Search found 72 matches

by PaszaVonPomiot
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!
by PaszaVonPomiot
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.
by PaszaVonPomiot
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...
by PaszaVonPomiot
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.
by PaszaVonPomiot
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...
by PaszaVonPomiot
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.
by PaszaVonPomiot
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.
by PaszaVonPomiot
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. :D
by PaszaVonPomiot
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?
by PaszaVonPomiot
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.
by PaszaVonPomiot
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
by PaszaVonPomiot
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&...
by PaszaVonPomiot
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...
by PaszaVonPomiot
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 ...
by PaszaVonPomiot
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?
by PaszaVonPomiot
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 :)
by PaszaVonPomiot
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...
by PaszaVonPomiot
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...

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