Search found 357 matches
- Sat Apr 20, 2024 2:14 am
- Forum: News
- Topic: Friday Facts #407 - Automating a soundtrack
- Replies: 49
- Views: 6479
Re: Friday Facts #407 - Automating a soundtrack
in most cases i dont listen to the music in games, factorio has in it's current form a decent sound track, however the first sampling (3:04) was lot my forte in sound, i would most likely skip that track, or i guess i could edit the game and remove that track and replace it with something else. you ...
- Fri Apr 05, 2024 6:31 pm
- Forum: News
- Topic: Friday Facts #405 - Whole belt reader, New logistics GUI
- Replies: 137
- Views: 14478
Re: Friday Facts #405 - Whole belt reader, New logistics GUI
it would be nice to be able to name the logistics network.
perhaps we can add some additional details like show what planet/ship/surface that network is a member of.
perhaps we can add some additional details like show what planet/ship/surface that network is a member of.
- Fri Jan 19, 2024 4:34 pm
- Forum: News
- Topic: Friday Facts #394 - Assembler flipping and circuit control
- Replies: 133
- Views: 21201
Re: Friday Facts #394 - Assembler flipping and circuit control
nice change on the naming of the stack/bulk inserters.
i can see me flipping the refineries to have them with every other one flipped to make piping simpler.
looking forward to the DLC
i can see me flipping the refineries to have them with every other one flipped to make piping simpler.
looking forward to the DLC
- Fri Jan 12, 2024 4:44 pm
- Forum: News
- Topic: Friday Facts #393 - Putting things on top of other things
- Replies: 227
- Views: 45932
Re: Friday Facts #393 - Putting things on top of other things
the flickering in this shot of the belts may make a few people with some medical conditions ill https://cdn.factorio.com/assets/blog-sync/fff-393-bulk-06.mp4 this being the final post of the belts moving at 60 items/sec i have used mods previously to make the express belts run at 60 items/sec and no...
- Fri Nov 24, 2023 6:22 pm
- Forum: News
- Topic: Friday Facts #386 - Vulcanus
- Replies: 123
- Views: 24873
Re: Friday Facts #386 - Vulcanus
wonder if i can still disable cliffs like i can atm in the map creation area before i start the game,
cause i dont like em personally.
cause i dont like em personally.
- Fri Nov 10, 2023 4:22 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 328
- Views: 45212
Re: Friday Facts #384 - Combinators 2.0
gonna have to see if i can turn a single decider into a RS-Latch right now it requires 4 deciders for me to get it to work, and i use those RS-Latches a bunch.
- Fri Oct 27, 2023 4:46 pm
- Forum: News
- Topic: Friday Facts #380 - Remote view
- Replies: 181
- Views: 30115
Re: Friday Facts #380 - Remote view
I hope the level of tint is adjustable, because with that level of tint i cant see anything under it. personally i would remove the tint completely as i never had any issues distinguishing the difference between ghosts and regular buildings. I'm curious why you'd need to be able to see the ground t...
- Fri Oct 27, 2023 4:02 pm
- Forum: News
- Topic: Friday Facts #382 - Logistic groups
- Replies: 230
- Views: 35264
Re: Friday Facts #382 - Logistic groups
Using the 'trash unrequested' in personal logistic can have a few unexpected consequences at times, and it takes a while to become conscious about it. It happened to me many times that I crafted this new item into my inventory, it immediately disappeared into the trash slots, and before I realized ...
- Fri Oct 13, 2023 3:46 pm
- Forum: News
- Topic: Friday Facts #380 - Remote view
- Replies: 181
- Views: 30115
Re: Friday Facts #380 - Remote view
I hope the level of tint is adjustable, because with that level of tint i cant see anything under it. personally i would remove the tint completely as i never had any issues distinguishing the difference between ghosts and regular buildings.
- Fri Sep 08, 2023 2:19 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 805
- Views: 128388
Re: Friday Facts #375 - Quality
Mining drills deplete resources slower. now i wonder what does this mean? does the mining drill have better productivity? does it mine slower by producing less ores? maybe some combination of both so it mines slower, but still produces the same number of ores, just that the one that is normally fre...
