Search found 55 matches

by Splitframe
Fri Sep 08, 2023 2:24 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 806
Views: 136325

Re: Friday Facts #375 - Quality

I am a little torn, but ready to try it out. In our world there are also quality differences, so it would make sense that higher quality parts are able to produce higher quality products that perform better. The only thing I don't like are the names. They are too "MMO / World of Warcraft" ...
by Splitframe
Fri Aug 25, 2023 1:47 pm
Forum: News
Topic: Friday Facts #373 - Factorio: Space Age
Replies: 267
Views: 73236

Re: Friday Facts #373 - Factorio: Space Age

Earendel wrote:
Fri Aug 25, 2023 11:05 am
There are so many things that Space Exploration just can't do because it's a mod.
Hello Earendel,
big fan of your mod. Will we see some of the addon technology like the animated engines bleed over into your mod?

Greetings
by Splitframe
Wed Sep 14, 2022 8:20 pm
Forum: News
Topic: Factorio is coming to Nintendo Switch™
Replies: 83
Views: 41380

Re: Factorio is coming to Nintendo Switch™

Pretty much 1 and 3. While "mod it 'till it crashes" is ok for most PC players, console games are generally expected to be much more stable(the are exceptions , but they are rare). With the limited amount of RAM, most mods could quickly end up crashing the game. Do you consider adding a s...
by Splitframe
Sat Aug 13, 2022 1:49 pm
Forum: News
Topic: Friday Facts #367 - Expansion news
Replies: 220
Views: 130321

Re: Friday Facts #367 - Expansion news

Since Wube people are working on Space Exploration I wonder if it's a precursor to the new addon and they will be one once it releases.
by Splitframe
Wed Aug 03, 2022 2:00 pm
Forum: Combinator Creations
Topic: Simple hysteresis with two combinators
Replies: 12
Views: 31018

Re: Simple hysteresis with two combinators

Not to necro this old thread, but it's the first entry when you google "factorio hysteresis blueprint".
So if you happen to land here from google here is a simple version withouth tens of combinatiors:
https://www.factorio.school/view/-MGa-sAK2Wtkks1efX1c
by Splitframe
Sun Feb 07, 2021 9:32 am
Forum: News
Topic: Friday Facts #365 - Future plans
Replies: 298
Views: 168230

Re: Friday Facts #365 - Future plans

Wow how shameless, at first you have the audacity to release an already solid and reasonably stable game as early access and then you even have the nerve to follow up with rich and meaningful updates until it's actually finished. All this just to lure people to buy an expansion. The criminal energy ...
by Splitframe
Fri Aug 23, 2019 10:53 pm
Forum: News
Topic: Friday Facts #309 - Controversial opinions
Replies: 290
Views: 113751

Re: Friday Facts #309 - Controversial opinions

Here my opinions: Inserters should not chase items Mixed. It would be cool to have inserters grab items with pin point precision and not chasing them. I know that this would cost a lot of performance though, but items just teleporting into the inserters hands would also be ugly as sin. Which would b...
by Splitframe
Sat Aug 17, 2019 4:24 pm
Forum: Maps and Scenarios
Topic: Nauvis Post Collapse 1.0 (Pre-Alpha)
Replies: 115
Views: 87707

Re: Nauvis Post Collapse (16GB ram minimum required)

I really have to think bigger.
by Splitframe
Mon Aug 05, 2019 4:44 pm
Forum: News
Topic: Friday Facts #306 - Experimental Demo
Replies: 155
Views: 61827

Re: Friday Facts #306 - Experimental Demo

I had a friend playing the demo who never played Factorio before. He said: The robot is cool, but sometimes confusing. What the robot said and what the quest objectives said were sometimes different / at odds with each other. He was a little overwhelmed when the bot suddenly placed the small mining ...
by Splitframe
Tue Jun 12, 2018 3:08 am
Forum: General discussion
Topic: Why are 60 UPS = 1s?
Replies: 26
Views: 11848

Re: Why are 60 UPS = 1s?

But this does not occur in Factorio* because everything happens 60 times per second - in animations, 1 frame is 1/60 of a second, belts move 60 times per second, combinators update 60 times per second, etc. Due to this, having an uncoupled framerate would be very difficult, and impossible in many a...
by Splitframe
Fri Jan 26, 2018 7:00 pm
Forum: News
Topic: Friday Facts #227 - Rendering, Trees & Scenario talk
Replies: 116
Views: 47246

Re: Friday Facts #227 - Rendering, Trees & Scenario talk

I would absolutely love to see a mod/Scenario that models Factorio after the Warcraft 3 custom genre "tech wars". In TechWar maps you place buildings that produce units on a timer. You cannot control these units as they mindlessly run toward the enemy base and attack everything in their pa...
by Splitframe
Fri Nov 24, 2017 6:44 pm
Forum: News
Topic: Friday Facts #218 - Import bpy, Export player
Replies: 67
Views: 33361

Re: Friday Facts #218 - Import bpy, Export player

Say, 0.16 was meant to be the last version feature wise with the stable 0.17 becoming the release 1.0 right?
Also, can we expect the 0.16 experimental as a Christmas gift or is 0.16 not far along enough for that time frame?
by Splitframe
Wed Aug 23, 2017 10:08 pm
Forum: Duplicates
Topic: [0.15.34] Steam engine sprite is jumping around.
Replies: 2
Views: 1278

[0.15.34] Steam engine sprite is jumping around.

The steam engine graphic is going up and down periodically.



edit: your webm tag does not seem to work:
Klonan edit: It was the image host
steamEngine.WebM
(890.9 KiB) Downloaded 632 times
Here the settings to replicate the issue:
factorio.png
factorio.png (465.85 KiB) Viewed 1278 times
by Splitframe
Mon Jun 05, 2017 10:09 pm
Forum: Resolved Problems and Bugs
Topic: [Harkonnen] [0.15.18] Inserter directly behind junction stops working.
Replies: 9
Views: 5682

Re: [Harkonnen] [0.15.18] Inserter directly behind junction stops working.

It seems to only happen when the train comes from the curved merged rail.
by Splitframe
Sun Jun 04, 2017 10:41 pm
Forum: Resolved Problems and Bugs
Topic: [Harkonnen] [0.15.18] Inserter directly behind junction stops working.
Replies: 9
Views: 5682

[Harkonnen] [0.15.18] Inserter directly behind junction stops working.

The inserter directly behind a junction merge does not unload from a cargo wagon.
If you remove the inserter and place it again it works one time, then when the next train rolls in
it stops again.
buggybug.jpg
buggybug.jpg (317.81 KiB) Viewed 5682 times
It won't insert into the cargo wagon either:
buggybug2.jpg
buggybug2.jpg (91.89 KiB) Viewed 5682 times
by Splitframe
Mon May 22, 2017 12:30 pm
Forum: Ideas and Suggestions
Topic: Lategame Colonizing *Modified*
Replies: 5
Views: 6173

Re: Lategame Colonizing *Modified*

I talked about the narrative of Factorio with a friend recently. For me, a game how ever sandboxy it may be, needs at least an token effort as a narrative and I really liked the factorio idea of you preparing the world for others to come. Like I thought someone else also had the idea to add a coloni...
by Splitframe
Fri Dec 09, 2016 7:31 pm
Forum: News
Topic: Friday Facts #168 - Nightvision Nightmare
Replies: 188
Views: 75170

Re: Friday Facts #168 - Nightvision Nightmare

Picture 2

Go to advanced search