Disabled Accessibility Notes:
"The sky dims, and in a flash, the thunder that was on the horizon only moments ago is upon you. Lightning pierces the sky and strikes your energy shield. It can't take many strikes like this."
Flashing lights warning. Oh noes. :(
Lightning storm VFX in games is ...
Search found 73 matches
- Sun Feb 18, 2024 2:27 pm
- Forum: News
- Topic: Friday Facts #398 - Fulgora
- Replies: 114
- Views: 42072
- Sun Jul 21, 2019 2:48 am
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 278076
Re: Friday Facts #304 - Small bugs; Big changes
1> Thank you for allowing the rail placement mode to optionally route around obstacles once again! The Cliff Preservation Society is well pleased.
2> But I intensely dislike the proposed change to basic oil processing, as it seems to be a poor solution on many fronts without actually solving the ...
2> But I intensely dislike the proposed change to basic oil processing, as it seems to be a poor solution on many fronts without actually solving the ...
- Thu Mar 14, 2019 9:51 pm
- Forum: Ideas and Suggestions
- Topic: [0.17.11] (Accessibility, UI) "Background dimming" can trigger migraine when opening & closing "Esc" menu
- Replies: 6
- Views: 3740
Re: [0.17.11] (Accessibility, UI) "Background dimming" can trigger migraine when opening & closing "Esc" menu
No offense intended, but this has been like this as long as i can remember . . .
Do you have trouble with the day / night cycles too when having lights placed, which triggers a similar effect?
No offence taken. This has been a minor concern for as long as I can remember too (I started playing ...
- Thu Mar 14, 2019 6:13 am
- Forum: Ideas and Suggestions
- Topic: [0.17.11] (Accessibility, UI) "Background dimming" can trigger migraine when opening & closing "Esc" menu
- Replies: 6
- Views: 3740
[0.17.11] (Accessibility, UI) "Background dimming" can trigger migraine when opening & closing "Esc" menu
Problem:
Background dimming causes the brightness of the screen to abruptly change, which can be very unpleasant &/or painful for people with light-sensitivity. This includes people with Autism, Migraine, Epilepsy, & various other conditions. (See bottom of post for some links to more information ...
Background dimming causes the brightness of the screen to abruptly change, which can be very unpleasant &/or painful for people with light-sensitivity. This includes people with Autism, Migraine, Epilepsy, & various other conditions. (See bottom of post for some links to more information ...
- Fri Mar 01, 2019 9:12 pm
- Forum: News
- Topic: Friday Facts #284 - 0.17 experimental
- Replies: 190
- Views: 81298
Re: Friday Facts #284 - 0.17 experimental
Nice write-up of the design thoughts behind the introduction not-tutorial, thank you for yet another excellent FFF.
Though I am rather surprised and concerned that the biter threat is going to be worse than in the old "First Steps" campaign.
They were the #1 reason I quit the 0.13 tutorial in ...
Though I am rather surprised and concerned that the biter threat is going to be worse than in the old "First Steps" campaign.
They were the #1 reason I quit the 0.13 tutorial in ...
- Sat Nov 10, 2018 9:50 pm
- Forum: News
- Topic: Friday Facts #268 - The modern Biter
- Replies: 115
- Views: 57095
Re: Friday Facts #268 - The modern Biter
The flexible exoskeleton of the biter is not realistic. Nor are the stumpy front legs.
Came here to post the same thing:
The skin of the biter shown in the FFF looks flexible, soft & supple ~ as found on a caterpillar, grub or maggot.
It does not look like the rigid plates of an armoured ...
- Fri Oct 19, 2018 5:41 pm
- Forum: News
- Topic: Friday Facts #265 - Nomenclature & Steam networking
- Replies: 121
- Views: 65227
Re: Friday Facts #265 - Nomenclature & Steam networking
Why not just use "Extract" for ore miners / oil wells?
Much better than the other options listed on the form imo ~ "gather, mine, take, collect" ~ which kinda miss the point or are too ambiguous with other actions.
Using as few clearly-different terms as needed would be best:
+ Players & bots ...
Much better than the other options listed on the form imo ~ "gather, mine, take, collect" ~ which kinda miss the point or are too ambiguous with other actions.
Using as few clearly-different terms as needed would be best:
+ Players & bots ...
- Sat Sep 22, 2018 6:20 am
- Forum: News
- Topic: Friday Facts #261 - Performance + New player interaction
- Replies: 94
- Views: 49493
Re: Friday Facts #261 - Performance + New player interaction
Firstly ~ The "pause game, show message, press tab to continue" style of the old (current) tutorial bothered me a lot too. It was quite annoying to have the gameplay suddenly freeze up while in the middle of building something. I'm glad you are trying something else for the new one.
I would second ...
I would second ...
- Thu Aug 30, 2018 11:32 am
- Forum: General discussion
- Topic: Challenge: Generic max-speed train unload
- Replies: 80
- Views: 53471
Re: Challenge: Generic max-speed train unload
Main reason for not throttling inserters: it makes train unloading longer. not sure that matters here.
It can make unloading longer, but not always. In my design it only slows train unloading when it is not running flat-out at maximum possible speed.
At less than max output it runs in a burst ...
It can make unloading longer, but not always. In my design it only slows train unloading when it is not running flat-out at maximum possible speed.
At less than max output it runs in a burst ...
- Mon Aug 27, 2018 11:54 pm
- Forum: General discussion
- Topic: Challenge: Generic max-speed train unload
- Replies: 80
- Views: 53471
Re: Challenge: Generic max-speed train unload
I am really late to this thread, damnit (took a break from Factorio). Some very creative setups here, & lots of good discussion worth reading!
