Search found 12 matches
- Sat Oct 14, 2023 1:22 am
- Forum: News
- Topic: Friday Facts #380 - Remote view
- Replies: 183
- Views: 40887
Re: Friday Facts #380 - Remote view
Even if you have the logistic robot tech already, the 'instant rotate' will remove the feeling of being 'cut off' from a remote part of the factory, needing to travel there personally if you failed to set up enough logistic robot infrastructure. Or, even if you do have the infrastructure there, the...
- Fri Sep 29, 2023 11:05 am
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 339
- Views: 101182
Re: Friday Facts #378 - Trains on another level
good heavens
- Tue Sep 12, 2023 5:42 am
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 826
- Views: 181572
Re: Friday Facts #375 - Quality
Makes me think of real-life semiconductor manufacturing. There's a fairly high defect rate, and the different price tiers of product are based on random chance. The best chips get the highest performance, slightly defective chips get bumped down, and most chips get recycled.
- Fri Mar 03, 2023 5:03 pm
- Forum: Ideas and Suggestions
- Topic: Mouse-Over Item in Inventory Highlights Logistic Request (Hovering Logistic Filter Slot)
- Replies: 17
- Views: 4752
Re: Mouse-Over Item in Inventory Highlights Logistic Request (Hovering Logistic Filter Slot)
Oh an original thread was made by someone named 'Scottathew'
And as King Henry VII once said, "Two Scotts alike share a thought, true and good it must be to manifest in ye crafting play"
And as King Henry VII once said, "Two Scotts alike share a thought, true and good it must be to manifest in ye crafting play"
- Wed Feb 15, 2023 12:11 pm
- Forum: Ideas and Suggestions
- Topic: Mouse-Over Item in Inventory Highlights Logistic Request (Hovering Logistic Filter Slot)
- Replies: 17
- Views: 4752
Reverse blinking in inventory
TL;DR Highlights relevants buttons when hovering over item in inventory. What ? When hovering over a logistics slot or crafting button, any existing items in your inventory start blinking. My suggestion is to also include the reverse. When hovering over an inventory item, show the relevant logistic...
- Sat Feb 05, 2022 2:18 am
- Forum: News
- Topic: Friday Facts #367 - Expansion news
- Replies: 220
- Views: 140212
Re: Friday Facts #367 - Expansion news
Exchange rates have changed since Factorio was released. 30 euros plus tax would place it at 50 AUD, where the base game costs 42 AUD.
- Fri Feb 04, 2022 1:52 pm
- Forum: News
- Topic: Friday Facts #367 - Expansion news
- Replies: 220
- Views: 140212
Re: Friday Facts #367 - Expansion news
Very intriguing! That floating brain is horrifying but I can't stop looking at it.
How much do you think will be revealed in future Friday Facts? I love getting technical details about Factorio to help with my own game development, but I also want to go into this expansion as blind as possible.
How much do you think will be revealed in future Friday Facts? I love getting technical details about Factorio to help with my own game development, but I also want to go into this expansion as blind as possible.
- Sun Feb 07, 2021 8:30 am
- Forum: News
- Topic: Friday Facts #365 - Future plans
- Replies: 298
- Views: 181359
Re: Friday Facts #365 - Future plans
Read through the thread so far- lots of stuff I agree with on my 'wishlist'. Most critically is a 'guiding hand'. I love the freedom of solving small puzzles, because I rarely have the focus or motivation for big ones. It's perfect in Kerbal Space Program that uses a contract system. "Position ...
- Fri Feb 05, 2021 9:34 am
- Forum: News
- Topic: Friday Facts #365 - Future plans
- Replies: 298
- Views: 181359
Re: Friday Facts #365 - Future plans
Great stuff!
I'll guess this will probably go in the same trajectory as RimWorld's post-release content. Factorio has such an amazing modding community, so I'm sure the big design question will inevitably be "What can we do as the original developers that can't be achieved with mods?"
I'll guess this will probably go in the same trajectory as RimWorld's post-release content. Factorio has such an amazing modding community, so I'm sure the big design question will inevitably be "What can we do as the original developers that can't be achieved with mods?"
- Fri Aug 24, 2018 11:04 am
- Forum: News
- Topic: Friday Facts #257 - NPE/Campaign update
- Replies: 110
- Views: 54567
Re: Friday Facts #257 - NPE/Campaign update
I also thought about being able to enter the escape pod just like you can do with the car, I just didn't bring it up to anyone who can make it happen yet. Maybe? :P Fast Travel! Just like in RimWorld where you can use the somewhat expensive rocket-launched escape pods to travel across the planet in...
- Sat Dec 09, 2017 1:18 am
- Forum: News
- Topic: Friday Facts #220 - The best Friday Facts ever
- Replies: 197
- Views: 84929
Re: Friday Facts #220 - The best Friday Facts ever
The artillery train is absolutely epic, but from those videos it kinda feels like a mere "click and make explosions happen" enabler. The map provides a tangible link between gun and explosion by showing projectiles moving, but zooming in at the target destination the explosions just sorta....
- Mon Apr 25, 2016 4:45 am
- Forum: News
- Topic: Friday Facts #135 - Getting Organized
- Replies: 60
- Views: 34980
Re: Friday Facts #135 - Getting Organized
Will that turret be a flame-ball launcher, or the traditional flamethrower? http://i.imgur.com/6K8NAsh.png http://i.imgur.com/r4xayA8.png Both have their merits though I'm inclined towards flameballs because flameballs, and also because in games they usually feature splash damage and a lingering fir...