Search found 705 matches
- Mon Mar 18, 2019 12:23 pm
- Forum: News
- Topic: Friday Facts #286 - Pollution cleanup
- Replies: 72
- Views: 33413
Re: Friday Facts #286 - Pollution cleanup
This was a very interesting read!
- Sat Feb 02, 2019 2:17 am
- Forum: News
- Topic: Friday Facts #280 - Visual Feedback is the king
- Replies: 243
- Views: 89222
Re: Friday Facts #280 - Visual Feedback is the king
Every week I come back and every week I'm amazed how you keep making your game better and better. This is some awesome GUI updates, keep up the good work!
- Fri Dec 28, 2018 2:38 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 155232
Re: Friday Facts #275 - 0.17 Science changes
I loved the changes. Some of those changes were already being introduced by mods (the name convention), and simplifying the military science is a must, since, even for me, an experienced player, got frustrated on the damage bonus on combat robots (I always had to use the Bonuses tab to actually unde...
- Sat Dec 01, 2018 3:26 pm
- Forum: News
- Topic: Friday Facts #271 - Fluid optimisations & GUI Style inspector
- Replies: 122
- Views: 51090
Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector
4 years later and I still come back every week to read you. I never miss an update!
- Sat Nov 24, 2018 12:12 am
- Forum: News
- Topic: Friday Facts #270 - HR Substation & Save/Load overview
- Replies: 99
- Views: 39381
Re: Friday Facts #270 - HR Substation & Save/Load overview
Honestly the new Substation looks a bit of a drawing. I personally don't like, although I will get used to it. Not to mention it looks like a Big Electric Pole
- Sun Nov 04, 2018 2:47 pm
- Forum: News
- Topic: Friday Facts #267 - Experiments, Explosives & Extended tags
- Replies: 120
- Views: 48016
Re: Friday Facts #267 - Experiments, Explosives & Extended tags
Interactive tags seems like a great thing for Mods to further evolve. I'm sure map ping art is not final, right? And construction bots building 3 inserters? Huuuuummm, that actually changes a lot, and kinda makes sense. But what would happen if their cargo capacity is 20 and you place like 20 insert...
- Tue Oct 23, 2018 1:42 pm
- Forum: News
- Topic: Friday Facts #265 - Nomenclature & Steam networking
- Replies: 121
- Views: 54668
Re: Friday Facts #265 - Nomenclature & Steam networking
I think that the naming inconsistencies are so hard on this game that even the color standards. Belts vs Inserters is an old issues science packs having no proper naming and assembling machines with different colors as well. For instances, burner Inserters and burner miners are black. Black assembli...
- Fri Aug 31, 2018 12:54 pm
- Forum: News
- Topic: Friday Facts #258 - New autoplace
- Replies: 145
- Views: 61067
Re: Friday Facts #258 - New autoplace
I really think you are great developers by thinking about the NPE so much, and I think you guys are right about it. A lot of the players that are more "hardcore" are already playing the game, and you've already got a lot of more "casual" players, and this all aims on making a bet...
- Fri Jul 06, 2018 11:45 pm
- Forum: News
- Topic: Friday Facts #250 - Dead end conclusion
- Replies: 142
- Views: 56006
Re: Friday Facts #250 - Dead end conclusion
Please, whatever you do, allow SEARCH
- Sat Jun 30, 2018 7:46 pm
- Forum: News
- Topic: Friday Facts #249 - Dead end exploration
- Replies: 206
- Views: 70976
Re: Friday Facts #249 - Dead end exploration
My opinion is that all of those solutions doesn't solve all the problems. Lemme give some considerations first: First, I think that any kind of limitation in the amount of blueprints we currently have is not nice. I and many other players I know have several hundreds blueprints across more than 30 b...
- Fri Jun 08, 2018 1:48 pm
- Forum: News
- Topic: Friday Facts #246 - The GUI update (Part 3)
- Replies: 161
- Views: 62070
Re: Friday Facts #246 - The GUI update (Part 3)
Since we are at the discussion of GUI, I must remember that when anyone slides a slider all the way to the left, if there's no indication, one would assume that it would disable that specific setting, which is clearly not the case here.
- Fri Jun 01, 2018 5:56 pm
- Forum: News
- Topic: Friday Facts #245 - Campaign concept
- Replies: 167
- Views: 61351
Re: Friday Facts #245 - Campaign concept
I certainly think that science packs need to be rethink, but don't know what is the best solution. But I think this:
Whatever you do, please make construction robots available ASAP.
Whatever you do, please make construction robots available ASAP.
- Mon May 07, 2018 11:41 pm
- Forum: News
- Topic: Friday Facts #241 - New player experience
- Replies: 117
- Views: 46251
Re: Friday Facts #241 - New player experience
Keep in mind that at the end, we will go through the list and delete anything obscene or offensive, plus anything we find inappropriate, at our own discretion. Could you move to a list of blocked and let them change one last time? Some people may not be able to change in time, due to IRL stuff (wor...
- Mon Jan 15, 2018 2:54 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 376969
Re: Friday Facts #225 - Bots versus belts (part 2)
Early-Access development is different. You have a community helping you but you also have to keep it happy. Wube seems, compared to other EA companies, especially intent on keeping the community happy but that hinders them to change already established features or violate backwards compatibility. A...
- Sat Jan 13, 2018 3:13 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 376969
Re: Friday Facts #225 - Bots versus belts (part 2)
The main thing about Factorio is that there are two separated games: - Modded games with lots of items - Vanilla like game What many of the older players have tried or started playing is a playthrough with many additional items. Once you go into a game that's heavily modded, things are exponentially...
- Sun Jan 07, 2018 9:10 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 348698
Re: Friday Facts #224 - Bots versus belts
I say a couple of things about bots vs belts: - Factorio is just too complex for Logistics Bots not exist. It becomes tiresome later on the game needing tons and tons of long belts for higher throughput. - Mods like Bob's mods adds TONS of items and recipes. Belts becomes INSANELY hard to build a bi...
- Sat Jul 22, 2017 2:26 pm
- Forum: Logistic Train Network
- Topic: Desyncs on large MP base
- Replies: 2
- Views: 2012
Re: Desyncs on large MP base
Massive Desyncs after upgrading... On my community map we are playing a bit Bob/Angel/LTN map, which is heavily reliant on LTN. Today it has caused endless desyncs for us, which is a shame since this is a server run for 80 hours with many players contributing to it. I am now wondering if this is ca...
- Thu Jul 20, 2017 5:55 pm
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 301809
Re: [MOD 0.15] SmartTrains 2.0.5
Is it possible to make a Round Robin dropoff station? Let's say I have 3 stations: - 1 station named A to pickup Iron plates - 2 stations named B to dropoff Iron plates Now, let's pretend that the B that's closest to A is consuming all the plate it receives, so it never backlogs. I need the trains t...
- Sat May 20, 2017 3:57 am
- Forum: News
- Topic: Friday Facts #191 - Gui improvements
- Replies: 380
- Views: 151576
Re: Friday Facts #191 - Gui improvements
IMO the overall look and feel from Factorio UI is just unpleasant. Besides that, CONSISTENCY is a must in game UI. You are proposing increasing the consistency of the game, so I LOVE your ideas Twinsen. But please do: F1- Crafting, F2-Logistics and F3- Character. 95% of the time is in the crafting m...
- Tue Apr 25, 2017 11:35 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.0] Kovarex enrichment with productivity modules
- Replies: 13
- Views: 23457
Re: [0.15.0] Kovarex enrichment with productivity modules
Thanks for the report, I didn't think of this one :) The solution is a simple one. This recipe was just removed from those that can be used with the productivity modules. Fixed for 0.15.2 To be honest, I don't think that's a good solution at all. I think this should be addressed in some other angle.