Search found 20 matches

by FutureSpec
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...
by FutureSpec
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.
by FutureSpec
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...
by FutureSpec
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.
by FutureSpec
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...
by FutureSpec
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.
by FutureSpec
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.
by FutureSpec
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 ...
by FutureSpec
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...
by FutureSpec
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

the 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
Neat! Cool idea
by FutureSpec
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...
by FutureSpec
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.
by FutureSpec
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...
by FutureSpec
Fri Sep 22, 2023 3:26 pm
Forum: News
Topic: Friday Facts #377 - New new rails
Replies: 217
Views: 50854

Re: Friday Facts #377 - New new rails

Brathahn wrote: ↑
Fri Sep 22, 2023 11:43 am
Maybe we can get tunnels or rail bridges in the future too?
I've been hoping for this for years...
by FutureSpec
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.
by FutureSpec
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...
by FutureSpec
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.
by FutureSpec
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.
by FutureSpec
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 ...
by FutureSpec
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!

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