Speedtest.png
The Netherlands, 200/200 internet, apparently faster upload than advertised. :D
BunnyNet is clearly the weakest here.
"Wube CDN"
% Total % Received % Xferd Average Speed Time Time Time Current
Dload Upload Total Spent Left Speed
100 1400M 100 1400M 0 0 24.1M 0 0:00:58 0:00:58 ...
Search found 226 matches
- Sun Jan 23, 2022 8:39 pm
- Forum: General discussion
- Topic: [Finished] Testing new CDN providers for Factorio
- Replies: 14
- Views: 5139
- Sat Jun 20, 2020 8:15 am
- Forum: News
- Topic: Friday Facts #352 - New website
- Replies: 83
- Views: 45952
Re: Friday Facts #352 - New website
Since 1.0 is so close, I decided to just 'pretend' that 1.0 is already out, and update the content to match it. That means there is no mention of early access, ongoing development, roadmaps, alpha releases, etc.
This has me a bit worried, I thought you were planning to continue development after 1 ...
This has me a bit worried, I thought you were planning to continue development after 1 ...
- Fri Mar 20, 2020 1:58 pm
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 106116
Re: Friday Facts #339 - Beacon HR + Redesign process
Thank you for sharing another peek into the behind the scenes!
I quite like the new beacon sprite, but I feel that there is too much red. Maybe keep the red highlight on the legs but make the housing dome a metallic or rusty color.
To me this huge amount of red makes them stand out too much, as ...
I quite like the new beacon sprite, but I feel that there is too much red. Maybe keep the red highlight on the legs but make the housing dome a metallic or rusty color.
To me this huge amount of red makes them stand out too much, as ...
- Fri Nov 29, 2019 10:48 pm
- Forum: Ideas and Suggestions
- Topic: Bottom leds to belts to distinquish belt types?
- Replies: 14
- Views: 4782
Re: Bottom leds to belts to distinquish belt types?
If the belt is being fully utilized, you'll see where the belt speeds up again after a slower piece of belt. If it's not, then the slow piece is apparently keeping up with demand just fine.
Honestly, I don't see the added value of this suggestion, other than cluttering up the visuals.
Additionally ...
Honestly, I don't see the added value of this suggestion, other than cluttering up the visuals.
Additionally ...
- Wed Jun 19, 2019 11:04 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 431313
Re: [MOD 0.17+] Deadlock's Industrial Revolution (WIP)
Looking great! I love how your designs look, keep it up!
- Fri May 10, 2019 4:54 pm
- Forum: News
- Topic: Friday Facts #294 - Blog thoughts & Lua documentation improvements
- Replies: 48
- Views: 24839
Re: Friday Facts #294 - Blog thoughts & Lua documentation improvements
It's nice to see that not everyone zones out when there's no shiny new feature in the FFF for a few weeks!
- Fri May 03, 2019 4:47 pm
- Forum: Releases
- Topic: Version 0.17.36
- Replies: 15
- Views: 14044
Re: Version 0.17.36
Thanks for the update, as always!
- Wed May 01, 2019 9:29 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 431313
Re: [MOD 0.17+] Untitled WIP
Woah this is looking really impressive. I'm curious to see where it ends up going!
- Mon Apr 29, 2019 3:42 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Beautiful Sushi Belts
- Replies: 86
- Views: 132444
Re: Beautiful Sushi Belts
Cool! I always used circuits to do sushi belts, but that's always a pain to hook up. This looks much better, I think I'll steal this.
- Wed Apr 24, 2019 5:18 pm
- Forum: Releases
- Topic: Version 0.17.33
- Replies: 5
- Views: 9894
Re: Version 0.17.33
Infinite pollution, whew!
Thanks for the fixes
Thanks for the fixes
- Fri Apr 19, 2019 12:21 pm
- Forum: News
- Topic: Friday Facts #291 - New Campaign, MP stress testing, HR Icons II
- Replies: 40
- Views: 23676
Re: Friday Facts #291 - New Campaign, MP stress testing, HR Icons II
Cool! Thanks for the update.
I think you mean "permanence" instead of "perminance".
