Search found 23 matches
- Fri Mar 29, 2024 1:09 pm
- Forum: News
- Topic: Friday Facts #404 - Frustration not found
- Replies: 112
- Views: 16292
Re: Friday Facts #404 - Frustration not found
Hitting Q the first time on an entity will give you a copy of the entity in hand, but what might be cool is hitting Q a second or third time on the same entity could give you different colored wires (if it supports being wired).
- Sun Aug 21, 2022 2:06 pm
- Forum: Releases
- Topic: Version 1.1.67
- Replies: 7
- Views: 12773
Re: Version 1.1.67
Sometimes I would play on a Factorio server half way across the world. Not the best idea as far as latency and network performance I know. Other than the un-avoidable 'ruber-banding', one thing that would happen is that a number of sounds would get stored up and then once the network would catch up,...
- Wed Aug 12, 2020 9:20 pm
- Forum: General discussion
- Topic: What happens after 1.0 release?
- Replies: 34
- Views: 14149
Re: What happens after 1.0 release?
For a long time I suspected that the devs were holding out implementing squeak through in the base game (intentionally keeping it a little difficult to navigate pipes and forests) due to a planned secret reveal of a 'Spidertron'. Or 'Scorpiotron' in the likeness of Neobuthus factorio. I would be rea...
- Wed May 27, 2020 4:09 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.18] Extra sound playing when digging items
- Replies: 7
- Views: 2921
Re: [0.18.18] Extra sound playing when digging items
Verified faint 'whoosh' sound playing after player mines many items even in .18.27. Starting to second guess whether this sound is intentional or not. For example picking up a power pole gives an initial 'click' sound followed by the faint 'whoosh'. Is the whoosh representing the sound of putting th...
- Fri Apr 24, 2020 1:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.18] Extra sound playing when digging items
- Replies: 7
- Views: 2921
Re: [0.18.18] Extra sound playing when digging items
Just wanted to give an update in new observations after the release of 0.18.21. 0.18.21 has improved this bug a little, but has not resolved the issue. Now when mining items (any item I believe, some more noticeable than others) there is only one extra sound which is the 'fluid flow in pipe' sound t...
- Sun Apr 12, 2020 10:59 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.18] Extra sound playing when digging items
- Replies: 7
- Views: 2921
Re: [0.18.18] Extra sound playing when digging items
I've tested in 0.18.18 purely vanilla and when mining a large rock as soon as the rock disappears I get the same sound as one would get when mining an assembler which seems out of place. Immediately following that I also get a faint whoosh sound like fluid sloshing in a pipe. I would either expect n...
- Tue Jan 28, 2020 5:14 pm
- Forum: Releases
- Topic: Version 0.18.2
- Replies: 61
- Views: 29075
Re: Version 0.18.2
I wonder if some are confusing the belt sound with the inserter sound? To me the belt sound is a very gentle white noise whereas the inserter sounds like knife being sharpened on a stone which I don't like. I like the new assembler sounds. Edit: At first I only listened to the yellow belts/ yellow i...
- Tue Jan 21, 2020 3:04 pm
- Forum: Releases
- Topic: Version 0.18.0
- Replies: 87
- Views: 77727
Re: Version 0.18.0
I though 0.18 was coming soon(tm)? I am so confused.
- Fri Jan 10, 2020 7:34 pm
- Forum: News
- Topic: Friday Facts #329 - Campaign reassessment
- Replies: 78
- Views: 33879
Re: Friday Facts #329 - Campaign reassessment
I know its just a dumb little thing for most, but the geek in me got a bit excited when noticing the design for the expanding campaign level areas is so close (but not quite) that of a fibonacci / golden spiral.
- Fri Dec 06, 2019 9:27 pm
- Forum: News
- Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
- Replies: 98
- Views: 45794
Re: Friday Facts #324 - Sound design, Animated trees, Optimizations
Regarding sound... Is there a way to make it so that if a certain sound plays in rapid succession (which often happens to me if my internet connection is not so good), that the volume of each individual sound doesn't add together creating an unusually loud sound ? Worst is the sound of building plac...
