Search found 20 matches
- Fri Apr 19, 2024 3:37 pm
- Forum: News
- Topic: Friday Facts #407 - Automating a soundtrack
- Replies: 52
- Views: 7567
Re: Friday Facts #407 - Automating a soundtrack
That first (and third) WIP track sounded... really bad. Distractingly bad. I hope that's "just started" WIP not "final touches" WIP. Agreed. I hope that they either massively improve this or give us a way to turn the procedural bit off. (I still love the human music from the pre...
- Fri Apr 12, 2024 6:41 pm
- Forum: News
- Topic: Friday Facts #406 - Space Age Music
- Replies: 151
- Views: 19862
Re: Friday Facts #406 - Space Age Music
I hope everyone at Wube knows that they're not just making a video game, they're bringing joy to people, and offering a wonderful escape in this troubled world.
- Fri Mar 15, 2024 4:56 pm
- Forum: News
- Topic: Friday Facts #386 - Vulcanus
- Replies: 124
- Views: 25603
Re: Friday Facts #386 - Vulcanus
The planet looks neat, and I'm excited that there are new resources. but they are difficult to build on until you get cliff explosives Ugh. Cliffs have got to be one of the most complained about features in the base game, to the point where many people simply turn them off. I hope the devs will con...
- Fri Jan 12, 2024 5:46 pm
- Forum: News
- Topic: Friday Facts #393 - Putting things on top of other things
- Replies: 229
- Views: 47600
Re: Friday Facts #393 - Putting things on top of other things
This all looks good EXCEPT the faster belt tier looks yellow. Factorio color palette has always been strange and an acquired taste, fine. But please don't make us try to distinguish between yellow belts and "sickly greenish yellow" belts.
- Fri Nov 24, 2023 9:42 pm
- Forum: News
- Topic: Friday Facts #386 - Vulcanus
- Replies: 124
- Views: 25603
Re: Friday Facts #386 - Vulcanus
The planet looks neat, and I'm excited that there are new resources. but they are difficult to build on until you get cliff explosives Ugh. Cliffs have got to be one of the most complained about features in the base game, to the point where many people simply turn them off. I hope the devs will cons...
- Fri Nov 10, 2023 5:58 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 329
- Views: 47231
Re: Friday Facts #384 - Combinators 2.0
This all looks like good stuff. I barely used circuit networks in past play-throughs; these QoL and UX changes might get me to use them more often.
- Fri Nov 03, 2023 4:02 pm
- Forum: News
- Topic: Friday Facts #383 - Super force building
- Replies: 172
- Views: 30397
Re: Friday Facts #383 - Super force building
This looks amazing. I actually have no complaints, which is rare for me, and high praise.
- Fri Oct 27, 2023 4:33 pm
- Forum: News
- Topic: Friday Facts #382 - Logistic groups
- Replies: 230
- Views: 36397
Re: Friday Facts #382 - Logistic groups
The limitation of only one per planet might sound weird, but we just find it fitting, because otherwise (we tried that) it is too convenient to put them all over the place This feels really off. So we can build gigantic bases, spanning a solar system of planets ...but only one landing pad? I don't ...
- Fri Oct 20, 2023 2:46 pm
- Forum: News
- Topic: Friday Facts #381 - Space Platforms
- Replies: 209
- Views: 43600
Re: Friday Facts #381 - Space Platforms
Anybody else getting Cosmoteer* vibes from this post? (in a good way) Space platforms can specialize in different tasks, so it can be motivating to optimize them for different design goals. You can aim to make a huge platform that can load thousands of items, or a small platform with capacity sacrif...
