Search found 406 matches

by DanGio
Tue Jun 30, 2026 10:33 am
Forum: News
Topic: Friday Facts #444 - 2.1 Experimental release
Replies: 66
Views: 10670

Re: Friday Facts #444 - 2.1 Experimental release

Dear Factorio devs, what a truly outstanding achievement. Even after, like, 12 years of playing this game, I still haven't found a game that will replace Factorio on the top of my podium of life's greatest hobbies. It is a gem and it deserved 100% the time you spent polishing it. Congratulations and ...
by DanGio
Tue Jun 30, 2026 10:25 am
Forum: Ideas and Suggestions
Topic: Gates across arbitrary rail segments
Replies: 3
Views: 1838

Re: Gates across arbitrary rail segments

One of the last missing QoL features, for me, would be to allow gate placing on more rails. Diagonal, half diagonal... and even curved rails, if that's feasible. +1
by DanGio
Fri Jun 05, 2026 9:58 am
Forum: News
Topic: Friday Facts #440 - 2.1 plan
Replies: 75
Views: 20538

Re: Friday Facts #440 - 2.1 plan

This is perfect, can't wait to try the *final Factorio*. Congrats and thanks a lot for this wonderful game.
by DanGio
Fri Aug 29, 2025 1:15 pm
Forum: Balancing
Topic: improve artillery damage
Replies: 19
Views: 9571

Re: improve artillery damage

Sorry for necroing, I just want to support this because IMO, getting the Nauvis spawner problem solved with artillery is already challenging enough without the damage tech. You all know but let's sum up : you need to
- get to Vulcanus,
- automate everything, notably metallurgic science pack ...
by DanGio
Wed Aug 13, 2025 9:01 am
Forum: Releases
Topic: Version 2.0.45
Replies: 246
Views: 150487

Re: Version 2.0.45


I think you are correct, but there are also some dedicated players that spend time trying to organize a consistent leaderboaord, write clear ruleset and make sure people haven't cheated their run, so there is kind of factorio speedrun police x) When i mentionned contacting an admin at speedrun.com ...
by DanGio
Tue Aug 12, 2025 3:46 pm
Forum: Releases
Topic: Version 2.0.45
Replies: 246
Views: 150487

Re: Version 2.0.45

I hope moderators will forgive me for Showing my creations in this release post but I think it illustrates my previous post. I did a Reach Fulgora run in february. https://www.youtube.com/watch?v=scgUI4fMTPg

If anyone's interested to beat me, I think it's doable with very few practice, because I ...
by DanGio
Tue Aug 12, 2025 3:24 pm
Forum: Releases
Topic: Version 2.0.45
Replies: 246
Views: 150487

Re: Version 2.0.45

How misunderstood is the Factorio speedrun community :) I don't know if this is the case for many games, because I'm not involved in any other community.

The categories you see on speedrun.com aren’t decided in advance by a groupe of priviliged people, like a Factorio Speedrun Police ;) . You can ...
by DanGio
Thu Jul 10, 2025 1:15 pm
Forum: Ideas and Suggestions
Topic: [UI] Recipe change misclick opens Factoriopedia
Replies: 2
Views: 660

[UI] Recipe change misclick opens Factoriopedia

Misclicking the recipe change button opens Factoriopedia page of current recipe. In the exemple below, clicking on red X mark opens Advanced oil processing Factoriopedia page.
uirequestrecipechange.png

I think it shouldn't open the Factoriopedia page, it is unexpected and creates a 1 second "What ...
by DanGio
Sat Sep 28, 2024 10:48 pm
Forum: News
Topic: Friday Facts #430 - Drowning in Fluids
Replies: 320
Views: 148276

Re: Friday Facts #430 - Drowning in Fluids

As others stated, the first video seems a bit weird.

09-29-2024, 00-43-55.png

I understand that the problem here is the bottom left pipe network area which we don't fully see and is too big. But why is the blinking so close to the pump on the right ? Won't this new system entice noobs to place ...
by DanGio
Fri Jul 19, 2024 12:58 pm
Forum: News
Topic: Friday Facts #420 - Fusion Reactor
Replies: 108
Views: 59359

Re: Friday Facts #420 - Fusion Reactor

I'm glad you made the choice of complex setups instead of just 1 powerful entity, it is truly the spirit of Factorio.
by DanGio
Mon May 06, 2024 8:22 am
Forum: News
Topic: Friday Facts #409 - Diminishing beacons
Replies: 180
Views: 88299

Re: Friday Facts #409 - Diminishing beacons

Congratz, seems really good to me. Combined with quality and productivity research, I think it'll make a nice smooth curve from start to big base.
by DanGio
Fri Apr 19, 2024 3:41 pm
Forum: News
Topic: Friday Facts #407 - Automating a soundtrack
Replies: 60
Views: 29189

Re: Friday Facts #407 - Automating a soundtrack

This concerns today's and past week FFFs.