Also:
I think you mean "permanence" instead of "perminance".
Also:
Now, when many players will try to join at the same time, they will pe placed in a queue
- Fri Apr 12, 2019 6:01 pm
- Forum: News
- Topic: Friday Facts #290 - Rail building changes & High-res icons
- Replies: 75
- Views: 41531
Re: Friday Facts #290 - Rail building changes & High-res icons
I have often had to restart rail building because I started in the wrong mode, so I am happy it is now streamlined.
- Fri Apr 12, 2019 12:31 pm
- Forum: Releases
- Topic: Version 0.17.29
- Replies: 33
- Views: 19163
Re: Version 0.17.29
Changes
font/color rich text tags now have to be properly terminated. This means eg: " Red circuits" will now need to be " Red circuits ". This fixes a number of issues with handling start/end tags. (https://forums.factorio.com/66263, https://forums.factorio.com/66256)
[/color]
This is an ...
- Thu Apr 11, 2019 6:22 pm
- Forum: General discussion
- Topic: 500 hiteck scine
- Replies: 32
- Views: 10768
- Fri Apr 05, 2019 7:52 pm
- Forum: Ideas and Suggestions
- Topic: Inventory filter / logistics delivery toggle
- Replies: 0
- Views: 812
Inventory filter / logistics delivery toggle
When I'm moving resources around, I often want to quickly clear my inventory and fill it with something. (E.g. A ton of iron plates)
However, due to the inventory filters, the filtered slots are unusable even in these situations.
I would love to have a toggle that allows me to disable inventory ...
However, due to the inventory filters, the filtered slots are unusable even in these situations.
I would love to have a toggle that allows me to disable inventory ...
- Tue Apr 02, 2019 8:57 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.24] Roboport range not shown for various player locations and zoom
- Replies: 2
- Views: 3980
[0.17.24] Roboport range not shown for various player locations and zoom
When I'm holding a deconstruction planner, the personal roboport range disappears when I either zoom in too far, or when I move to certain locations.
The following screenshots show the player located at two different positions, on the same zoom level. Note the visibility of the personal roboport ...
The following screenshots show the player located at two different positions, on the same zoom level. Note the visibility of the personal roboport ...
- Tue Apr 02, 2019 8:41 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.24] Train stop label angle setting doesn't apply to label
- Replies: 5
- Views: 4868
[0.17.24] Train stop label angle setting doesn't apply to label
The Train stop label angle setting does not rotate the text of train stops on the map.
See attached images for details.
Setting set to 0 degrees.
https://i.imgur.com/7RCa4I5.png
Setting set to 30 degrees.
https://i.imgur.com/AQSzmfz.png
Setting set to 60 degrees.
https://i.imgur.com/Tja7bMI ...
See attached images for details.
Setting set to 0 degrees.
https://i.imgur.com/7RCa4I5.png
Setting set to 30 degrees.
https://i.imgur.com/AQSzmfz.png
Setting set to 60 degrees.
https://i.imgur.com/Tja7bMI ...
- Fri Mar 22, 2019 3:17 pm
- Forum: Resolved Problems and Bugs
- Topic: [wheybags] [0.17.2] Icons in Train Stop names doesn't rotate correctly (map view)
- Replies: 7
- Views: 5617
Re: [wheybags] [0.17.2] Icons in Train Stop names doesn't rotate correctly (map view)
Still looks strange in 0.17.17
- Fri Mar 15, 2019 5:20 pm
- Forum: Releases
- Topic: Version 0.17.13
- Replies: 18
- Views: 13652
Re: Version 0.17.13
AFAIK, Spawners absorbing pollution only causes them to spawn / send attacks. It has no effect on the evolution level. The evolution level is determined by total pollution produced, regardless of where it goes.
Correct. Evolution is determined by three factors, as seen on the wiki .
The ...
- Mon Mar 11, 2019 5:11 pm
- Forum: Gameplay Help
- Topic: Adding stations to a train schedule...
- Replies: 4
- Views: 3690
Re: Adding stations to a train schedule...
You can drag stations around in the schedule by dragging this part: