Search found 196 matches
- Fri Oct 09, 2020 6:48 pm
- Forum: News
- Topic: Friday Facts #360 - 1.0 is here!
- Replies: 210
- Views: 115793
Re: Friday Facts #360 - 1.0 is here!
Sorry, this comment won't have any valuable content. I'm just having 1.5-month FFF withdrawal :? You already know about the Alternative Friday Factorio Fan Facts? https://alt-f4.blog/ Yeah, I do. It's like "non-alcoholic vodka" (Slav joke - basically a water under label you desire) Edit: ...
- Fri Oct 02, 2020 4:03 pm
- Forum: News
- Topic: Friday Facts #360 - 1.0 is here!
- Replies: 210
- Views: 115793
Re: Friday Facts #360 - 1.0 is here!
Sorry, this comment won't have any valuable content.
I'm just having 1.5-month FFF withdrawal
I'm just having 1.5-month FFF withdrawal
- Fri Aug 14, 2020 11:18 am
- Forum: News
- Topic: Friday Facts #360 - 1.0 is here!
- Replies: 210
- Views: 115793
Re: Friday Facts #360 - 1.0 is here!
Woohoo! Can't believe it! Congrats! Warning: just another Factorio-related personal story ahead: Myself, havent played for...um... 4,5 years... (there were reasons) But haven't skipped any single FFF! I'll miss them. In fact, I already do. All these years I even had a feeling I never ceased playing,...
- Fri Jul 24, 2020 3:45 pm
- Forum: News
- Topic: Friday Facts #357 - Nuke
- Replies: 96
- Views: 48966
Re: Friday Facts #357 - Nuke
The nuke explosion... It is simply... spectacular. Brilliant job.
- Fri Jul 10, 2020 12:15 pm
- Forum: News
- Topic: Friday Facts #355 - High resolution updates
- Replies: 27
- Views: 16882
Re: Friday Facts #355 - High resolution updates
Oil puddle could really have some animation. Maybe some bubbles? It isn't very repeatative object in game, so it would be acceptable, I suppose.
Also: Landmine remnants? Really? Shouldn't they end up shattered and scattered over the area?
Also: Landmine remnants? Really? Shouldn't they end up shattered and scattered over the area?
- Mon Jun 15, 2020 4:21 am
- Forum: News
- Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
- Replies: 199
- Views: 81618
Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Both news are just perfect.
- Mon May 25, 2020 6:27 am
- Forum: News
- Topic: Friday Facts #348 - The final GUI update
- Replies: 143
- Views: 59393
Re: Friday Facts #348 - The final GUI update
So finally I decided to put my foot down, call it good enough and say no to the constant stream of changes. Fair enough. In my native language there is a proverb: "Better is a foe to good". It means, you always can do better, but at some point it becomes wasteful usage of resources (inclu...
- Sat May 09, 2020 12:55 pm
- Forum: News
- Topic: Friday Facts #346 - He who does nothing, breaks nothing
- Replies: 47
- Views: 22737
Re: Friday Facts #346 - He who does nothing, breaks nothing
Well, now movement looks so natural, that bushes not being squished by car look somewhat out of place...)
- Fri Apr 17, 2020 10:15 pm
- Forum: News
- Topic: Friday Facts #343 - Environmental particle effects
- Replies: 51
- Views: 23734
Re: Friday Facts #343 - Environmental particle effects
There shouldn't be decoratives on paths/concrete in the first place. Placing down tiles should automatically pave over them. It's one reason why I turn them off altogether +1. At times like this, I wish there was just "thumb's up" button, 'cause posts like this one up to this paragraph fe...
- Mon Mar 23, 2020 6:50 am
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 99540
Re: Friday Facts #339 - Beacon HR + Redesign process
New design is cool, however I don't feel good about bottom "lightnings". To me, as an engineer electro-mechanist, they look... dangerous. Like something went wrong with insulation and it now discharges onto surrounding, and about to explode. This is not healthy machine design. I'd rather m...
