Yeap, liked it! At first i thought of the limit being not really obvious in the world, because it is a limit, that is a little bit of the normal view-dimensions of the player, but i am okay with it.
But please: 256x256!
Search found 97 matches
- Fri Sep 27, 2024 11:20 am
- Forum: News
- Topic: Friday Facts #430 - Drowning in Fluids
- Replies: 306
- Views: 33069
- Fri Aug 16, 2024 2:33 pm
- Forum: News
- Topic: Friday Facts #424 - Gleba Pentapod Enemies
- Replies: 205
- Views: 29947
Re: Friday Facts #424 - Gleba Pentapod Enemies
The first thing while reading the pollution part:
I would try to put all production to gleba, because pollution is not of a concern here - am i missing something?
I would try to put all production to gleba, because pollution is not of a concern here - am i missing something?
- Fri Jun 21, 2024 12:08 pm
- Forum: News
- Topic: Friday Facts #416 - Fluids 2.0
- Replies: 461
- Views: 66036
Re: Friday Facts #416 - Fluids 2.0
Completely destroys barrelling as well Barrelling was dead since its introduction, and all the "fun" in long distance pipelines was simply plopping down 2 undergroud pipes and a pump until you reach whatever you need to reach, with horrible bends and wiring. Nothing changes for the long p...
- Sun May 05, 2024 1:19 pm
- Forum: News
- Topic: Friday Facts #409 - Diminishing beacons
- Replies: 180
- Views: 32850
Re: Friday Facts #409 - Diminishing beacons
For me the change does nothing for the better. Min-Maxed Builds will not be changed at all. We all know, that if there is a perfect or good layout, many will use it. No change in gameplay will change that there will be one build to rule them all. If they changed the mechanics in a way, that there ar...
- Fri Apr 12, 2024 2:45 pm
- Forum: News
- Topic: Friday Facts #406 - Space Age Music
- Replies: 157
- Views: 29804
Re: Friday Facts #406 - Space Age Music
In my opinion the 2 missing planets are: Aquilo Glieba Excerpted from the screenshot list recording schedule. Aquilo matches with the expectation of a water planet... Was just going to comment on this same thing. Might be Gieba? Gieba might be right. It's hard to see ;) And i am certain, that this ...
- Fri Apr 12, 2024 2:23 pm
- Forum: News
- Topic: Friday Facts #406 - Space Age Music
- Replies: 157
- Views: 29804
Re: Friday Facts #406 - Space Age Music
In my opinion the 2 missing planets are:
- Aquilo
- Glieba
- Mon Apr 01, 2024 2:00 pm
- Forum: General discussion
- Topic: Suggestion to Increase Sales and Combat Piracy in Brazilian Territory
- Replies: 8
- Views: 1441
Re: Suggestion to Increase Sales and Combat Piracy in Brazilian Territory
I don't know the implications but this video looks like a good example for going down this route: Pirate Software Brazil
- Sat Mar 30, 2024 3:51 pm
- Forum: News
- Topic: Friday Facts #404 - Frustration not found
- Replies: 112
- Views: 21898
Re: Friday Facts #404 - Frustration not found
For me the Spidertron control change is a huge lift up. In the current game state i never use spidertron because only using one spidertron remotely seems underwhelming in huge combat scenarios and the build power of one spidertron is not enough for me. The option to let spidertron follow each other ...
- Fri Mar 22, 2024 4:10 pm
- Forum: Implemented in 2.0
- Topic: Fluid Mechanics Still Broken, 6 Years Later?
- Replies: 84
- Views: 12089
Re: Fluid Mechanics Still Broken, 6 Years Later?
Those are all distribution problems with demand exceeding supply, produce as much as you need and you have no issues. This is the same answer as it was 6+ years ago. It's such an incredibly simple solution - I have no idea why people insist on making fluid splitters when the root issue is "You...
- Sun Mar 17, 2024 12:45 am
- Forum: Implemented in 2.0
- Topic: Fluid Mechanics Still Broken, 6 Years Later?
- Replies: 84
- Views: 12089
Re: Fluid Mechanics Still Broken, 6 Years Later?
