Search found 170 matches

by Roxor128
Tue Jun 02, 2026 5:38 am
Forum: News
Topic: Friday Facts #440 - 2.1 plan
Replies: 74
Views: 18917

Re: Friday Facts #440 - 2.1 plan


Nullius is on 2.x now friend :D

Good to know for next time I play it!

My sticking on 1.1 isn't a matter of compatibility at this point, but not having to deal with both the mod's changes and 2.0's changes at the same time. I'm planning a whole vanilla playthrough on that once I finish Nullius ...
by Roxor128
Sat May 30, 2026 12:40 am
Forum: News
Topic: Friday Facts #440 - 2.1 plan
Replies: 74
Views: 18917

Re: Friday Facts #440 - 2.1 plan

Damn, and here I am not having updated to 2.0 yet!

(I'm still working my way through Nullius on v1.1)

Any chance you'll be following in John Carmack's footsteps and putting out the game's source code under the GPL after your new project is out?
by Roxor128
Fri Oct 25, 2024 11:32 pm
Forum: News
Topic: Friday Facts #434 - Galaxy of Fame
Replies: 47
Views: 30641

Re: Friday Facts #434 - Galaxy of Fame

Congratulations on the 400k sales!

Sorry I can't be counted among them. I'm still trying to finish a game of Nullius on v1.1 before I upgrade to v2.0, play through a vanilla game on that with all the new upgrades, and then get Space Age.

Don't worry. You'll get your AUD$50 out of me eventually ...
by Roxor128
Mon Sep 30, 2024 1:57 am
Forum: News
Topic: Friday Facts #428 - Reactor & Logistics circuit control
Replies: 118
Views: 50426

Re: Friday Facts #428 - Reactor & Logistics circuit control



Will there be some easy way to get bots out of the system for upgrades?

Many mods have multiple tiers of construction and logistics bots, and upgrading them is a huge headache.


Roboports will be able to set min/max requests for specific robots inside them. That way you can make one roboport ...
by Roxor128
Sat Sep 14, 2024 9:46 am
Forum: News
Topic: Friday Facts #428 - Reactor & Logistics circuit control
Replies: 118
Views: 50426

Re: Friday Facts #428 - Reactor & Logistics circuit control

Will there be some easy way to get bots out of the system for upgrades?

Many mods have multiple tiers of construction and logistics bots, and upgrading them is a huge headache.
by Roxor128
Sat Jun 08, 2024 4:56 am
Forum: News
Topic: Friday Facts #414 - Spoils of Agriculture
Replies: 397
Views: 175572

Re: Friday Facts #414 - Spoils of Agriculture

I think the harvesting needs a bit of work.

Removing the whole tree and only getting fruit out of it is a bit weird. Two possible ways to make this a bit less strange:

1. If you want to keep fruit only as the resource, have the harvesting based around shaking the fruit out of it then collecting it ...
by Roxor128
Mon May 20, 2024 4:22 am
Forum: News
Topic: Friday Facts #411 - All about asteroids
Replies: 70
Views: 34641

Re: Friday Facts #411 - All about asteroids

Say, wouldn't all those micro-meteors and space dust damage the platform?

You could implement that as simply applying a constant amount of damage per second to whatever's on the front edge of the platform while it's moving, and scaling up with platform speed. You'd only need to figure out what ...
by Roxor128
Sat Mar 16, 2024 8:56 am
Forum: News
Topic: Friday Facts #402 - Lightspeed circuits
Replies: 170
Views: 81884

Re: Friday Facts #402 - Lightspeed circuits


From the FFF:
https://cdn.factorio.com/assets/blog-sync/fff-402-rail-wires.png
That's almost exactly how my rail blueprints look like - could have been a screenshot from my current factory :D
I also added red and green wires "just in case a real use case pops up". I'm still waiting. The wires ...
by Roxor128
Sat Feb 17, 2024 3:07 am
Forum: News
Topic: Friday Facts #398 - Fulgora
Replies: 114
Views: 67145

Re: Friday Facts #398 - Fulgora

Possible lightning for power?

Only other game I've seen that does that is Planetbase, so that would be a welcome addition.

For those who haven't played Planetbase, it's a colony sim with four planet types to colonise: desert, ice, moon, and storm. The fourth one is where you get lightning rods to ...
by Roxor128
Sun Dec 17, 2023 10:07 am
Forum: News
Topic: Friday Facts #389 - Train control improvements
Replies: 153
Views: 77050

Re: Friday Facts #389 - Train control improvements

Any way to prioritise fuels?

