Search found 312 matches

by MEOWMI
Fri Jun 07, 2024 12:28 pm
Forum: News
Topic: Friday Facts #414 - Spoils of Agriculture
Replies: 360
Views: 28668

Re: Friday Facts #414 - Spoils of Agriculture

The biochamber could use a little finishing touches on the texturing, to make it really match the art style, but otherwise the graphics look really nice. Interesting gameplay also, by the sound of things.
by MEOWMI
Fri May 31, 2024 11:31 am
Forum: News
Topic: Friday Facts #413 - Gleba
Replies: 117
Views: 18442

Re: Friday Facts #413 - Gleba

Would definitely be interesting if you could see the occasional creature. I remember you added bird sounds in an earlier post, maybe you could, once in a while, see a bird too? The same, and more, goes for Gleba. It's definitely optional, but it would make every place seem so much more alive. Also b...
by MEOWMI
Fri May 24, 2024 11:21 am
Forum: News
Topic: Friday Facts #412 - Undo/Redo improvements & Car Latency driving
Replies: 61
Views: 8729

Re: Friday Facts #412 - Undo/Redo improvements & Car Latency driving

These are some of the best improvements so far (but only some, because you've showcased some absolutely amazing ones previously too!)
by MEOWMI
Sat May 04, 2024 12:02 am
Forum: News
Topic: Friday Facts #409 - Diminishing beacons
Replies: 170
Views: 23482

Re: Friday Facts #409 - Diminishing beacons

I'd say this is a good change. The old playstyle is not invalidated. No-one will build 12-beacon setups out of normal rarity beacons. It's an end-game strategy with mass production of highest tier modules. In every situation except "12 normal rarity beacons", everything is viable, with its...
by MEOWMI
Fri Apr 26, 2024 4:35 pm
Forum: News
Topic: Friday Facts #408 - Statistics improvements, Linux adventures
Replies: 153
Views: 18086

Re: Friday Facts #408 - Statistics improvements, Linux adventures

I feel like, if science is important enough to be its own (meta) item in the production graph, then there should just be a button to show it without having to type.
by MEOWMI
Fri Apr 05, 2024 7:05 pm
Forum: News
Topic: Friday Facts #405 - Whole belt reader, New logistics GUI
Replies: 139
Views: 18864

Re: Friday Facts #405 - Whole belt reader, New logistics GUI

Part of me wonders if the logistic network browser won't be in the way sometimes, if it's forced to be visible on the remote view screen. Or perhaps you already did add a way to hide it. I like what you did with the belt graphics for the whole belt reader, as well as the change to the rocket silo an...
by MEOWMI
Fri Mar 29, 2024 12:47 pm
Forum: News
Topic: Friday Facts #404 - Frustration not found
Replies: 112
Views: 17626

Re: Friday Facts #404 - Frustration not found

Calling it the 'RTS tool' is a bit absurd, but otherwise these are good changes. Great, even.
by MEOWMI
Fri Mar 22, 2024 12:13 pm
Forum: News
Topic: Friday Facts #403 - Train stops 2.0
Replies: 131
Views: 20809

Re: Friday Facts #403 - Train stops 2.0

I love all these features. In particular being able to operate so much from the map feels really convenient and pleasant, especially when it makes sense that you should be able to!
by MEOWMI
Fri Mar 15, 2024 2:10 pm
Forum: News
Topic: Friday Facts #402 - Lightspeed circuits
Replies: 169
Views: 26785

Re: Friday Facts #402 - Lightspeed circuits

I'm so glad you made these additions. So many game devs just wouldn't bother, yet these were some fairly substantial bumps that you just smoothed out.
by MEOWMI
Tue Mar 12, 2024 9:53 am
Forum: Ideas and Suggestions
Topic: Rename nuclear fuel to reduce ambiguity
Replies: 4
Views: 475

Re: Rename nuclear fuel to reduce ambiguity

The slot inside the reactor will, if hovered over, specify that it can only take "Uranium fuel cell", but this discrepancy is a little odd. What's extra weird is the capitalization (or lack of its consistency). I checked in another language, and the same issue is present. It's as if it's i...
by MEOWMI
Fri Mar 08, 2024 3:42 pm
Forum: News
Topic: Friday Facts #401 - New terrain, new planet
Replies: 102
Views: 23241

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

Although being different in nature, I always very much enjoyed the beauty of the Alien Biomes mod, so I'm very happy that you got to work on improving the Nauvis terrain.
by MEOWMI
Fri Feb 23, 2024 12:19 pm
Forum: News
Topic: Friday Facts #399 - Trash to Treasure
Replies: 289
Views: 42905

Re: Friday Facts #399 - Trash to Treasure

Amped and electrified for sure!

