Search found 403 matches

by DanGio
Fri Aug 29, 2025 1:15 pm
Forum: Balancing
Topic: improve artillery damage
Replies: 17
Views: 4368

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: 237
Views: 80816

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: 237
Views: 80816

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: 237
Views: 80816

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: 257

[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: 90093

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: 40737

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: 62348

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: 20961

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: 29578

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: 49836

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: 31189

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: 51315

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: 104787

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: 104787

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: 69648

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: 55129

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 ...
by DanGio
Fri Dec 15, 2023 12:44 pm
Forum: News
Topic: Friday Facts #389 - Train control improvements
Replies: 153
Views: 55129

Re: Friday Facts #389 - Train control improvements

Great ! In general I'm all about having the fewest blueprints possible (but the more versatile ones possible), so getting a simple solution to merge all different ores into 1 blueprint is great.

I encountered the reservation problem once or twice, but found a workaround with trains waiting at their ...
by DanGio
Fri Dec 01, 2023 10:16 pm
Forum: News
Topic: Friday Facts #387 - Swimming in lava
Replies: 172
Views: 77357

Re: Friday Facts #387 - Swimming in lava

Whoa, great work, great FFF...

I don't know how finished the fluids aspects are, but I think molten copper and lava should look more different.
I also wonder if the molten metals "fluids" will get a thicker, slower spread in pipes. All the time i encountered molten metals in mods I thought they ...
by DanGio
Sat Nov 11, 2023 12:29 pm
Forum: News
Topic: Friday Facts #384 - Combinators 2.0
Replies: 334
Views: 124813

Re: Friday Facts #384 - Combinators 2.0


I find it weird you chose to use the selector combinator to "select" the stack size or rocket capacity of item signals. It does not seem like the kind of procedure that needs a dedicated operation inside a combinator. You could have added these options as a new radio button next to the "1" and ...

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