Search found 210 matches

by irbork
Wed Sep 23, 2020 1:52 pm
Forum: Not a bug
Topic: [1.0.0] Something wrong with evolution progression.
Replies: 4
Views: 217

Re: [1.0.0] Something wrong with evolution progression.

That explains things. Does that include pollution and destroy factors? This is how it is said on wiki and what made me calculate wrong: The percentages are applied on the base of (1 - current_evolution_factor). So for instance destroying enemy spawners in the beginning of the game results in increas...
by irbork
Wed Sep 23, 2020 9:09 am
Forum: Not a bug
Topic: [1.0.0] Something wrong with evolution progression.
Replies: 4
Views: 217

[1.0.0] Something wrong with evolution progression.

After looking into how the evolution progresses something seemed wrong. All below checked and calculated for time evolution set to 200 and all other to 0. From what I have read on the Factorio wiki, every second evolution factor is increased by time_factor divided by progression factor ( 1 - enemy_e...
by irbork
Sat Sep 05, 2020 10:12 am
Forum: Not a bug
Topic: [1.0] Logistic system icon wrong
Replies: 2
Views: 84

Re: [1.0] Logistic system icon wrong

Klonan wrote:
Sat Sep 05, 2020 10:02 am
Why?
My brain stopped working due to playing Factorio all night. LOL
I am clearly confused.
by irbork
Sat Sep 05, 2020 9:55 am
Forum: Not a bug
Topic: [1.0] Logistic system icon wrong
Replies: 2
Views: 84

[1.0] Logistic system icon wrong

There is an arrow showing that transfer of items is possible from a buffer chest to a requester chest. This arrow should be gone. In addition to make the icon more accurate, there can be a small construction drone and engineer in the middle with small black arrows pointing to them from storage, acti...
by irbork
Sat Sep 05, 2020 9:05 am
Forum: Ideas and Suggestions
Topic: Request blueprint materials from logistic system
Replies: 39
Views: 6092

Blueprint content request.

TL;DR Some way to place a blueprint in requester chest that will cause for bots to bring all the content required to create the blueprint. What ? If blueprint is placed in requester slot (chests and maybe even personal request slots) bots will make sure there is enough items in the inventory to cre...
by irbork
Sat Sep 05, 2020 8:55 am
Forum: Ideas and Suggestions
Topic: Lower Min Requested Amount as items get used switch
Replies: 1
Views: 54

Lower Min Requested Amount as items get used switch

TL;DR A switch, just like "Auto trash and personal logistic" on/off, that, if activated would automatically lower item's "Minimum requested amount" as it gets used. What ? It would need to lower the amount in cases of manual building, personal construction bot building, chest/machine/player transfe...
by irbork
Tue Aug 25, 2020 10:30 pm
Forum: Gameplay Help
Topic: Am I missing something in blueprint library?
Replies: 1
Views: 106

Am I missing something in blueprint library?

I have just created blueprint book called 1.0 and began work on it. It is very far away in the last slot but 1 should definatelly be before most of my books. I have tried to move the book manually to the front but it just grabs the book that was in the first place. Do I really need to click over 100...
by irbork
Thu Aug 20, 2020 9:59 pm
Forum: Ideas and Suggestions
Topic: Setting to change how fast resource size increase with distance.
Replies: 3
Views: 100

Re: Setting to change how fast resource size increase with distance.

Probably allowing us to change "double_density_distance" would be enough if it affect oil as well.
However it will be linear increase and may still be out of hand easily. The best may be some sort of square root or logarithmic increases if it will be possible.
by irbork
Thu Aug 20, 2020 9:14 pm
Forum: Ideas and Suggestions
Topic: Setting to change how fast resource size increase with distance.
Replies: 3
Views: 100

Setting to change how fast resource size increase with distance.