1. If Verdi's Dies Irae was included in the Factorio Nauvis playlist, players would be distracted. No matter if you set the volume of the track to 2%. They would be VERY distracted the first time they hear it, and then a little less, but always a little ...
by DanGio
Fri Mar 01, 2024 8:53 pm
Forum: News
Topic: Friday Facts #400 - Chart search and Pins
Replies: 73
Views: 49336

Re: Friday Facts #400 - Chart search and Pins

Great !

There's two things I'd like to see in the final version :
- Being able to reorder pins list by mousedragging. I'm the kind who deletes all the pins to redo them in the right order... :oops:
- Getting the circuit network speaker alerts a proper grouping like other alerts : same icon > same ...
by DanGio
Fri Feb 16, 2024 2:22 pm
Forum: News
Topic: Friday Facts #398 - Fulgora
Replies: 114
Views: 67816

Re: Friday Facts #398 - Fulgora

Thanks for this update, really nice work, love the narrative. Building a nice and tidy safe space on Fulgora is definitely sometinhg i'm looking into, so that I can watch nature go crazy while sipping a good mug of coffee
by DanGio
Fri Feb 02, 2024 12:20 pm
Forum: News
Topic: Friday Facts #396 - Sound improvements in 2.0
Replies: 98
Views: 44026

Re: Friday Facts #396 - Sound improvements in 2.0

Cool !

The water sound seems a bit loud and over demonstrative.

I'm hyped about this new Vulcanus ambient sound, it's a bit sad that we can't hear it today tho :)
by DanGio
Fri Jan 19, 2024 8:23 pm
Forum: News
Topic: Friday Facts #394 - Assembler flipping and circuit control
Replies: 134
Views: 71333

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

Great FFF.

1 : Maybe you could rename the stack inserter into bulk inserter right away in the next 1.1 release, to let people get used to it ?

2 :
Regarding the Stack inserter and Bulk inserter name FLIP, :geek: you better do something about "inserter stack size bonus", "override stack size" and ...
by DanGio
Sat Jan 13, 2024 3:24 pm
Forum: News
Topic: Friday Facts #393 - Putting things on top of other things
Replies: 235
Views: 139289

Re: Green Belt visual ideas

gmfCoding wrote: Sat Jan 13, 2024 2:31 pm Obviously I haven't seen the green belts in game yet but here is a few ideas that probably don't have potential:
Enclosed Belts:
Blurry Items:
In any case, these ideas aren't common, plus there's a graphic render attached... Great 1st post :)
by DanGio
Fri Jan 12, 2024 8:10 pm
Forum: News
Topic: Friday Facts #393 - Putting things on top of other things
Replies: 235
Views: 139289

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

Ah, once again, 2 epilepsy points.

I'm actually epileptic I find annoying to see people making their point using this condition. Can't you just say "I dislike it" ?

The animation showed today won't trigger anything. If Wube released some real epilepsy triggering graphics and ignored players ...
by DanGio
Sat Jan 06, 2024 10:49 am
Forum: News
Topic: Friday Facts #392 - Parametrised blueprints
Replies: 145
Views: 98242

Re: Friday Facts #392 - Parametrised blueprints

Thanks for sharing this ! IMO, it's a really nice to have feature for cleaning my train book. That's about it. I mean, I already have several robomalls blueprint that carry a special feature (like iron stick assembler to avoid carrying those by bots) so they're not replaceable by a generic one ...
by DanGio
Mon Dec 25, 2023 9:09 am
Forum: News
Topic: Friday Facts #389 - Train control improvements
Replies: 153
Views: 77592

Re: Friday Facts #389 - Train control improvements

Merry Christmas!

I gave it some thought, and I think this group assignment interface :

group.png

should be :
"Group :" and next to it, a drop-down menu (the light gray one that is already present in the game), where the last option is "create new group". It may be not the solution you want ...

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