So the release will be at 14.08.2020?
My friend and I are going to have our own private release party for this!
Can you tell me if it will be playable at around 18:00 on the UTC +01:00 Timezone?
Search found 31 matches
- Sat Aug 08, 2020 9:11 am
- Forum: News
- Topic: Friday Facts #359 - Crash site: The beginning
- Replies: 95
- Views: 109521
- Mon Dec 03, 2018 9:51 pm
- Forum: News
- Topic: Friday Facts #271 - Fluid optimisations & GUI Style inspector
- Replies: 122
- Views: 55491
Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector
Hi,
Got a question: Whats this bronce looking pipes? I'm not sure that I've seen that before. Mabye I missed something?
Got a question: Whats this bronce looking pipes? I'm not sure that I've seen that before. Mabye I missed something?
- Sat Nov 03, 2018 7:09 am
- Forum: News
- Topic: Friday Facts #267 - Experiments, Explosives & Extended tags
- Replies: 120
- Views: 52122
Re: Friday Facts #267 - Experiments, Explosives & Extended tags
Whats that in the last gif in those armor slots? Is it that?
What a coincidence! I just watched Back to the Future yesterday
What a coincidence! I just watched Back to the Future yesterday
- Fri Dec 01, 2017 10:02 am
- Forum: Off topic
- Topic: [photos] Factorio in real life
- Replies: 152
- Views: 318008
Re: [photos] Factorio in real life
This kinda reminded me about Factorio as well (Except the windmills):
- Sun Oct 29, 2017 9:54 am
- Forum: News
- Topic: Friday Facts #214 - Concrete rendering
- Replies: 129
- Views: 72392
Re: Friday Facts #214 - Concrete rendering
Well, I just want to let you know how the real concrete looks like. There are tiles AND it is on the same level as everything else. None of these images have anything in common with the World of Factorio. There, things are rather done rough and simply put on top of the ground, like a pavement. All ...
- Sat Oct 28, 2017 9:41 am
- Forum: News
- Topic: Friday Facts #214 - Concrete rendering
- Replies: 129
- Views: 72392
Re: Friday Facts #214 - Concrete rendering
Made some quick test on substance to make a how i would see concrete texture, tried to keep as close to factorio style, having 3 version : I can also provide heighMap, Normal map, and even roughness map if needed Those are tiles. And sorry but the designers of course know their own ways to create c...
- Sat Oct 28, 2017 9:39 am
- Forum: News
- Topic: Friday Facts #214 - Concrete rendering
- Replies: 129
- Views: 72392
Re: Friday Facts #214 - Concrete rendering
I'm reffering to the FFF-Post.
I like it. It matches the rough look of Factorio very well.
And the screenshot at the bottom looks fantastic!
I like it. It matches the rough look of Factorio very well.
And the screenshot at the bottom looks fantastic!
- Mon Apr 10, 2017 6:00 pm
- Forum: News
- Topic: Friday Facts #185 - Progress report
- Replies: 93
- Views: 52571
Re: Friday Facts #185 - Progress report
Regarding this:
To be honest, when I first saw this image without reading the text beforehand, i thought you made the terrain look like died out (grey and just dead) where theres oily machinery nearby.
To be honest, when I first saw this image without reading the text beforehand, i thought you made the terrain look like died out (grey and just dead) where theres oily machinery nearby.
- Mon Mar 13, 2017 6:05 pm
- Forum: Off topic
- Topic: How are games optimized for specific CPU's? (f.e. Ryzen)
- Replies: 4
- Views: 2855
Re: How are games optimized for specific CPU's? (f.e. Ryzen)
"AMD Responded to this, saying that games are not optimized for these new CPU's." AMD never said that. Whatever they said applied to the platform and every aspect of it. And knowing how to optimize isnt done in a quick explanation, you need at least some basic understanding of programming...
- Sat Mar 04, 2017 2:17 pm
- Forum: Off topic
- Topic: [photos] Factorio in real life
- Replies: 152
- Views: 318008
Re: [photos] Factorio in real life
https://www.youtube.com/watch?v=uCgnWqoP4MM Is that the modern factory? A ton of movable machines that are set up for a completely flexible production line? I've tried working at several factories, most of them are like that. They just build a huge hall and shuffle machines and tables where people ...
- Sat Mar 04, 2017 1:57 pm
- Forum: Off topic
- Topic: How are games optimized for specific CPU's? (f.e. Ryzen)
- Replies: 4
- Views: 2855
How are games optimized for specific CPU's? (f.e. Ryzen)
Hello, I want to ask this here, since theres really much technical talk here and I know for sure that the devs of factorio are real cracks in topics like this. The new CPU's by AMD, Ryzen, came out this week. In the technical news I read that people are complaining about them a little since theyve s...