I am personally okay with the fluid flow mechanism. I know that this is hard stuff to handle easily. My main problem is, that for long ranges with effective pump speed you have to place a pump every underground pipe. This is even harder to handle on full conversions mods like Angelbob and it is anno...
- Wed Feb 28, 2024 4:53 pm
- Forum: Ideas and Suggestions
- Topic: Train scheduling 2.0
- Replies: 6
- Views: 905
Re: Train scheduling 2.0
I like your ideas to handle multiple types of cargo at the same station. But for me this is not a real solution to the problem. These are nice ideas of bending the game to have it doing what you want - but it looks weird from my expectations. I am all for a tagging system or something that makes it ...
- Thu Feb 15, 2024 11:16 pm
- Forum: General discussion
- Topic: Factorio 2.0 Setting Recipes of Fluid processing entities
- Replies: 0
- Views: 583
Factorio 2.0 Setting Recipes of Fluid processing entities
I currently play a game with AngelBob and https://mods.factorio.com/mod/crafting_combinator . It's nice gameplay and i know, that many prefer building ratio perfect production lines, but i got used to building only one site of a processing entity, hooking up everything with some logic, so that alle ...
- Fri Jan 26, 2024 3:13 pm
- Forum: News
- Topic: Friday Facts #395 - Generic interrupts and Train stop priority
- Replies: 138
- Views: 25304
Re: Friday Facts #395 - Generic interrupts and Train stop priority
Looks great! Loving this one. What i do not like, is, that the naming of train stations is bound to the product. In my games (with LTN) i name the stations after that, that is produced there and not which item drops there. This way i know where i have to go where a problem is. If error message state...
- Sun Dec 17, 2023 11:52 am
- Forum: News
- Topic: Friday Facts #389 - Train control improvements
- Replies: 151
- Views: 33813
Re: Friday Facts #389 - Train control improvements
I really lile the idea to handle trains in a genericallier way and like the implemented way. But i miss something very essential for me what LTN brings to the place: Provider and Requester capabilities with multiple item types - i don't see how this is possible with this solution. Did i miss somethi...
- Fri Nov 10, 2023 12:09 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 333
- Views: 64809
Re: Friday Facts #384 - Combinators 2.0
Nice one! Loving it.
- Fri Oct 13, 2023 6:30 pm
- Forum: News
- Topic: Friday Facts #380 - Remote view
- Replies: 183
- Views: 40430
Re: Friday Facts #380 - Remote view
I like, that far reach is not needed anymore. But i am afraid, that the full-remote-support will change the feeling in a way i might not like. It produces emotions, that i have to walk 2 minutes to a place where i built up something a few moments ago to correct something. The identification with the...
- Mon Oct 02, 2023 6:03 pm
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 339
- Views: 100351
Re: Friday Facts #378 - Trains on another level
I am curios: Many said, that congestion is not a problem. I am used to the path finder and train mechanics of openttd and i had man factorio games that i had to abandon because of trains stopping at crossings. The last game i played, i used a giant loop system, so that crossings because of 2 way dri...
- Sat Sep 16, 2023 2:38 pm
- Forum: News
- Topic: Friday Facts #376 - Research and Technology
- Replies: 367
- Views: 77027
Re: Friday Facts #376 - Research and Technology
I am okay with quality. I like the loopbacks it creates(like some mod recipes). I am a little bit afraid of inventory clutter it may create. But I am worried about the triggered technologies. I know, it is a way to reduce technology creep with the expansion. Researching to a point where i am good to...
- Fri Aug 25, 2023 4:54 pm
- Forum: News
- Topic: Friday Facts #373 - Factorio: Space Age
- Replies: 269
- Views: 89417
Re: Friday Facts #373 - Factorio: Space Age
I'm looking forward to fridays i missed FF so much!
- Thu Jun 01, 2023 11:55 am
- Forum: General discussion
- Topic: Large/huge pages support on windows
- Replies: 7
- Views: 2784
Re: Large/huge pages support on windows
I like your efford to increase performance. The performance gain looks huge - noticing there were no changes to factorio itself. Imho the development on the os side lost the focus on performance. To me it is in fact a long known rumour that memory managment on windows is garbage.