- Fri Mar 13, 2020 7:57 pm
- Forum: News
- Topic: Friday Facts #338 - The (real) Character GUI
- Replies: 89
- Views: 56329
Re: Friday Facts #338 - The (real) Character GUI
We will (...) try to get everything at a consistent level of quality for 1.0. That sounds fair, until you remember... well forgive me for heresy... Rimworld "1.0+" GUI! Well, it is consistent indeed. It is awfully terrible all over : ) Once again, it's NOT about Factorio at any means, but...
- Sat Mar 07, 2020 2:31 pm
- Forum: News
- Topic: Friday Facts #337 - Statistics GUI and Mod Debugger
- Replies: 74
- Views: 32580
Re: Friday Facts #337 - Statistics GUI and Mod Debugger
Seeing the new statistics windows for electricity, I was suprised to see the same figure in satisfaction (100%=37.8GW) and production (37.8GW = 95%?) with different bar widths — but obviously one is "37.8GW satisfied out of 37.8GW requested" while the other is "37.8GW used out of a m...
- Fri Jan 24, 2020 7:04 pm
- Forum: News
- Topic: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
- Replies: 142
- Views: 69787
Re: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
Campaign cancelled That's... unexpected... and disturbing. I mean, campaign was always there, providing some different experience, despite being inconsistent, and now loosing something feels worse than not ever having it at all. Thinking about games' campaigns in general, many of them do not duplic...
- Sat Jan 11, 2020 5:22 pm
- Forum: News
- Topic: Friday Facts #329 - Campaign reassessment
- Replies: 78
- Views: 36773
Re: Friday Facts #329 - Campaign reassessment
IMO: Way campaign should go is determined by two factors: level finishing estimated time and quantity of levels in campaign. If level is long enough - you should go with new-level-new-map approach. If campaign is quite long - continuous rebuilding will be boring (since you will quickly run out of &q...
- Sat Dec 28, 2019 9:38 am
- Forum: News
- Topic: Friday Facts #327 - 2020 Vision
- Replies: 128
- Views: 58071
Re: Friday Facts #327 - 2020 Vision
2kk congrats!
- Fri Dec 20, 2019 4:16 pm
- Forum: News
- Topic: Friday Facts #326 - Particle emitter & Data cache
- Replies: 42
- Views: 22150
Re: Friday Facts #326 - Particle emitter & Data cache
It looks quite weird that all the blood drops in water in just 2 waves... (It isn't so obvious when hitting ground) It's WIP, I suppose though : )
- Fri Dec 13, 2019 5:54 pm
- Forum: News
- Topic: Friday Facts #325 - New Explosions and Particles
- Replies: 54
- Views: 26479
Re: Friday Facts #325 - New Explosions and Particles
I feel it'd be more natural to spawn spray of blood particles for dying WORMS from it's maw. I believe it is not very hard, because death animation is somewhat fixed, thus one can define particle spawn point and direction (or average direction) just based on entity rotation and timing synchronized w...
- Sat Oct 26, 2019 10:07 am
- Forum: News
- Topic: Friday Facts #318 - New Tooltips
- Replies: 118
- Views: 51469
Re: Friday Facts #318 - New Tooltips
I think, "outputted item" tooltip should not appear on default. Make it pop up, say, on holding shift (adding "hold shift to..." tip on main tooltip). Would result in more efficient screen space, IMO.
PS. +1 to belt batching idea suggested above
PS. +1 to belt batching idea suggested above
- Sat Sep 28, 2019 8:04 am
- Forum: News
- Topic: Friday Facts #314 - 0.17 stable
- Replies: 105
- Views: 51716
Re: Friday Facts #314 - 0.17 stable
Speaking of low- and high- level WoW areas: it would be interesting to make biters' difficulty to rise from starting area outwards. This would mean certain things - biter evolution may be taken away, 'cause it will be faced directly by progressing through map, instead of "pollution produced&quo...
- Sat Sep 14, 2019 7:15 am
- Forum: News
- Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
- Replies: 144
- Views: 70087
Re: Friday Facts #312 - Fluid mixing saga & Landfill terrain
Maybe locking underground pipes in pairs would work? I.e., building in pairs and removing in pairs. No rotating, but suddenly allowing the thing which we do with different tier belt, when you can de-facto run 3 belts through 1-tile width. Although it'd make more sense to use gravel-like texture for ...