- Sat Mar 04, 2017 1:50 pm
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 1046019
1.0 without endgame?
I've a question here. In the first post of this thread was said, that 0.16 would become v1.0 when its stable. Is this such a good Idea? As far as I know, the endgame is still missing and the game is simply ending with a dialogbox telling you your stats. I think this could be a disappointment for peo...
- Sun Dec 18, 2016 11:22 pm
- Forum: News
- Topic: Friday Facts #169 - Combat revisit 2
- Replies: 157
- Views: 70805
Re: Friday Facts #169 - Combat revisit 2
I just read the part about the Waves-Gamemode on the FFF; What about having this when you finally launch the rocket in the main game when you set the rocket to launch? So that you have to survive a large number of waves first? To be honest, a friend of mine and I thought that something like them sto...
- Tue Aug 30, 2016 8:56 pm
- Forum: Mods
- Topic: [MOD 0.13] DayNightExtender - longer day/night cycles
- Replies: 38
- Views: 19949
Re: [MOD 0.13.X] DayNightExtender - longer day/night cycles
I tested local DAY_LENGTH_MULTIPLIER = 5 -- (integer) Controls how long daytime will be. Set to 1 for default, vanilla length (3.5 minutes). local NIGHT_LENGTH_MULTIPLIER = 5 -- (integer) Same as above but for the night. and everything works here. With timetools too. By "loop back", you m...
- Wed Aug 24, 2016 8:51 am
- Forum: Maps and Scenarios
- Topic: How to generate a trains focused map?
- Replies: 10
- Views: 8047
Re: How to generate a trains focused map?
Well theres just those comments in the config file, and when trying out on your own its hard to find out how the settings actually work. For example, the absolute_enemy_chance lets one to three nests spawn in a region if its set to 100 but not more. I want to fight them when Im working towards my re...
- Tue Aug 23, 2016 8:51 pm
- Forum: Maps and Scenarios
- Topic: How to generate a trains focused map?
- Replies: 10
- Views: 8047
Re: How to generate a trains focused map?
Ahhh thank you. I somehow thought I could try it out that way. My fault!
Ive played around with the settings of the mod now. I wish it was somewhat more documented, but I guess Ive found a nice balance.
Thank you guys!
Ive played around with the settings of the mod now. I wish it was somewhat more documented, but I guess Ive found a nice balance.
Thank you guys!
- Tue Aug 23, 2016 5:42 pm
- Forum: Maps and Scenarios
- Topic: How to generate a trains focused map?
- Replies: 10
- Views: 8047
Re: How to generate a trains focused map?
Thanks for your reply. Sorry I didnt express myself in enough detail. I generated a map in the map editor with this mod on in 0.13.17 and there are no starting resources . I scrolled to the left until I reached like tile -20.000 (just to kinda make sure there really is none) and I cant find any reso...
- Mon Aug 22, 2016 10:01 pm
- Forum: Maps and Scenarios
- Topic: How to generate a trains focused map?
- Replies: 10
- Views: 8047
Re: How to generate a trains focused map?
Hey thank you both for this info!
I installed the newest rso-mod on my 0.13.17 installation of factorio and activated the mod (restartet the game afterwards).
When I now generate a map, theres no resources or enemies anywhere. Do you have any configuration tipps for me, also?
Greetings,
Ravior
I installed the newest rso-mod on my 0.13.17 installation of factorio and activated the mod (restartet the game afterwards).
When I now generate a map, theres no resources or enemies anywhere. Do you have any configuration tipps for me, also?
Greetings,
Ravior
- Mon Aug 22, 2016 3:38 pm
- Forum: Maps and Scenarios
- Topic: How to generate a trains focused map?
- Replies: 10
- Views: 8047
How to generate a trains focused map?
Hello I want to generate maps where its an absolute must to use trains through expansive railways to gather the basic resources. I want resources to be at least 5000 tiles apart or so. Is there anyway to do this with the current ingame map generator? Or is there a modded map generator available? Gre...
- Fri Jul 08, 2016 11:53 am
- Forum: Releases
- Topic: Version 0.13.6
- Replies: 55
- Views: 42865
Re: Version 0.13.6
When will be map generation fixed? I have oil only in start location (and only a few). Tons of enemies everywhere. It's quite frustrating game now :( I somehow managed to generate a map with acceptable results, cleaned it up a little and found much oil in it by exploring. I've made it so that there...