Search found 16 matches

by BlacKcuD
Fri Feb 23, 2024 12:08 pm
Forum: News
Topic: Friday Facts #399 - Trash to Treasure
Replies: 289
Views: 31419

Re: Friday Facts #399 - Trash to Treasure

The hype is real. This will be one of the few games I will preorder without hesitation.
by BlacKcuD
Fri Jan 12, 2024 12:10 pm
Forum: News
Topic: Friday Facts #393 - Putting things on top of other things
Replies: 227
Views: 43326

Re: Friday Facts #393 - Putting things on top of other things

RPI Filter Inserters. That is a great change.
by BlacKcuD
Fri Jan 05, 2024 12:22 pm
Forum: News
Topic: Friday Facts #392 - Parametrised blueprints
Replies: 131
Views: 22892

Re: Friday Facts #392 - Parametrised blueprints

As always, I read the FFF during my lunch break and immediately wet my pants.
by BlacKcuD
Fri Dec 15, 2023 2:10 pm
Forum: News
Topic: Friday Facts #389 - Train control improvements
Replies: 151
Views: 24452

Re: Friday Facts #389 - Train control improvements

This is completely nuts and I can´t even express how fakking awesome this all reads. I have run megabases with LTN with friends for years and this sounds so much better.
by BlacKcuD
Fri Sep 15, 2023 12:52 pm
Forum: News
Topic: Friday Facts #376 - Research and Technology
Replies: 364
Views: 53152

Re: Friday Facts #376 - Research and Technology

This sounds and reads amazing. This will be a day 1 buy for sure.
by BlacKcuD
Fri Sep 08, 2023 11:14 am
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 798
Views: 120531

Re: Friday Facts #375 - Quality

That is unexpected but awesome. It adds a nice new layer to endgame production and allows you to go crazy.
by BlacKcuD
Fri Aug 25, 2023 11:25 am
Forum: News
Topic: Friday Facts #373 - Factorio: Space Age
Replies: 267
Views: 66540

Re: Friday Facts #373 - Factorio: Space Age

omg omg omg omg omg omg hypeeeeeeeeeeeeeeeeeeeeeee
by BlacKcuD
Mon May 02, 2022 2:16 pm
Forum: Releases
Topic: Version 1.1.58
Replies: 19
Views: 15263

Re: Version 1.1.58

What was the reasoning behind the red flash change?
by BlacKcuD
Fri Jun 18, 2021 10:42 am
Forum: News
Topic: Friday Facts #366 - The only way to go fast, is to go well!
Replies: 100
Views: 67452

Re: Friday Facts #366 - The only way to go fast, is to go well!

No matter if you only plan to start learning to code someday or if you are a senior IT person with years of job experience: Uncle Bob can teach you something.

If you didn't watch these videos before or haven't even heard of Uncle Bob before: DO IT NOW!
by BlacKcuD
Thu Jun 07, 2018 7:44 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.48]Holding blueprint causes UPS drop
Replies: 16
Views: 8176

Re: [0.16.48]Holding blueprint causes UPS drop

Confirmed. FPS drops seem to be worse, the more complex cables/circuit stuff is in the blueprint. Rolling back until fixed :(
by BlacKcuD
Thu Jun 07, 2018 7:43 pm
Forum: Releases
Topic: Version 0.16.48
Replies: 16
Views: 13379

Re: Version 0.16.48

Holding a blueprint in my cursor since this update and FPS/UPS drops like a stone down a deep deep deep deep deep well. (From 60 to 13). Q key to release blueprint from cursor fixes UPS. Update is possible cause? This confirmed. The more wires the blueprint has, the less fps do we get. A blueprint ...
by BlacKcuD
Sat May 26, 2018 3:28 pm
Forum: Logistic Train Network
Topic: Stations & other LTN based designs
Replies: 229
Views: 260350

Re: Stations & other LTN based designs

Description & Information contains information about signals, how thresholds work and a demo save https://forums.factorio.com/viewtopic.php?f=214&t=51072 I constantly update descriptions and blueprints for my stations found from this thread https://forums.factorio.com/viewtopic.php?f=214&am...
by BlacKcuD
Thu May 24, 2018 11:02 pm
Forum: Logistic Train Network
Topic: Stations & other LTN based designs
Replies: 229
Views: 260350

Re: Stations & other LTN based designs

Are there any more recent tutorials on how to use LTN?
by BlacKcuD
Sun Mar 06, 2016 9:26 am
Forum: Modding help
Topic: setting up a tab for all recipes in your mod
Replies: 1
Views: 1093

Re: setting up a tab for all recipes in your mod

I don't know, but maybe try downloading one of the bigger mods which have their own tabs and look at their code?
by BlacKcuD
Sat Mar 05, 2016 3:43 pm
Forum: Modding help
Topic: How to: Turret Range Upgrades
Replies: 8
Views: 3545

Re: How to: Turret Range Upgrades

orzelek wrote:There is no possibility currently to create a technology modifying turret range (Among other things like armor, hp etc.).

Only way for now is to add more versions of the turret with better stats.
OK, thank you. Why is that exactly? Are the values read only?
by BlacKcuD
Sat Mar 05, 2016 3:53 am
Forum: Modding help
Topic: How to: Turret Range Upgrades
Replies: 8
Views: 3545

How to: Turret Range Upgrades

Hi, I am trying to create a technology which increases the range of Laser Turrets. Can anyone help me out with finding the correct types which I need to modify for gun turrets and laser turrets? I was searching through the wiki, but didn't find what I was looking for. { type = "technology"...

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