Search found 95 matches
- Tue Jan 23, 2018 10:41 am
- Forum: Releases
- Topic: Version 0.16.17
- Replies: 53
- Views: 30099
Re: Version 0.16.17
Please also add a splitter mode to split left input lanes to left belt, right lanes of input to right output belt! Thanks!
- Mon Jan 15, 2018 3:32 pm
- Forum: Releases
- Topic: Version 0.16.16
- Replies: 100
- Views: 50768
Re: Version 0.16.16
here's a few belt achievement ideas. 1 mile machine: Place a belt that covers 880 tiles (assume each tile is a 2 yards long) If I could walk 500 miles: Items travelled 500 miles via belt. Now you're thinking with splitters: use a splitter to Prioritise left and right for input and output, and apply...
- Sat Jan 13, 2018 10:30 am
- Forum: Releases
- Topic: Version 0.16.16
- Replies: 100
- Views: 50768
Re: Version 0.16.16
Can you please give the splitter a UI with different settings and modes so that it can be used for: -intuitive balancing -splitting two lanes onto 2 different belts -rudimentary sorting building block -allow items to change lanes vs preserving lanes based on the mode and settings? The splitter has u...
- Mon Jan 08, 2018 2:11 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 348147
Re: Friday Facts #224 - Bots versus belts
I love the repair and construction bots and bots that fill player inventory. I never use logistics bots to transport from/to buildings though, they're not really gameplay, they're boring. Except those that fill player inventory. Best bots for me are repair bots from personal roboport, basically thos...
- Fri Jan 05, 2018 11:38 am
- Forum: Releases
- Topic: Version 0.16.14
- Replies: 30
- Views: 18710
Re: Version 0.16.14
Side loading from one belt to another seemed to work fine for me in 0.16 and make the target belt denser which is intuitive so good, what's wrong with it? They won't disable it I hope right?
- Sat Dec 30, 2017 10:03 pm
- Forum: Releases
- Topic: Version 0.16.11
- Replies: 10
- Views: 12051
Re: Version 0.16.11
Fixed that burner inserter didn't show the fuel icon when out of energy sometimes. (https://forums.factorio.com/55913) I feel like this has been around since 0.15. Glad it got fixed, I actually make use of burners even after 300 factory-hours. I used them for shoveling coal into my boilers (before ...
- Sat Dec 30, 2017 4:39 pm
- Forum: Releases
- Topic: Version 0.16.10
- Replies: 21
- Views: 15709
Re: Version 0.16.10
I just finished a version 16 playthrough. Previous time I played a full freeplay was only in 2016. It was amazing! This game has come a long way since 2016, and even then it had already come such long way since before! The updated progression and features is just awesome, love the new science pack s...
- Tue Dec 19, 2017 7:12 am
- Forum: News
- Topic: Friday Facts #221 - 0.16 is out
- Replies: 155
- Views: 58997
Re: Friday Facts #221 - 0.16 is out
Imho: Belt tricks that make some physical sense are nice to have and discover. Belt tricks that make no physical sense but are weird side effects of the internal belt engine are not nice to have and should have a more proper way of solving the problem they try to solve. Some things that are left out...
- Sat Nov 25, 2017 10:43 am
- Forum: News
- Topic: Friday Facts #218 - Import bpy, Export player
- Replies: 67
- Views: 33108
Re: Friday Facts #218 - Import bpy, Export player
Half life 3?ske wrote:You know what else is confirmed?FasterJump wrote: Artifacts confirmed!
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- Mon Nov 20, 2017 2:18 pm
- Forum: News
- Topic: Friday Facts #217 - Just another Friday Facts
- Replies: 84
- Views: 35347
Re: Friday Facts #217 - Just another Friday Facts
Predictable starting areas and resources does sound a bit boring actually! Would be fun to have a world setting for "anything goes". Where anything could happen, e.g. survival in the middle of a forest with few resources and being required to explore to find a better spot for your base... ...
