Search found 52 matches
- Sun Dec 08, 2024 6:49 pm
- Forum: Ideas and Suggestions
- Topic: [2.0.23] Improve newly made trains behavior at the stations
- Replies: 0
- Views: 60
[2.0.23] Improve newly made trains behavior at the stations
What? 1) Train built on the station (manually or remotely) should count as having stopped at that station, with the station becoming occupied (you can manually build a train on any station, set it's train limit to 1 and see on the map that it's not recognized as occupied -- the station tag text sta...
- Fri Oct 04, 2024 2:16 pm
- Forum: News
- Topic: Friday Facts #431 - Gleba & Captivity
- Replies: 158
- Views: 35423
Re: Friday Facts #431 - Gleba & Captivity
*sees the flying machine inject itself into a spawner*
"...Are we the baddies?"
Gotta say, the spawner capture mechanic looks disturbing (in a good way). It's as if our engineer originates from Stroggos from Quake 2
"...Are we the baddies?"
Gotta say, the spawner capture mechanic looks disturbing (in a good way). It's as if our engineer originates from Stroggos from Quake 2
- Fri Aug 16, 2024 3:56 pm
- Forum: News
- Topic: Friday Facts #424 - Gleba Pentapod Enemies
- Replies: 205
- Views: 39772
Re: Friday Facts #424 - Gleba Pentapod Enemies
OK, now I have another reason to shift Gleba in my planet visiting order list to the bottom.
Also, a rocket turret getting unlocked on Gleba? Hwat?
Also, a rocket turret getting unlocked on Gleba? Hwat?
- Fri Jun 21, 2024 4:47 pm
- Forum: News
- Topic: Friday Facts #416 - Fluids 2.0
- Replies: 464
- Views: 81425
Re: Friday Facts #416 - Fluids 2.0
The best word to summarize my thoughts on this FFF would be: FINALLY It's reassuring to see developers understand that the core objective of any game ever developed is to be FUN . There's no point for me to play a game when it's not fun (there's many more opportunities for me to not have fun, and th...
- Sun Jun 16, 2024 5:45 am
- Forum: News
- Topic: Friday Facts #414 - Spoils of Agriculture
- Replies: 397
- Views: 65103
Re: Friday Facts #414 - Spoils of Agriculture
First of all, the spoiling mechanic of organic products looks credible to me, but at the same time it's the kind of stuff I'd prefer to be forced to deal with only on Gleba. I can't see spoilable science packs as anything but a nuisance, a detriment even, to a perfect game. I mean it's bad enough th...
- Fri Apr 12, 2024 4:25 pm
- Forum: News
- Topic: Friday Facts #406 - Space Age Music
- Replies: 157
- Views: 34679
Re: Friday Facts #406 - Space Age Music
Another thing with soundtracks and all. Dear developers, may I humbly suggest that you take some time off of your tight development schedule and give a listen to Dyson Sphere Program OST? I'd like you to consider the way they dealt with expressing different planets and space. The specific tracks I'd...
- Fri Apr 12, 2024 4:03 pm
- Forum: News
- Topic: Friday Facts #406 - Space Age Music
- Replies: 157
- Views: 34679
Re: Friday Facts #406 - Space Age Music
Gotta say, while I do appreciate the Vulcanus theme, it does sound as if it came from Star Wars episode 3 or Diablo 2. I can't say with any certainty that the whole new soundtrack is gonna be out of place, but from the samples provided I don't really feel it's fitting the classic Factorio vibe. To m...
- Fri Apr 05, 2024 12:52 pm
- Forum: News
- Topic: Friday Facts #405 - Whole belt reader, New logistics GUI
- Replies: 141
- Views: 28588
Re: Friday Facts #405 - Whole belt reader, New logistics GUI
Knowing the mod makers (and users), the Members table is guaranteed to become "too big to fall show" eventually. You could add a checkbox to both tables to keep any of them (or both) shown or hidden (and preferably keep those settings in a save file so they persist between play sessions) A...
- Fri Mar 22, 2024 3:45 pm
- Forum: News
- Topic: Friday Facts #403 - Train stops 2.0
- Replies: 132
- Views: 31208
Re: Friday Facts #403 - Train stops 2.0
Dear devs! Consider adding some kind of black & white outline to the icons in the train stop names that are shown on the map, or maybe even showing the whole name as a label on a white background. For example, in this video from your today's post I noticed that icons for stone and sulfur were al...