- Fri Oct 13, 2023 4:01 pm
- Forum: News
- Topic: Friday Facts #380 - Remote view
- Replies: 181
- Views: 31093
Re: Friday Facts #380 - Remote view
Neat! Cool ideathe ghosts will change tint when they have been assigned a robot to construct them, so you can tell at a glance if there is a robot on the way and/or if you have the required materials in the network
- Fri Oct 13, 2023 3:48 pm
- Forum: News
- Topic: Friday Facts #380 - Remote view
- Replies: 181
- Views: 31093
Re: Friday Facts #380 - Remote view
The goal is to be able to use remote view for everything you can do locally. The motivation is also to remove as many inconsistencies as possible between the local and remote building I understand the goal of using remote view for consistency between local and remote building. But have you consider...
- Fri Oct 06, 2023 4:26 pm
- Forum: News
- Topic: Friday Facts #379 - Abstract rewiring
- Replies: 153
- Views: 26987
Re: Friday Facts #379 - Abstract rewiring
Nice update. Any chance we could see an improvement to messy wires and remove the need for mods like Power Grid Comb? Right now, when you place a new pole, you sometimes get bizarre, diagonal extra wires. It creates tedious rework for people who like a neat power wires setup.
- Fri Sep 29, 2023 4:16 pm
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 337
- Views: 79904
Re: Friday Facts #378 - Trains on another level
I've been wanting this for years!
Awesome work by all the engineers. Can't imagine the work that went into it.
It'll be excruciating waiting for the DLC...
Awesome work by all the engineers. Can't imagine the work that went into it.
It'll be excruciating waiting for the DLC...
- Fri Sep 22, 2023 3:26 pm
- Forum: News
- Topic: Friday Facts #377 - New new rails
- Replies: 217
- Views: 50854
- Fri Sep 15, 2023 3:36 pm
- Forum: News
- Topic: Friday Facts #376 - Research and Technology
- Replies: 364
- Views: 58270
Re: Friday Facts #376 - Research and Technology
I am in love with the Trigger Technologies idea! It feels natural and looks to improve even the base game.
I agree the Quality tier names are boring and un-thematic. The current names give me flashbacks of grindy-MMO type games.
I agree the Quality tier names are boring and un-thematic. The current names give me flashbacks of grindy-MMO type games.
- Fri Aug 25, 2023 5:59 pm
- Forum: News
- Topic: Friday Facts #373 - Factorio: Space Age
- Replies: 267
- Views: 71670
Re: Friday Facts #373 - Factorio: Space Age
Great to finally see an update with real details. Like others, I do have a few concerns: Pushing cliff explosives and artillery back seems to make little sense: cliffs are notoriously so annoying that many people turn them off, and artillery has long felt too delayed already in the tech tree I wonde...
- Sat Apr 25, 2020 8:09 pm
- Forum: Not a bug
- Topic: [0.18.21] cliff explosives don't cause damage to trees or player
- Replies: 1
- Views: 589
[0.18.21] cliff explosives don't cause damage to trees or player
Cliff explosives should act similar to grenades, which do cause damage to trees and rocks and the player.
- Wed Sep 04, 2019 3:40 pm
- Forum: Ideas and Suggestions
- Topic: Cover ore with bricks/concrete
- Replies: 18
- Views: 10578
Re: Cover ore with bricks/concrete
I too wish grass and ores were covered by concrete.
- Fri Aug 23, 2019 3:03 pm
- Forum: News
- Topic: Friday Facts #309 - Controversial opinions
- Replies: 290
- Views: 112943
Re: Friday Facts #309 - Controversial opinions
Blueprint import/export should be a modded feature: Agree, but I've never used blueprint import after 192 hours of play, so this likely varies by personality Biters should be more aggressive, and probe your defenses: Agree! I know some people turn off biters, but I love building defenses and biters ...
- Mon Nov 06, 2017 2:52 am
- Forum: Outdated/Not implemented
- Topic: Electric Networks Map Lines - Lines not Lining Up
- Replies: 16
- Views: 8870
Re: Electric Networks Map Lines - Lines not Lining Up
@JPUT I am glad I'm not the only one who is driven a little nuts by the large poles not lining up with the small.
@jona5 great suggestion on the 45 degree angles!
@jona5 great suggestion on the 45 degree angles!