- Fri Sep 23, 2022 11:19 pm
- Forum: News
- Topic: Friday Facts #370 - The journey to Nintendo Switch
- Replies: 73
- Views: 26769
Re: Friday Facts #370 - The journey to Nintendo Switch
my hope is once the Beta is in a playable condition, you will release it as a experimental DLC and allow those willing to buy and play test it, will be able to do so before the final polish is complete. either way even if having to wait till next christmas to play, i guess that is what i'll have to ...
- Tue Mar 29, 2022 5:12 pm
- Forum: Releases
- Topic: Version 1.1.57
- Replies: 33
- Views: 36877
Re: Version 1.1.57
Can I run a megabase on a 1Ghz single-core CPU and a <insert 20 years old gpu> and 256mb RAM? /s minimum specks to play factorio: OS: Windows 10, 8, 7, Vista (64 Bit) Processor: Dual core 3Ghz+ Memory: 4 GB RAM Graphics: DirectX 10.1 capable GPU with 512 MB VRAM - GeForce GTX 260, Radeon HD 4850 or...
- Fri Feb 25, 2022 6:59 pm
- Forum: News
- Topic: Friday Facts #368 - Steam deck, Ghost bugs, Docs improvements
- Replies: 30
- Views: 16877
Re: Friday Facts #368 - Steam deck, Ghost bugs, Docs improvements
Is there any reason why you can't supply a premade steam input config for the game? Devs almost never use it but it is possible to do, at least with the Steam Controller (and I assume it will be the same for the Steam Deck) so that people wouldn't need to start from scratch when wanting to play eve...
- Fri Feb 25, 2022 6:53 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis] [1.1.46] Can't deconstruct tree in PvP
- Replies: 5
- Views: 4563
Re: [Genhis] [1.1.46] Can't deconstruct tree in PvP
suggestion for a fix for this, if force A marks a tree for deconstruction, and force B later marks it for deconstruction, the tree is no longer marked by force A and instead marked by force B. this function could also be prevented in map view usage, so that the force that is in view of the tree woul...
- Tue Feb 16, 2021 12:04 am
- Forum: Balancing
- Topic: [1.1.5] slow stickers - player and spidertron
- Replies: 20
- Views: 8334
Re: [1.1.5] slow stickers - player and spidertron
a work around to help keep me from dieing requires a complete strategy change, instead of having only my one spider and using personal lasers in my mk2 armor to clear biter nests, my strategy has had to evolve, i now have at least 10 spiders following my spider, this increases cost of destroying nes...
- Fri Feb 05, 2021 10:02 pm
- Forum: News
- Topic: Friday Facts #365 - Future plans
- Replies: 298
- Views: 165739
Re: Friday Facts #365 - Future plans
looking forward to the expansion, considering i paid $20 for the game, and got way more hours of enjoyment, than any other game in my steam library, from factorio, i would buy the expansion today, even if you never actually released it because of the shear number of hours of fun i got out of it so f...
- Mon Dec 14, 2020 10:56 pm
- Forum: Balancing
- Topic: [1.1.5] slow stickers - player and spidertron
- Replies: 20
- Views: 8334
[1.1.5] slow stickers - player and spidertron
i initially commented in the bug forum about the change to spidertrons having their slow stickers "finished" by klonan, and was recommended that i put the comment in balancing, so here goes, also the original posting area that was locked https://forums.factorio.com/viewtopic.php?f=23&t...
- Tue Dec 08, 2020 5:42 am
- Forum: Not a bug
- Topic: Spidertron bug?
- Replies: 9
- Views: 3891
Re: Spidertron bug?
I realize this is considered not a bug, but it was also not listed in the change log that i could find, the spider used to be very good for destroying nests, now it is not at all, and the slow effect can cause the spider to barely move with 3 exos in it, i feel that this needs to be addressed and th...
- Fri Nov 13, 2020 4:25 pm
- Forum: News
- Topic: Friday Facts #363 - 1.1 is getting close
- Replies: 178
- Views: 99015
Re: Friday Facts #363 - 1.1 is getting close
re: removal of character tab, I personally like the character tab, i change the color of my player there and i can access my armor inventory there while in a vehicle, i see that you have posted a screen shot of the player and spidertron inventory with both on the screen at the same time, this could ...
- Fri Oct 30, 2020 2:48 pm
- Forum: News
- Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
- Replies: 141
- Views: 79166
Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Love all the changes that you are proposing for 1.1 are you planning at all to bring back the experimental to have the community help test these changes before they are added to the "stable" list? example 1.0.1 one thing about the spidertron becoming stuck on some paths, it might be useful...