Search found 17 matches

by wizcreations
Fri May 03, 2024 9:08 pm
Forum: News
Topic: Friday Facts #409 - Diminishing beacons
Replies: 154
Views: 16961

Re: Friday Facts #409 - Diminishing beacons

I never found the late game Beacon design to be all that exciting. I'm not sure this will make it more exciting. But this does make it different.
by wizcreations
Tue Mar 19, 2024 4:31 am
Forum: News
Topic: Friday Facts #402 - Lightspeed circuits
Replies: 168
Views: 23628

Re: Friday Facts #402 - Lightspeed circuits

The two inserters behind the Foundry grabbing gears from on top of the Foundry look weird clipping through the Foundry graphic.
Inserters
Inserters
Untitled.png (327.79 KiB) Viewed 997 times
by wizcreations
Fri Mar 08, 2024 3:13 pm
Forum: News
Topic: Friday Facts #401 - New terrain, new planet
Replies: 102
Views: 20914

Re: Friday Facts #401 - New terrain, new planet

I think you neglected the fact that biters navigating around water will stay near the water’s edge, meaning cliffs along water are VERY helpful for defense
by wizcreations
Sun Mar 03, 2024 10:40 pm
Forum: News
Topic: Friday Facts #394 - Assembler flipping and circuit control
Replies: 133
Views: 21966

Re: Friday Facts #394 - Assembler flipping and circuit control

That is a lot of combinator logic connections to make the “generic” assemblers. Seems like it would be far easier to have multiple assemblers
by wizcreations
Fri Mar 01, 2024 10:02 pm
Forum: News
Topic: Friday Facts #383 - Super force building
Replies: 172
Views: 30391

Re: Friday Facts #383 - Super force building

What happens if you super force build on a belt at a corner where the belt direction changes? Belt still breaks I assume?
by wizcreations
Mon Feb 26, 2024 7:57 pm
Forum: News
Topic: Friday Facts #374 - Smarter robots
Replies: 207
Views: 43551

Re: Friday Facts #374 - Smarter robots

wrote: Perchance we had some mod with higher quality worker robots, we can request the low quality ones and remove them with a filter inserter, over time removing the worse robots from circulation.
I see what you did there. Nice teaser.
by wizcreations
Sat Feb 17, 2024 2:24 am
Forum: News
Topic: Friday Facts #398 - Fulgora
Replies: 114
Views: 25050

Re: Friday Facts #398 - Fulgora

I wish I would not have read this Friday Factorio Fact. It would have been much more fun to discover the planet while playing the game than to spoil the surprise!

But this looks really cool.
by wizcreations
Fri Dec 01, 2023 1:50 pm
Forum: News
Topic: Friday Facts #387 - Swimming in lava
Replies: 170
Views: 40535

Re: Friday Facts #387 - Swimming in lava

I like the new machines! But I notice the ear ratio is wrong on the new mining drill. When moving left/right, the little gears spin way more than they should for the amount of motion and the spacing/size of the teeth. You’d be grinding off gear teeth if they spin that fast.
by wizcreations
Fri Oct 27, 2023 9:44 pm
Forum: News
Topic: Friday Facts #382 - Logistic groups
Replies: 230
Views: 36393

Re: Friday Facts #382 - Logistic groups

Regarding rocket capacity:

Now you’ve identified the ignored problem of the player carrying multiple tons of equipment. I don’t want you to limit player inventory, but this is a major inconsistency.
by wizcreations
Fri Oct 20, 2023 10:12 pm
Forum: News
Topic: Friday Facts #381 - Space Platforms
Replies: 209
Views: 43595

Re: Friday Facts #381 - Space Platforms

The thruster animation ruins the realism of the space environment. If a thruster is constantly firing, the platform will be constantly accelerating (not just moving). Realistically, a thruster is only needed to achieve a change in velocity, meaning you fire the thruster to start moving, stop firing ...
by wizcreations
Fri Oct 20, 2023 9:44 pm
Forum: News
Topic: Friday Facts #381 - Space Platforms
Replies: 209
Views: 43595

Re: Friday Facts #381 - Space Platforms

Crusher animation
Really needs something to show whether or not something is currently being crushed. Add some bouncing debris or something. Even better, color it to match the output: blue for iron, black for coal, etc.
by wizcreations
Fri Oct 06, 2023 1:20 pm
Forum: News
Topic: Friday Facts #379 - Abstract rewiring
Replies: 153
Views: 26964

Re: Friday Facts #379 - Abstract rewiring

The shadow you want to fix next
Shadows overlapping neighboring entities are not distorted by the neighboring entities. The shadow is simply layered on top as if the neighboring entity were flat on the ground.
by wizcreations
Sat Sep 30, 2023 2:48 am
Forum: News
Topic: Friday Facts #378 - Trains on another level
Replies: 337
Views: 79877

Re: Friday Facts #378 - Trains on another level

How do I fuel a train on elevated rails? How can I load and unload a train on elevated rails in general? Sounds like there is an upcoming FF telling me how to get resources to a higher level to load and unload trains.
by wizcreations
Sat Sep 16, 2023 1:37 am
Forum: News
Topic: Friday Facts #376 - Research and Technology
Replies: 364
Views: 58249

Re: Friday Facts #376 - Research and Technology

Better names for quality:
Poor
Basic
Normal
Fair
Good
Well Made
Superior
Excellent
Exceptional
Masterful
Master Craft

I’m sure you can use these as inspiration to come up with better names for the quality levels. It really is not too hard to avoid the “rare” naming convention.
by wizcreations
Sat Sep 16, 2023 1:35 am
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 805
Views: 132390

Re: Friday Facts #375 - Quality

Better names for quality:
Poor
Basic
Normal
Fair
Good
Well Made
Superior
Excellent
Exceptional
Masterful

I’m sure you can use these to come up with better names for the quality levels.
by wizcreations
Sat Sep 16, 2023 1:20 am
Forum: News
Topic: Friday Facts #376 - Research and Technology
Replies: 364
Views: 58249

Re: Friday Facts #376 - Research and Technology

The new “trigger” technology unlocks brings the one feature I preferred from Satisfactory into Factorio. This will make the game so much more manageable for a casual player like me! Great change!
by wizcreations
Fri Aug 30, 2019 6:20 pm
Forum: Mods
Topic: [MOD 0.13] Afraid of the dark - lights, lamps & vision.
Replies: 74
Views: 78099

Re: [MOD 0.13] Afraid of the dark - lights, lamps & vision.

Love this mod, thanks! But I notice that darkness surrounds me as soon as I go into a car, train, etc. Any chance to make the same modifications to the lighting settings of vehicles?

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