Search found 223 matches
- Fri Jun 07, 2024 6:43 pm
- Forum: News
- Topic: Friday Facts #414 - Spoils of Agriculture
- Replies: 233
- Views: 20110
Re: Friday Facts #414 - Spoils of Agriculture
Everything that looks slimy and bubbly, half-dead and warty is really repulsive. :) To me, it just seems like a marsh that ducks might swim in, with a couple alien-looking plants. Hopefully it'd be easy enough to mod in a different set of tiles. what happens if an Item spoils while being in the Inp...
- Sat May 18, 2024 4:36 am
- Forum: News
- Topic: Friday Facts #411 - All about asteroids
- Replies: 69
- Views: 10239
Re: Friday Facts #411 - All about asteroids
Will there be an option to reduce the motion and/or brightness of the dust and foreground asteroids? They look pretty distracting to me in the current videos, or like they could cause motion sickness.
- Sat May 04, 2024 7:27 am
- Forum: News
- Topic: Friday Facts #409 - Diminishing beacons
- Replies: 170
- Views: 22969
Re: Friday Facts #409 - Diminishing beacons
I would also like an in-game calculator or graph, please!
- Fri Apr 26, 2024 5:28 pm
- Forum: News
- Topic: Friday Facts #408 - Statistics improvements, Linux adventures
- Replies: 152
- Views: 17649
Re: Friday Facts #408 - Statistics improvements, Linux adventures
Thank you so much for upstreaming some work!
- Tue Apr 23, 2024 1:21 pm
- Forum: Ideas and Suggestions
- Topic: Better mechanism for hand building over ghosts before robots
- Replies: 58
- Views: 13298
Re: Snap hand-placement to blueprints.
I'm not talking about placing blueprints, but placing the buildings after you've already placed the blueprints in the world. This is for when you've already made blueprints, but before you've researched construction robots.
- Mon Apr 22, 2024 9:31 pm
- Forum: Ideas and Suggestions
- Topic: Better mechanism for hand building over ghosts before robots
- Replies: 58
- Views: 13298
Snap hand-placement to blueprints.
TL;DR If you start placing buildings on a blueprint, additional placements should snap to the rest of the blueprint. Why ? Placing buildings over a blueprint is tedious, because you constantly have to press and release the mouse, and slowly manually align the buildings with the blueprint, so that y...
- Tue Mar 19, 2024 2:25 am
- Forum: Balancing
- Topic: Nerf barrels and buff liquid tanks!
- Replies: 20
- Views: 8482
Re: Nerf barrels and buff liquid tanks!
Bots can't move fluids but they can move barrels. I think in some previous blogs, the devs said that bots solved too many problems in the game. IMO, barrels could be removed, unless we remove or change logistic bots. But I guess "bad" items and recipes are also a type of puzzle - finding ...
- Fri Mar 15, 2024 8:05 pm
- Forum: Balancing
- Topic: Nerf barrels and buff liquid tanks!
- Replies: 20
- Views: 8482
Re: Nerf barrels and buff liquid tanks!
I actually don't even understand why barrels are in the game - they do the same thing as fluid-wagons or pipes and they're also overpowered.
- Fri Mar 15, 2024 7:52 pm
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 169
- Views: 26394
Re: Friday Facts #402 - Lightspeed circuits
remembers the outside circuit wire connections, and tries to reconnect them if possible. To minimize problems, these connections are only remembered when using the cut tool, and are not (and cannot) ever be transferred into the blueprint library or blueprint export string. There's already other opt...
- Fri Feb 16, 2024 6:18 pm
- Forum: News
- Topic: Friday Facts #398 - Fulgora
- Replies: 114
- Views: 26717
Re: Friday Facts #398 - Fulgora
Can we research any of the tech from the ancient aliens? Is it for super-lategame stuff?
- Fri Feb 09, 2024 4:15 pm
- Forum: News
- Topic: Friday Facts #397 - Factoriopedia
- Replies: 119
- Views: 19611
Re: Friday Facts #397 - Factoriopedia
I like this idea. For me, a real game changer was this tool that can calculate a whole supply chain and the needed factories for it: https://kirkmcdonald.github.io/calc.html#tab=graph&data=1-1-19&items=advanced-circuit:f:1 Maybe, it is worth an idea to add a similar functionality also in th...