Developing it behind closed doors is and has been the completely correct solution, I think.
by MEOWMI
Fri Jan 26, 2024 1:17 pm
Forum: News
Topic: Friday Facts #395 - Generic interrupts and Train stop priority
Replies: 138
Views: 19873

Re: Friday Facts #395 - Generic interrupts and Train stop priority

Great stuff. I hope that you can improve the existing train tutorials, because that will really be needed. Even with just the chain signals, the current tutorial feels a bit short. You could accidentally beat it, or beat it without really internalizing the meaning, and even right now it would need a...
by MEOWMI
Fri Jan 19, 2024 2:35 pm
Forum: News
Topic: Friday Facts #394 - Assembler flipping and circuit control
Replies: 134
Views: 24141

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

The entity flipping and assembler circuitry are amazing. I think you demonstrate well just how worthwhile it is in the long run to focus on doing things properly.

Also, I think you've made the right decision with regards to the inserter naming.
by MEOWMI
Wed Jan 10, 2024 1:38 am
Forum: General discussion
Topic: Landmines, the underestimated weapon against Biters
Replies: 8
Views: 2280

Re: Landmines, the underestimated weapon against Biters

The sole fact, that I saw speedrunners highly utilize mines for deathworld runs, has made me see how absurdly strong they are. I didn't even know they were this cheap! They're even amazing offensively! Heck, they're even amazing when placed in mass next to nests!
by MEOWMI
Fri Jan 05, 2024 4:19 pm
Forum: News
Topic: Friday Facts #392 - Parametrised blueprints
Replies: 134
Views: 27251

Re: Friday Facts #392 - Parametrised blueprints

The only thing that confuses me at first glance is the "Value" and "Ingredient of" fields. It's not quite clear what they refer to, but I'm sure you could get used to it quickly.
by MEOWMI
Sat Dec 30, 2023 1:11 pm
Forum: Gameplay Help
Topic: Worker robot speed (Is the research tree correct?)
Replies: 9
Views: 1116

Re: Worker robot speed (Is the research tree correct?)

Somewhat relevant, but the logistics chests research also requires no purple science while requiring yellow science, and it is also robotics related. That's why in my mind, yellow science is always related to robotics (even aside from the fact that it uses a robot frame in the recipe).
by MEOWMI
Wed Dec 20, 2023 9:20 am
Forum: Ideas and Requests For Mods
Topic: [REQUEST] Per-spawner evolution
Replies: 16
Views: 3422

Re: [REQUEST] Per-spawner evolution

If you can detect when attacks are triggered (maybe like a wave as a whole, that shouldn't be very expensive), you could perhaps use that as a measurement of local pollution absorption, and thus local evolution.
by MEOWMI
Sun Dec 17, 2023 1:31 pm
Forum: Implemented in 2.0
Topic: Spidertron Group
Replies: 15
Views: 2802

Re: Spidertron Group

I guess it makes sense. The difficulty, is that you would require almost RTS game controls in addition to having Factorio's game controls. Very difficult to create well, while giving a small return. Remember, the controls have to still remain intuitive and simple. I'm kind of OK with the current sta...
by MEOWMI
Sun Dec 17, 2023 9:10 am
Forum: Outdated/Not implemented
Topic: Diminishing returns on parallel research
Replies: 12
Views: 1697

Re: Diminishing returns on parallel research

I do not think this is a good idea for balancing the "new players researching things faster than they can go through them" phenomenon. Also, don't punish players needlessly just because they can go fast. I would even argue, that reseraching too fast is also one of Factorio's logistical cha...

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