Search found 63 matches

by Yaua
Fri Mar 20, 2015 5:10 pm
Forum: General discussion
Topic: "Furnace Attendant" tier,where do I download the scenarios ?
Replies: 11
Views: 15248

"Furnace Attendant" tier,where do I download the scenarios ?

I finally upgraded to the Furnace Attendant tier, because the game is actually really really great, all the news things they talked about which will be implemented (or simply are actually on the work) looks so exciting and great too, and the team really deserves the money for all the wonderful work ...
by Yaua
Fri Mar 13, 2015 10:29 pm
Forum: News
Topic: Friday Facts #77 - Theme art ahead
Replies: 12
Views: 21709

Re: Friday Facts #77 - Theme art ahead

A lot of good things to hear ! Soon a stable candidate, optimizations (my computer will thank you for this, it is suffering more and more with my actual map), "beginning" of the endgame (so excited about it!), small talk about "Actually this refactoring could come really handy in the ...
by Yaua
Fri Mar 13, 2015 12:09 pm
Forum: Releases
Topic: Version 0.11.18
Replies: 28
Views: 42182

Re: Version 0.11.18

Great update with, as usual, a lot of work ! Thanks for it ! :D
by Yaua
Thu Mar 05, 2015 3:45 pm
Forum: General discussion
Topic: Endgame concerns[POLL]
Replies: 46
Views: 20997

Re: Endgame concerns[POLL]

The spaceship is of course not disconnected. For me it is very clear: You cannot built it, without the material from the ground. So my imagination about this part is, that you eventually need constant swapping between spaceship and ground. I think this will look about so: - I need a space-platform....
by Yaua
Tue Mar 03, 2015 9:59 am
Forum: General discussion
Topic: Endgame concerns[POLL]
Replies: 46
Views: 20997

Re: Endgame concerns[POLL]

I voted for the "Nothing; I love it" because honestly : for the things they talked to us, first, it's far from being all definitive, and second, it's looks like interesting for me. They only showed us the direction they want to follow and I'm happy with it for now, and there's nothing I'm ...
by Yaua
Sun Mar 01, 2015 7:43 pm
Forum: News
Topic: Friday Facts #75 - False hopes
Replies: 34
Views: 38015

Re: Friday Facts #75 - False hopes

Bad surprises may happens, even with a lot of good work ! Factorio is a (very) high-quality game, even in this pre-release stage, you're making an awesome work (and it is greatly appreciated :D), and honestly, I think it's better to delay something like you did here for having a better game when the...
by Yaua
Sun Mar 01, 2015 7:31 pm
Forum: Gameplay Help
Topic: How do you untick the deconstructive blueprints?
Replies: 24
Views: 11785

Re: How do you untick the deconstructive blueprints?

0.11.0 introduced the cancel deconstruction option - this may be what you seek https://forums.factorio.com/forum/viewtopic.php?f=3&t=6285&p=49359&hilit=deconstruction#p49359 Yes, it was exactly this :) Someone has added this information into the Wiki, thanks to him, and thank you for th...
by Yaua
Fri Feb 27, 2015 11:54 am
Forum: Gameplay Help
Topic: How do you untick the deconstructive blueprints?
Replies: 24
Views: 11785

Re: How do you untick the deconstructive blueprints?

Is there still no in-game solution to cancel a deconstruction ? (apart the code?) Yes there is, you can use the deconstruction planner to cancel it. First click the deconstruction planner to pick it up, then shift+click and highlight the area marked for deconstruction to cancel it. Ah, thanks ! It ...
by Yaua
Thu Feb 26, 2015 10:04 pm
Forum: Gameplay Help
Topic: How do you untick the deconstructive blueprints?
Replies: 24
Views: 11785

Re: How do you untick the deconstructive blueprints?

Is there still no in-game solution to cancel a deconstruction ? (apart the code?)
by Yaua
Thu Feb 26, 2015 10:00 pm
Forum: Ideas and Suggestions
Topic: Alert thresholds on boxes.
Replies: 5
Views: 2738

Re: Alert thresholds on boxes.

