 30ms) and opened map and after 15 seconds I got this error.
- Thu Jan 25, 2018 6:42 pm
- Forum: Gameplay Help
- Topic: modulating message length.
- Replies: 1
- Views: 792
Re: modulating message length.
Do you mean raising edge detector?
https://imgur.com/gallery/VQr4R
https://imgur.com/gallery/VQr4R
- Mon Jan 22, 2018 6:45 pm
- Forum: Gameplay Help
- Topic: Full base schematics
- Replies: 0
- Views: 750
Full base schematics
Hello, Has anyone tried to draw a schematic of your base? Mine is still in progress but I was wondering if I'm making some kind of mistake here. I see a lot of designs eg. efficient green circuits but nowwhere I can find design for full base. https://www.draw.io/?lightbox=1&highlight=0000ff&...
- Sat Jan 20, 2018 7:59 pm
- Forum: General discussion
- Topic: In support of twinsen and open/polite debate
- Replies: 23
- Views: 7472
Re: In support of twinsen and open/polite debate
I was shocked to see post that said that Twisten should be fired and then there was another saying that he should apologise for what he wrote. What worries me the most is that he clearly stated that bots will not be removed yet some players took it personaly and started attacking our dev. I wish som...
- Tue Jan 16, 2018 12:39 am
- Forum: General discussion
- Topic: Alien pollution absorber
- Replies: 2
- Views: 1768
Alien pollution absorber
Hello I was testing this idea to use spawners to assimilate pollution. It would work like that: Find a spot where they can't get you and build most polluting devices there: https://i.imgur.com/R34apx6.jpg Watch as they clear our most of the pollution from 30 boilers: https://i.imgur.com/GAN3F14.png ...
- Mon Jan 15, 2018 7:49 pm
- Forum: Fan Art
- Topic: 3D printed Factorio models
- Replies: 15
- Views: 12886
Re: 3D printed Factorio models
I like it. Devs maybe you can provide some models?
- Fri Jan 12, 2018 11:35 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 377915
Re: Friday Facts #225 - Bots versus belts (part 2)
Slightly reduce number of items bot can pick up, slightly reduce the speed, slightly increase charging time, reduce the number of bots per roboport and there you go you should be set without much drama.
Splitter looks great
Splitter looks great
- Tue Jan 09, 2018 10:24 pm
- Forum: Ideas and Suggestions
- Topic: Remove or Miniaturize Circuit Networks
- Replies: 99
- Views: 34044
Re: Remove or Miniaturize Circuit Networks
I think the best approach would be miniaturisation like Factoriossimo but for circuits so that you can have 1x1 building and inside there would be eg. 20x20 space for combinators - you could call it "microcontroller unit". And I also agree that combinators should be smaller and logic gates...
- Mon Jan 08, 2018 6:29 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 349628
Re: Friday Facts #224 - Bots versus belts
TL;DR Nerf logistic bots but don't remove them. Leave construction bots. Don't make faster belts. Optimise performance for higher belt usage. I only use logistics bots for reasonable automation eg. fueling trains and supplying player with items. That seems reasonable and convinient. However using hu...