TL;DR I would love to see some slider that will allow for a lot less generous resource patches as I get further from base. What ? As it is now, resources are getting ridiculously abundant not even so far from base. Please add some additional settings when we generate worlds: 1 - Distance resource m...
by irbork
Fri Aug 14, 2020 12:49 pm
Forum: News
Topic: Friday Facts #360 - 1.0 is here!
Replies: 207
Views: 29481

Re: Friday Facts #360 - 1.0 is here!

Thanks! Great job with the Spidertron surprise :shock:
It was my best early access game experience so far, I can't wait to see what is coming up next. Expansion or another project is something worth waiting for.
by irbork
Fri Aug 07, 2020 3:06 pm
Forum: News
Topic: Friday Facts #359 - Crash site: The beginning
Replies: 95
Views: 20426

Re: Friday Facts #359 - Crash site: The beginning

the new graphics look really nice. However, I noticed that on the technology icon of the logistic 1 research, the underground-belt on the top right faces the wrong way. On the logistics 2,3 icon, it is correct. This must be intentional Easter Egg. It signifies that when you research logistic 1, you...
by irbork
Fri Aug 07, 2020 2:58 pm
Forum: News
Topic: Friday Facts #359 - Crash site: The beginning
Replies: 95
Views: 20426

Re: Friday Facts #359 - Crash site: The beginning

Nice. The crash site addition to free-play will make all the speedruns results obsolete with 1.0 release. It will be fun watching who will be the first to get all the records.
by irbork
Fri Jul 24, 2020 7:49 pm
Forum: News
Topic: Friday Facts #357 - Nuke
Replies: 96
Views: 10643

Re: Friday Facts #357 - Nuke

Post EA HYPE!!!!
by irbork
Thu Jul 23, 2020 11:50 pm
Forum: News
Topic: Friday Facts #356 - Blueprint library for real
Replies: 123
Views: 14604

Re: Friday Facts #356 - Blueprint library for real

Love the new blueprint and library changes. As soon as they get released Factorio is officially gold worthy game!
by irbork
Sat Jul 11, 2020 8:29 am
Forum: News
Topic: Friday Facts #355 - High resolution updates
Replies: 27
Views: 5367

Re: Friday Facts #355 - High resolution updates

I wonder if the slow effect bubbles wouldn't look much better if they got an offset of a few pixels up.
Now it looks like flying ball under biters legs.
If it was on the main torso it could look much better in my opinion.
by irbork
Mon Jun 15, 2020 4:50 pm
Forum: News
Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Replies: 199
Views: 17302

Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing

Please, if we need mod to see alt mode beacon feedback, give us back ability to earn steam achievements with such non-intrusive mods.
by irbork
Wed Jun 03, 2020 7:14 am
Forum: Releases
Topic: Version 0.18.29
Replies: 32
Views: 8201

Re: Version 0.18.29

New enging icon is so much better!
by irbork
Sat May 23, 2020 10:02 am
Forum: News
Topic: Friday Facts #348 - The final GUI update
Replies: 143
Views: 14161

Re: Friday Facts #348 - The final GUI update

The sound effects are just too much. Why is there a delete placed bp sound effect? I really liked it being silent. There is zero reason to have most of these sound effects, and I feel the game is going to be a horrible cacophony of noise. (Many people on the steam forums have complained already at ...
by irbork
Fri May 22, 2020 7:07 pm
Forum: News
Topic: Friday Facts #348 - The final GUI update
Replies: 143
Views: 14161

Re: Friday Facts #348 - The final GUI update

Engine icon is not very representative. Maybe change it to something similar to electric engine with an exhaust or consider renaming engine to moving parts or treads. I can only imagine how bad the new icon has to look on compressed lane.
by irbork
Fri May 08, 2020 10:18 pm
Forum: News
Topic: Friday Facts #346 - He who does nothing, breaks nothing
Replies: 47
Views: 5848

Re: Friday Facts #346 - He who does nothing, breaks nothing

Footprints :idea: I love. Maybe make them a little bit more visible and stay on the ground for longer period of time. And then make tire tracks for vehicles :!:

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