I was thinking exactly about the same kind of thing : may be a device you could attach to something (with red and/or green cables), and if it didn't check the condition you decided, put a warning on the map ! It would be usefull !
by Yaua
Thu Feb 26, 2015 12:40 pm
Forum: News
Topic: Friday Facts #74 - The brainstorming
Replies: 106
Views: 72900

Re: Friday Facts #74 - The brainstorming

Very interesting and promising ! I love this idea of the space-part of the game ! And it doesn't close doors for something else after/alongside this part. So for me it's actually great and exciting ! And I love the look of the space platform. It reminded me (in a very good way) the space parts of th...
by Yaua
Thu Feb 19, 2015 8:56 pm
Forum: Releases
Topic: Version 0.11.16
Replies: 69
Views: 64638

Re: Version 0.11.16

Whoaow, big bufixe-update ! Very good work :)

Edit : And we don't say it enough : congrats to the team ! (and thanks !)
by Yaua
Mon Feb 16, 2015 7:51 pm
Forum: Ideas and Suggestions
Topic: Be able to see your electric networks wherever you are ☸
Replies: 10
Views: 19102

Re: Be able to see your electric networks wherever you are

Well, you might have many networks. It's in the same time one of the reason of my suggestion (to be able to see easily if every of your networks are fine, even far from them), and one of the difficulty in putting it in the game (I fully agree it isn't an easy suggestion). I was thinking about a net...
by Yaua
Mon Feb 02, 2015 7:16 pm
Forum: Releases
Topic: Version 0.11.14
Replies: 38
Views: 44293

Re: Version 0.11.14

Thanks for the update :D
by Yaua
Sun Feb 01, 2015 8:18 pm
Forum: Ideas and Suggestions
Topic: Be able to see your electric networks wherever you are ☸
Replies: 10
Views: 19102

Be able to see your electric networks wherever you are ☸

I just wanted to suggest one small thing. If it already have been debated or said, I'm really sorry (I tried to take a look on the forum, but haven't found it). It would be great to enable the player to see the actual status of his electric networks wherever he is (like when you push the "P&quo...
by Yaua
Sun Feb 01, 2015 7:59 pm
Forum: Gameplay Help
Topic: How to switch input liquid tubes ?
Replies: 6
Views: 6518

Re: How to switch input liquid tubes ?

Actually I like the challenge the game offers me with its stubborn "noooo... no, this one goes there " Same with to the insertes, I consider 90° inserters cheating ;) And oil being the only liqid to be able to be put into barrels. I adapted and put every oil into barrels and then create m...
by Yaua
Fri Jan 30, 2015 7:34 pm
Forum: Gameplay Help
Topic: How to switch input liquid tubes ?
Replies: 6
Views: 6518

Re: How to switch input liquid tubes ?

There is no way to change the inputs. It has been suggested, but currently you have to put them where the game expects them. Hum, that's what I was thinking. Hope something will be changed for this. As sillyfly said, the relative positions can't be changed in-game (modding is outside the scope of t...
by Yaua
Fri Jan 30, 2015 6:06 pm
Forum: Gameplay Help
Topic: How to switch input liquid tubes ?
Replies: 6
Views: 6518

How to switch input liquid tubes ?

I've got a simple question : when you have for example an Oil refinery or a Chemical plant who needs two different "liquids" input (let's take oil and water) : the game automatically places the oil on an input tube and water on the other. Isn't there a way to sitch them ? I put an example ...
by Yaua
Fri Jan 23, 2015 8:58 pm
Forum: General discussion
Topic: Just bought the game; What were Your first impressions?
Replies: 456
Views: 276209

Re: Just bought the game; What were Your first impressions?

Keybindings are pretty good, the only key I had to remap is to enter/get out vehicule : "Enter Key" is too far for the others, and I putted the middle mouse button for this. The only little flaw is that I'm using an azerty keyboard, and I must switch to qwerty (or remap affected keys, but ...

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