Hope I'm not too late to submit another design for consideration: Also bot-based but with unload-inserter throttling * (did not notice anyone else in the ...
Hope I'm not too late to submit another design for consideration: Also bot-based but with unload-inserter throttling * (did not notice anyone else in the ...
- Fri Aug 17, 2018 9:41 pm
- Forum: News
- Topic: Friday Facts #256 - The little things 3
- Replies: 111
- Views: 58457
Re: Friday Facts #256 - The little things 3
Nice QoL update, it really is the small touches like these that make Factorio shine, & keep me coming back. Awesome.
"Belt Motion Compensator"... Think I actually like that name better than "Belt Immunity".
Also this:
Its time to implement equipment (or skills) switches which would toggle ...
"Belt Motion Compensator"... Think I actually like that name better than "Belt Immunity".
Also this:
Its time to implement equipment (or skills) switches which would toggle ...
- Sat Apr 14, 2018 4:51 pm
- Forum: News
- Topic: Friday Facts #238 - The GUI update (Part II)
- Replies: 143
- Views: 67345
Re: Friday Facts #238 - The GUI update (Part II)
I applaud the choice to focus on gui function rather than gui pretty. Bravo!
A clean & uncluttered gui aids readability tremendously.
First impressions:
"Whoa, that's kinda garish." ~ the colours are a bit too vibrant. Tone them down a bit please, the green is the worst.
What confirm button ...
A clean & uncluttered gui aids readability tremendously.
First impressions:
"Whoa, that's kinda garish." ~ the colours are a bit too vibrant. Tone them down a bit please, the green is the worst.
What confirm button ...
- Tue Mar 27, 2018 3:21 pm
- Forum: News
- Topic: Friday Facts #235 - 0.16 stable
- Replies: 122
- Views: 62528
Re: Friday Facts #235 - 0.16 stable
I think we just need to give a pair of Stack Inserters the ability to compress/consume a blue belt - this will both simplify and buff train-belt loading and unloading, and make those faster prod+speed setups more feasible with belts.
2x stack can now compress a blue lane, is this what you mean ...
2x stack can now compress a blue lane, is this what you mean ...
- Fri Jan 12, 2018 8:29 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 482018
Re: Friday Facts #225 - Bots versus belts (part 2)
Such insights into the dev discussions, marvellous read! Thank you for taking the time to explain your thoughts. You guys are #1.
Removing bot cargo research does look like the best of those options, to be fair.
Technology which would turn all belts into stack belts.
If you can figure out how ...
Removing bot cargo research does look like the best of those options, to be fair.
Technology which would turn all belts into stack belts.
If you can figure out how ...
- Sat Jan 06, 2018 11:00 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 452855
Re: Friday Facts #224 - Bots versus belts
I actually think the base shown in the FFF #224 is actually a very nice design and took a lot of thought and planning to build. I have not looked at it in detail, but I suspect it has some very well planned out logistics networks to minimize bot travel, etc. Agree wholeheartedly!
You can see the ...
You can see the ...
- Fri Jan 05, 2018 10:29 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 452855
Re: Friday Facts #224 - Bots versus belts
At the moment:
Trains are in a great spot, #1 choice for long distance. High initial cost, but cheap to expand / increase throughput.
Bots are in a great spot, #1 choice for short distance. High power requirements & difficult to optimise, but easy to increase throughput.
Belts should be the #1 ...
Trains are in a great spot, #1 choice for long distance. High initial cost, but cheap to expand / increase throughput.
Bots are in a great spot, #1 choice for short distance. High power requirements & difficult to optimise, but easy to increase throughput.
Belts should be the #1 ...
- Fri Dec 22, 2017 11:30 pm
- Forum: Releases
- Topic: Version 0.16.7
- Replies: 153
- Views: 79507
Re: Version 0.16.7
This is a great example, of making the mistake of allowing a feature without making sure we really wanted that in the first place. If it never existed people would have zero problems with that . To all people complaining the end of 3-liquid wagons is the end of Factorio, the real question is ...
- Fri Dec 22, 2017 2:20 am
- Forum: Releases
- Topic: Version 0.16.7
- Replies: 153
- Views: 79507
Re: Version 0.16.7
The removal was not the gui problem itself. The fix wouldn't be that hard. But we opened the question whether the feature really adds enough to justify all the logic and gui around it, and we kind of discovered that the feature usefulness is too minor to justify the complications for the player ...
- Sun Dec 17, 2017 12:08 am
- Forum: Resolved Problems and Bugs
- Topic: [Kovarex] [0.16.0] Sideloading works completely different now
- Replies: 116
- Views: 69718
Re: [16.0] Sideloading works completely different now
Currently there is only one method to compress a belt ~ splitters ~ this is a rather Un-Factorio , imho:
There are alternatives methods to do nearly everything else ingame: move items from A->B, destroy biters, power generation, control circuits, etc. So being forced to use only a single method to ...
There are alternatives methods to do nearly everything else ingame: move items from A->B, destroy biters, power generation, control circuits, etc. So being forced to use only a single method to ...
- Fri Nov 03, 2017 5:19 am
- Forum: Mods
- Topic: [MOD 0.15.x] Minimap autohide
- Replies: 23
- Views: 13939
Re: [MOD 0.15.x] Minimap autohide
Found a bug with this latest version:
With mod enabled, if you have any structure popup window open [eg; combinator settings] and have moved it away from centre of screen, when you mouse-over any other structure the window will jump to the centre of the screen every time.
Disabling this mod ...
With mod enabled, if you have any structure popup window open [eg; combinator settings] and have moved it away from centre of screen, when you mouse-over any other structure the window will jump to the centre of the screen every time.
Disabling this mod ...