- Fri Mar 08, 2024 6:09 pm
- Forum: News
- Topic: Friday Facts #401 - New terrain, new planet
- Replies: 105
- Views: 32757
Re: Friday Facts #401 - New terrain, new planet
The changes look very promising. I'm certainly gonna play around with new cliffs when the update happens
- Sat Mar 02, 2024 6:35 am
- Forum: News
- Topic: Friday Facts #400 - Chart search and Pins
- Replies: 73
- Views: 19093
Re: Friday Facts #400 - Chart search and Pins
Ok, as much as I appreciate the work you guys did on helping us see where everything is on the map (which we surely will use to it's utmost when expansion goes live), I'd like to sort of remind you of a certain part of the game that could still be made better - specifically, the controls menu (and I...
- Sun Jan 14, 2018 3:13 am
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 433320
Re: Friday Facts #225 - Bots versus belts (part 2)
Players would still be able to build robot only factory, belt only factory or combination of those, but the strongest strategy would be to combine all types of transport, each for the part where they are the strongest. My suggestion would be to either completely remove the Worker robot cargo size r...
- Sun Jan 07, 2018 5:53 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 405182
Re: Friday Facts #224 - Bots versus belts
Yeah, so basically you probably haven't read the articles and OP properly. Spike is mostly about competition, but they do mention that his defining attributes also include a deep love for a game that's balanced and fair in itself (i.e., even when playing solo), and a deep hate against the very noti...
- Sat Jan 06, 2018 1:31 am
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 405182
Re: Friday Facts #224 - Bots versus belts
When I use logistic robots in my games, I also feel that they are overpowerd, because the are no real limits. More bots simply requires more roboports and more solar panels. So I think the key factors are the limits of robots in comparison to the limits of belts, because belts have a lot of limits,...
- Sat Jan 06, 2018 12:50 am
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 405182
Re: Friday Facts #224 - Bots versus belts
P.S. 4. Add research that requires space science to allow logistics bots to travel within (connected) logistics networks -- or make a more-expensive Logistics Robot 2 ( that also requires space science ) that has this functionality Are you even serious? I was looking at it from a compromise perspec...
- Sat Jan 06, 2018 12:02 am
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 405182
Re: Friday Facts #224 - Bots versus belts
IMO all the UPS friendly strategies are less fun than their alternatives (Solar vs Nuclear, Beaconed vs non-Beaconed, Bots vs Belts.) Following that logic we should also remove fast and stack inserters, fast and express belts, blue and yellow assemblers and so on. Simply because they're more UPS fr...
- Fri Jan 05, 2018 11:57 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 405182
Re: Friday Facts #224 - Bots versus belts
The logistic system (but not necessarily the flying robots aspect of it) just make too much sense to take out. The reason flying logistic bots become overpowered is that they take up zero space and pick up/drop things instantaneously. As someone else said they act like teleporters. If we could have...
- Fri Jan 05, 2018 11:29 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 405182
Re: Friday Facts #224 - Bots versus belts
Is this a stage where game developers have less and less ideas of what can be put into a game so they start coming up with suicidal "improvements" like this? If so, then have my opinion/advice - DON'T DO THAT (be it deleting the logibots altogether or merely nerfing them). Surely many thin...
- Fri Jul 14, 2017 7:36 pm
- Forum: News
- Topic: Friday Facts #199 - The story of tile transitions
- Replies: 51
- Views: 30810
Re: Friday Facts #199 - The story of tile transitions
but in next version, we would need to have graphics like this: https://us2.factorio.com/assets/img/blog/fff-199-future-river.png I guess this can become an issue, like "I'm running around in my fabulous power armor Mk2 while zoomed as out as possible. Why did I so suddenly stop? Oh, right, it'...
- Fri May 19, 2017 8:35 pm
- Forum: News
- Topic: Friday Facts #191 - Gui improvements
- Replies: 380
- Views: 171952
Re: Friday Facts #191 - Gui improvements
As Twinsen already wrote, "No one is taking away your inventory space. Main inventory will be increased to compensate for the slots lost in the shortcut bar"bobingabout wrote:If you make the toolbar a shortcut, I would like to sugest that you make the character inventory size larger to compensate.