Search found 17 matches
- Sat Apr 21, 2018 5:07 pm
- Forum: News
- Topic: Friday Facts #239 - PAX East report
- Replies: 20
- Views: 14309
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 ...
- Sat Feb 17, 2018 8:12 pm
- Forum: News
- Topic: Friday Facts #230 - Engine modernisation
- Replies: 81
- Views: 45125
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...
- Fri Oct 20, 2017 10:05 pm
- Forum: News
- Topic: Friday Facts #213 - The little things 2
- Replies: 55
- Views: 24137
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 ...
- Sun Sep 17, 2017 5:28 pm
- Forum: News
- Topic: Friday Facts #208 - Tips and tricks improvement
- Replies: 58
- Views: 24889
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...
- Tue Aug 22, 2017 9:27 am
- Forum: News
- Topic: Friday Facts #203 - Logistic buffer chest
- Replies: 152
- Views: 66561
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...
- Sat Aug 12, 2017 9:37 am
- Forum: News
- Topic: Friday Facts #203 - Logistic buffer chest
- Replies: 152
- Views: 66561
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...
- Fri Aug 11, 2017 9:24 pm
- Forum: News
- Topic: Friday Facts #203 - Logistic buffer chest
- Replies: 152
- Views: 66561
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...
- Fri Apr 21, 2017 6:31 pm
- Forum: News
- Topic: Friday Facts #187 - Space science & 0.15 graphics
- Replies: 362
- Views: 139146
Re: Friday Facts #187 - Space science & 0.15 graphics
<(''.<) <('.')> (>.'')>
\(''.\) \('.')/ (/.'')/
\(''.\) \('.')/ (/.'')/
- Sat Mar 25, 2017 6:41 pm
- Forum: News
- Topic: Friday Facts #183 - Aiming for the release date
- Replies: 145
- Views: 68240
Re: Friday Facts #183 - Aiming for the release date
Strategic Zoom!! You are just sooo awesome!!
- Sat Oct 15, 2016 8:11 pm
- Forum: News
- Topic: Friday Facts #160 - Playtesting
- Replies: 270
- Views: 113582
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...
- Fri Oct 14, 2016 11:27 pm
- Forum: News
- Topic: Friday Facts #160 - Playtesting
- Replies: 270
- Views: 113582
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...
- Sun Jun 26, 2016 7:33 pm
- Forum: News
- Topic: Friday Facts #144 - The gfx report
- Replies: 99
- Views: 49093
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...
- Sun Feb 14, 2016 7:10 pm
- Forum: News
- Topic: Friday Facts #125 - Achievements
- Replies: 119
- Views: 88389
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 ...
- Sat Jan 30, 2016 5:46 pm
- Forum: News
- Topic: Friday Facts #123 - Better circuit network (Part 2)
- Replies: 102
- Views: 73720
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...
- Sun Nov 01, 2015 6:16 pm
- Forum: Resource Spawner Overhaul
- Topic: [0.12.x] RSO Discussion thread
- Replies: 458
- Views: 179042
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?
because if it does isn't it exactly what you want to disable RSO biter spawns? Have you tried it out?
- Fri Oct 16, 2015 5:00 pm
- Forum: Mods
- Topic: [MOD 0.12.21] Wind Turbine
- Replies: 32
- Views: 61988
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...
- Sun Sep 27, 2015 2:01 pm
- Forum: News
- Topic: Friday Facts #104 - Deadlines ahead
- Replies: 63
- Views: 47023
Re: Friday Facts #104 - Deadlines ahead
I like this Icon
ps: we need Slime monsters in Factorio
keep up the good work
ps: we need Slime monsters in Factorio
keep up the good work