- Sat Sep 23, 2017 1:03 pm
- Forum: News
- Topic: Friday Facts #209 - Optimisation is a way of life
- Replies: 95
- Views: 56377
Re: Friday Facts #209 - Optimisation is a way of life
Nice optimizations!
Not a fan of the stone path personally. It looks very nice... for a fantasy RPG game.
Shouldn't things look grimy and scrappy in factorio? It looks odd with those industrial buildings on it too.
Not a fan of the stone path personally. It looks very nice... for a fantasy RPG game.
Shouldn't things look grimy and scrappy in factorio? It looks odd with those industrial buildings on it too.
- Thu May 11, 2017 6:44 pm
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 1002710
Re: Factorio Roadmap for 0.15 + 0.16
I for one am dissapointed with removing dirry mining. It would have been an interesting new mechanic to make a factory running on infinite but slow and complex to gather resources
- Fri May 05, 2017 9:35 pm
- Forum: News
- Topic: Friday Facts #189 - Specifying the 1.0
- Replies: 169
- Views: 74533
Re: Friday Facts #189 - Specifying the 1.0
The campaign is kinda cliffhangerish, will 1.0 be shipped with it like this, or will a continuation involving building a rocket be added?
- Wed Apr 26, 2017 12:33 am
- Forum: Releases
- Topic: Version 0.15.2
- Replies: 50
- Views: 37827
Re: Version 0.15.2
The 15 release made me play again after a year! Obviously awesome release. But two things I noticed: When building something but wanting to cancel it, right mouse click and/or esc are expected to do that in builder games. Only 'q' is unintuitive. Trees still very faint on the map and minimap. They a...
- Sat Feb 18, 2017 1:18 am
- Forum: News
- Topic: Friday Facts #178 - Minimal mode and Mini-tutorials
- Replies: 43
- Views: 23615
Re: Friday Facts #178 - Minimal mode and Mini-tutorials
Ideally it'd activate the matching mods (and deactivate others, unless maybe harmless things like graphics only?) when joining server without restart of game. And download mods you don't have from the server automatically. And manage multiple versions of mods if needed. And if mod has error, no too ...
- Tue Dec 13, 2016 1:19 am
- Forum: News
- Topic: Friday Facts #168 - Nightvision Nightmare
- Replies: 188
- Views: 74606
Re: Friday Facts #168 - Nightvision Nightmare
How about for nightvision just normal day color, with some green effect only on the borders of the screen?
- Sat Dec 10, 2016 1:41 am
- Forum: News
- Topic: Friday Facts #168 - Nightvision Nightmare
- Replies: 188
- Views: 74606
Re: Friday Facts #168 - Nightvision Nightmare
Speaking about the campaign: it would be awesome to extend it with new levels that go towards the final rocket mechanic!
- Sat Dec 03, 2016 1:04 am
- Forum: News
- Topic: Friday Facts #167 - Reactors Operational
- Replies: 120
- Views: 57562
Re: Friday Facts #167 - Reactors Operational
Very excited about nuclear power :) I wonder one thing: the current boilers, those made bigger here, are those for coal right? What do they have to do with nuclear power? They're for coal... the nuclear plant should heat up steam right in its reactor, in a closed water circuit (because it's radioact...
- Fri Nov 18, 2016 11:09 pm
- Forum: News
- Topic: Friday Facts #165 - Death by a thousand cuts
- Replies: 101
- Views: 45434
Re: Friday Facts #165 - Death by a thousand cuts
"a test render to see how the new train models will hold up in higher resolution settings"
Myep, looks like they're holding up
Myep, looks like they're holding up
- Thu Mar 24, 2016 11:41 am
- Forum: Ideas and Suggestions
- Topic: Rethinking the (very) early game
- Replies: 29
- Views: 11404
Re: Rethinking the (very) early game
I once walked extremely far away from my base to hunt alien bases. My piercing shotgun shells were running out! And I was too lazy to walk all the way back to my base. I had some old burner based stuff in my inventory by coincidence, and could use it to mine copper, iron and coal from nearby resourc...