If you're transitioning to a new fuel type, you'd want to be able to make the train work through everything other than the new one first, so as to use up all of the old ones. This could also be good for disposing of wood.
by Roxor128
Sat Dec 09, 2023 8:00 am
Forum: News
Topic: Friday Facts #388 - Smaller things for 2.0
Replies: 151
Views: 71207

Re: Friday Facts #388 - Smaller things for 2.0

The expression-evaluation to produce values stuff sounds handy. Could we get a hexadecimal view option as well?
by Roxor128
Sat Dec 02, 2023 5:55 am
Forum: Implemented Suggestions
Topic: Accept hexadecimal input for numbers / Add the ability to type "16k" so it autocompletes to "16000"
Replies: 60
Views: 17401

Re: Combinators: Allow more way to input numbers

Adding onto this, an option to view as hexadecimal would be useful as well. Much easier to pick out your packed values from hexadecimal than decimal.
by Roxor128
Sat Dec 02, 2023 5:49 am
Forum: News
Topic: Friday Facts #387 - Swimming in lava
Replies: 172
Views: 103424

Re: Friday Facts #387 - Swimming in lava


From FFF 386 =>
Over time, the lava has become more of a pivotal part of the gameplay because it provides a lot of new opportunities: It is a new obstacle that you can't landfill (for a long time) , a new resource, and a new way to void items.

Lava can be landfilled eventually.


[facepalm] Me ...
by Roxor128
Sat Dec 02, 2023 5:17 am
Forum: News
Topic: Friday Facts #387 - Swimming in lava
Replies: 172
Views: 103424

Re: Friday Facts #387 - Swimming in lava

Will the map generation include special checks to ensure that anything minable that spawns near lava is accessible by the new mining drills?

In current Factorio, if you get a small island with some ore on it that a drill won't fit on, you can just use some landfill to expand it enough to fit the ...
by Roxor128
Sat Nov 11, 2023 3:09 am
Forum: News
Topic: Friday Facts #384 - Combinators 2.0
Replies: 334
Views: 175179

Re: Friday Facts #384 - Combinators 2.0

Could we get a memory combinator as well?

Sure, you can build memory cells out of the existing ones, but it's a bit of a pain, especially if you're trying to protect it against signal contamination (I have had many bugs due to accidentally getting an extra signal into my memory cells that added ...
by Roxor128
Sat Nov 04, 2023 3:20 am
Forum: News
Topic: Friday Facts #383 - Super force building
Replies: 176
Views: 96919

Re: Friday Facts #383 - Super force building

I noticed the placing of landfill left holes if there wasn't anything in that space in the blueprint. Any chance of a way to override that and force them to be filled?

Maybe it could be done at the blueprint level by having a dummy object that can be put in empty spaces (potentially automatically ...
by Roxor128
Sat Oct 28, 2023 4:50 am
Forum: News
Topic: Friday Facts #382 - Logistic groups
Replies: 230
Views: 113502

Re: Friday Facts #382 - Logistic groups

bman212121 wrote: Fri Oct 27, 2023 6:58 pmMy solution to the "weight" system would be to simply copy the modular armor system.
Damn, that's a really good idea! It's such a simple solution.

I'm all for it. Devs, give this idea some playtesting!
by Roxor128
Sat Oct 21, 2023 6:21 am
Forum: News
Topic: Friday Facts #381 - Space Platforms
Replies: 209
Views: 122123

Re: Friday Facts #381 - Space Platforms


(Please call the space space science packs improved/advanced/sigma space science packs, anything other than space science packs in space.)


I think it's basically the same as Nullius having alternate recipes for its science packs (along with a large chunk of the rest of the game's items ...
by Roxor128
Sat Oct 14, 2023 3:00 am
Forum: News
Topic: Friday Facts #380 - Remote view
Replies: 183
Views: 91394

Re: Friday Facts #380 - Remote view

The part of this I'm looking forward to the most: being able to change combinator settings remotely. That would be a MASSIVE improvement!

I'm having no end of headaches in Nullius because I end up building a new facility to make something by copying and modifying an existing one and then when I ...
by Roxor128
Sat Sep 23, 2023 3:04 am
Forum: News
Topic: Friday Facts #377 - New new rails
Replies: 229
Views: 142209

Re: Friday Facts #377 - New new rails

saturn7 wrote: Fri Sep 22, 2023 6:48 pm Did you ever consider removing the restriction that rails needed to be aligned to the 2x2 grid, so blueprints with rails could be moved by a single tile?
Alternate solution: add a checkbox to blueprints to make them snap to the rail grid and set their alignment relative to it.

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