- Fri Oct 04, 2019 2:12 pm
- Forum: News
- Topic: Friday Facts #315 - New test servers
- Replies: 69
- Views: 32388
Re: Friday Facts #315 - New test servers
I was watching some old Command and Conquer: Red Alert videos and noticed that even though the game is very old, there are some basic animations on the edges of the bodies of water that help to give the illusion of the passage of time in the game. Factorio has the nice cloud shadows that pass overhe...
- Thu May 16, 2019 5:07 pm
- Forum: Releases
- Topic: Version 0.17.40
- Replies: 20
- Views: 13034
Re: Version 0.17.40
For the layman person that just plays and enjoys the game, would this happen to mean that map generation is a little faster?Improved efficiency of noise program compilation
- Mon May 06, 2019 1:46 pm
- Forum: Resolved Problems and Bugs
- Topic: [Bilka] [0.17.36] Factorio new campaign. What to do?
- Replies: 5
- Views: 1958
Re: Factorio new campaign. What to do?
I noticed a couple people posted on the steam forums that compilitron is also not giving them instruction for the eastern section of the tutorial. So if not already aware, it appears it is a wider issue, perhaps caused by the last update.
- Fri May 03, 2019 7:44 pm
- Forum: News
- Topic: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan
- Replies: 124
- Views: 56219
Re: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan
I still think that if included and implemented well, a high resolution spidertron attack vehicle for end game could go a long way toward helping the game sell itself (even more than it does now). One of the best sales methods is players talking up the game by word of mouth. You need cool things to t...
- Mon Mar 04, 2019 10:31 pm
- Forum: General discussion
- Topic: Some thoughts on 0.16 -> 0.17
- Replies: 25
- Views: 9428
Re: Some thoughts on 0.16 -> 0.17
But what about the easy way - killing all biters in pollution range. Heh. I used to do that, way back when. Eventually I was confident enough in my defenses that I only really needed to clear them out to avoid constant attacks from proximity aggro. I was especially worried that if my pollution got ...
- Sat Mar 02, 2019 1:58 am
- Forum: News
- Topic: Friday Facts #284 - 0.17 experimental
- Replies: 190
- Views: 66221
Re: Friday Facts #284 - 0.17 experimental
I only mined as much resources and built as many smelters as I needed. I kept chests limited and slowly built up turrets, ammo supply and built double vertical walls on both sides. This is similar to what I did my first playthrough. How many turrets did you have? I made 12 to start, but upped it to...
- Sat Mar 02, 2019 1:07 am
- Forum: News
- Topic: Friday Facts #284 - 0.17 experimental
- Replies: 190
- Views: 66221
Re: Friday Facts #284 - 0.17 experimental
Spoilers ahead: I have over 1000 hours in factorio and enjoyed the new player experience. I played the new player experience before reading the FFF to avoid spoilers. All I knew was that some experienced players were having a hard time with bit biter waves at the end. So I suspected that it scaled w...
- Thu Feb 28, 2019 6:03 am
- Forum: Wiki Talk
- Topic: Updates to Wiki for 0.17
- Replies: 15
- Views: 6462
Re: Updates to Wiki for 0.17
Hello. It appears the furnace output smelting rates on the wiki need to be updated for 0.17. For instance in the testing I did 48 stone furnaces were able to exactly(?) consume a 15/s yellow belt of iron ore which would mean that the furnace output is now .3125 iron plate per second vs. 0.28/s in 0....
- Sat Feb 23, 2019 8:09 pm
- Forum: News
- Topic: Friday Facts #283 - Prepare to Launch
- Replies: 341
- Views: 157182
Re: Friday Facts #283 - Prepare to Launch
Since belts have little effect now on biters, I wonder if it would be possible to have it so that oil or tar could be spilled out on the ground to cause bitters to slip around or slow movement. Either eventually in base game or so that it could be added as a mod. Would also be fun to light on fire.
- Tue Aug 07, 2018 4:56 pm
- Forum: Ideas and Suggestions
- Topic: Run and place inconsistency between poles and undergrounds
- Replies: 1
- Views: 945
Run and place inconsistency between poles and undergrounds
Hello, Tried a few searches to see if this had already been reported and I don't think it has that I can tell. Anyway, this may not be a bug, but it is at least an inconsistency that I noticed between placing power poles (all three types) vs. undergrounds (underground belts or underground pipes). To...