Search found 17 matches

by Keks
Sat Apr 21, 2018 5:07 pm
Forum: News
Topic: Friday Facts #239 - PAX East report
Replies: 20
Views: 14305

Re: Friday Facts #239 - PAX East report

Now I only need to know where to get the Factorio hoodie Klonan is wearing on one of the photos. :-) Yes! This was also my first thought when I read this. It's for developers only, either become a dev or kill one. oh, nevermind . It's valuable because it's exclusive. guess I'll have to lurk in big ...
by Keks
Sat Feb 17, 2018 8:12 pm
Forum: News
Topic: Friday Facts #230 - Engine modernisation
Replies: 81
Views: 45093

Re: Friday Facts #230 - Engine modernisation

but no DX10 support means no Vista support too. XP support went together with 32bit support. As far as I know DX11 is available also for Vista. But I wouldn't mind dropping Vista altogether :) and then someone will come to the forum telling all of us how he/she dropped Vista because Factorio wasn't...
by Keks
Fri Oct 20, 2017 10:05 pm
Forum: News
Topic: Friday Facts #213 - The little things 2
Replies: 55
Views: 24113

Re: Friday Facts #213 - The little things 2

regarding requester chest amounts: I would prefer Nexelas solution to the problem: pasting to a requester chest adds the required materials to the already existing requests multiplied by a factor you choose yourself in the mod options. especially with the new buffer chest I see absolutely no reason ...
by Keks
Sun Sep 17, 2017 5:28 pm
Forum: News
Topic: Friday Facts #208 - Tips and tricks improvement
Replies: 58
Views: 24874

Re: Friday Facts #208 - Tips and tricks improvement

Our loading screen is sub 3 seconds though in 0.16 - you wouldn't be able to read anything :D For the intiial loading screen, leave the tip up below the main menu. For loading into a game, add a "Ready" button to dismiss the tip and unpause the game. don't pause the game while the tips ar...
by Keks
Tue Aug 22, 2017 9:27 am
Forum: News
Topic: Friday Facts #203 - Logistic buffer chest
Replies: 152
Views: 66446

Re: Friday Facts #203 - Logistic buffer chest

That is a great idea, but there is a active provider chest too, and what would do that? (it is not in the scheme) Active providers push all items in them to other chests (with the priority system, of course). So they are used sometimes in, for example, bot-based train unloading systems where they w...
by Keks
Sat Aug 12, 2017 9:37 am
Forum: News
Topic: Friday Facts #203 - Logistic buffer chest
Replies: 152
Views: 66446

Re: Factorio Friday Friday Facts #203 - Logistic buffer chest

after having slept over the initial excitement I do have a small request could we get presets for the Buffer chests ? There would be 3 choices: default 1, 2 and 3 + individual requests. We set the desired amounts then save as default 1, in the future any buffer chest placed down would start with the...
by Keks
Fri Aug 11, 2017 9:24 pm
Forum: News
Topic: Friday Facts #203 - Logistic buffer chest
Replies: 152
Views: 66446

Re: Factorio Friday Friday Facts #203 - Logistic buffer chest

Buffer chest yay, always thought it's just me who would like something like that. Otherwise I figured there would have to be a very simple circuit solution and was to lazy to look into it it's just a minor issue anyway but I think that's what makes Factorio so much fun you never stop improving thing...
by Keks
Fri Apr 21, 2017 6:31 pm
Forum: News
Topic: Friday Facts #187 - Space science & 0.15 graphics
Replies: 362
Views: 139088

Re: Friday Facts #187 - Space science & 0.15 graphics

<(''.<) <('.')> (>.'')>
\(''.\) \('.')/ (/.'')/

:D
by Keks
Sat Mar 25, 2017 6:41 pm
Forum: News
Topic: Friday Facts #183 - Aiming for the release date
Replies: 145
Views: 68218

Re: Friday Facts #183 - Aiming for the release date

Strategic Zoom!! You are just sooo awesome!!
by Keks
Sat Oct 15, 2016 8:11 pm
Forum: News
Topic: Friday Facts #160 - Playtesting
Replies: 270
Views: 113519

Re: Friday Facts #160 - Playtesting

+we should be able to copy and paste from a factory to an inserter and it should set the filter to the same good as being produced by the factory I thought you could already do that, or maybe only to request container (which has same effect)? Every time I've tried it, it doesn't do anything. To req...
by Keks
Fri Oct 14, 2016 11:27 pm
Forum: News
Topic: Friday Facts #160 - Playtesting
Replies: 270
Views: 113519

Re: Friday Facts #160 - Playtesting

someone said that with victory chests removed we Need some method to protect vast Rail Networks; I agree. so how about creating a crane Item to be put into vehicle Grids (or maybe a special Wagon type with a crane Sprite) so that Passing Trains can replace destroyed Structures if they have them avai...
by Keks
Sun Jun 26, 2016 7:33 pm
Forum: News
Topic: Friday Facts #144 - The gfx report
Replies: 99
Views: 49058

Re: Friday Facts #144 - The gfx report

According to the translation strings, there will be possible to change color of locomotive from the gui. Each train with the different color :) If true, that would be awesome!! Then I could see which train it is at a glance without opening the GUI! :D http://i.imgur.com/c2AyHT3.png is it possible t...
by Keks
Sun Feb 14, 2016 7:10 pm
Forum: News
Topic: Friday Facts #125 - Achievements
Replies: 119
Views: 88375

Re: Friday Facts #125 - Achievements

don't worry about adding to many Achievements that require starting from scratch. during this Alpha we (or at least "I") did that pretty much every time you released a new major patch and or killed some of the mods I was using if I didn't have that motivation I might have dropped it after ...
by Keks
Sat Jan 30, 2016 5:46 pm
Forum: News
Topic: Friday Facts #123 - Better circuit network (Part 2)
Replies: 102
Views: 73712

Re: Friday Facts #123 - Better circuit network (Part 2)

Am I understanding correctly, that every single entity that we want to have a circuit condition is going to need its own circuit network condition writer? For example, if I have 32 red circuit factories that I only want working on a single network condition, I will also need 32 writers next to each...
by Keks
Sun Nov 01, 2015 6:16 pm
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 178996

Re: [0.12.x] RSO Discussion thread

does bob's mod spawn it's own biters?

because if it does isn't it exactly what you want to disable RSO biter spawns? Have you tried it out?
by Keks
Fri Oct 16, 2015 5:00 pm
Forum: Mods
Topic: [MOD 0.12.21] Wind Turbine
Replies: 32
Views: 61982

Re: [MOD 0.12.x] Wind Turbine

would it be possible, not extreme Lag causing and not a total pain for you to code: change the momentary output for turbines that are far away (since wind conditions differ over distance ;)) Increase yield near Water maybe create a version to place on water or one that can only be placed the way off...
by Keks
Sun Sep 27, 2015 2:01 pm
Forum: News
Topic: Friday Facts #104 - Deadlines ahead
Replies: 63
Views: 47009

Re: Friday Facts #104 - Deadlines ahead

I like this Icon Image

ps: we need Slime monsters in Factorio

keep up the good work

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