- Fri Feb 09, 2024 4:09 pm
- Forum: News
- Topic: Friday Facts #397 - Factoriopedia
- Replies: 119
- Views: 19611
Re: Friday Facts #397 - Factoriopedia
Feature request: a button to show a tree of sub-components. Long: Instead of just clicking each item individually from the recipes, could there be a button to show a tree of all the sub-components, sub-sub-components, etc? Like, if you click on green circuits, it should show iron plates and copper ...
- Fri Jan 05, 2024 3:38 pm
- Forum: News
- Topic: Friday Facts #392 - Parametrised blueprints
- Replies: 134
- Views: 27027
Re: Friday Facts #392 - Parametrised blueprints
feature request: instantiating a parameterized blueprint into a regular blueprint so you can select options once and then place it a hundred times. +3 for this one. The second video where the dev picks each parameter looks only slightly faster than just selecting those options on the non-blueprint ...
- Fri Dec 29, 2023 3:31 pm
- Forum: News
- Topic: Friday Facts #391 - 2023 recap
- Replies: 60
- Views: 12229
Re: Friday Facts #391 - 2023 recap
Quite interesting to see Golang getting some love at Wube. Was it only for prototyping, or is there now Golang in the tech stack? Go is Great! :D I'm also curious, since it should be a pretty good language for all the non-game server stuff. (It's garbage-collected, plus probably some other stuff I'...
- Fri Dec 15, 2023 3:15 pm
- Forum: News
- Topic: Friday Facts #389 - Train control improvements
- Replies: 151
- Views: 28221
Re: Friday Facts #389 - Train control improvements
Aaaaaarrrrrgggggghhhhh! I want to play 2.0 already! So many quality of life improvements! (And I'm definitely going to get the expansion too. XD )
- Mon Dec 04, 2023 11:33 pm
- Forum: News
- Topic: Friday Facts #387 - Swimming in lava
- Replies: 170
- Views: 43080
Re: Friday Facts #387 - Swimming in lava
I like the update overall, but don't like how the Big Mining Drill moves. IMO, seems like something with bigger rotating teeth should do one big row of resources all at once, even if it moves more quickly when resetting to the other side. It also seems weird that the thing drills in a small spot, bu...
- Fri Nov 24, 2023 3:30 pm
- Forum: News
- Topic: Friday Facts #386 - Vulcanus
- Replies: 124
- Views: 27486
Re: Friday Facts #386 - Vulcanus
Yo, when can I play this? Faster, faster, faster! This all looks so gooooood!
- Fri Nov 10, 2023 4:01 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 329
- Views: 50826
Re: Friday Facts #384 - Combinators 2.0
Great changes, thanks! Combinators were really fiddly before, because you needed separate ones just for a simple and/or. Now I'm hoping that we get the ability to somehow read the composition of train cars in a station Yeah, this plus...I think cargo was missing? Maybe you can already read the cargo...
- Sun Oct 22, 2023 1:31 pm
- Forum: News
- Topic: Friday Facts #381 - Space Platforms
- Replies: 209
- Views: 45907
Re: Friday Facts #381 - Space Platforms
This expansion looks really good already! 8-) So hopefully I don't sound too negative - I have a bit of a concern with this statement: This means efficiency modules are now much more useful than before. Because: I hope Efficiency Modules 1 will finally be nerfed (keyword: miners) This is basically w...
- Fri Aug 25, 2023 2:29 pm
- Forum: News
- Topic: Friday Facts #373 - Factorio: Space Age
- Replies: 267
- Views: 75452
Re: Friday Facts #373 - Factorio: Space Age
Space Age has a lot of different challenges but they never get too extreme and the usage of combinators is quite lightweight IMO the game doesn't really encourage players enough to use combinators, so I'd actually prefer at least one recipe per planet that needs combinators for efficient automation...