Search found 945 matches
- Fri Sep 20, 2024 3:50 pm
- Forum: News
- Topic: Friday Facts #429 - Vulcanus Demolisher Enemies
- Replies: 82
- Views: 7544
Re: Friday Facts #429 - Vulcanus Demolisher Enemies
Very nice, I like the new enemy. Some small point of criticism: it looks a bit weird how the demolisher can make buildings explode just with the faintest touch. Maybe change the hitbox to make it a bit smaller, so the worm has to crawl a bit deeper into a building before it explodes. If you want to ...
- Wed Jun 19, 2024 3:11 am
- Forum: Show your Creations
- Topic: Sushi laboratories without combinators, splitters and inserters
- Replies: 8
- Views: 1008
Re: Sushi laboratories without combinators, splitters and inserters
Your image doesn't load for everyone else because it's linked as localhost, not on a public server. You can upload pictures on the forum by just dragging them into the input field.
- Fri Mar 08, 2024 3:44 pm
- Forum: News
- Topic: Friday Facts #401 - New terrain, new planet
- Replies: 105
- Views: 28887
Re: Friday Facts #401 - New terrain, new planet
Quote FFF: "There are some more minor things to do a bit later, like more patchy forest edges, but that's not a significant change to gameplay." Maybe not very important to the gameplay, but very important for the looks. :D Any chance for a revamp of the design of cliffs itself? To be hone...
- Fri Feb 16, 2024 10:18 pm
- Forum: News
- Topic: Friday Facts #396 - Sound improvements in 2.0
- Replies: 98
- Views: 18120
Re: Friday Facts #396 - Sound improvements in 2.0
I assume this will also be improved with the stuff mentioned under Sound aggregation, BattleFluffy.
- Sat Oct 14, 2023 2:09 am
- Forum: News
- Topic: Friday Facts #380 - Remote view
- Replies: 183
- Views: 39768
Re: Friday Facts #380 - Remote view
Personally I always had problems with really seeing what ghosts where placed, or making out a blueprint in the middle of the base. Currently I have no problem with the new ghost look, looks fine for me. More remote capabilities are very nice, I always disliked how I could not do everything per map v...
- Sat Jul 18, 2020 12:24 am
- Forum: News
- Topic: Friday Facts #356 - Blueprint library for real
- Replies: 123
- Views: 60980
Re: Friday Facts #356 - Blueprint library for real
This is a great FFF, one of the best. Things I like about it: The deeper view of your work / life / mind, kovarex. The evolution of the blueprint library. Being able to use blueprints in the mapview. So awesome! That random "fuck" in there when you realized the agreement was already made 2...
- Sat Feb 15, 2020 12:51 am
- Forum: News
- Topic: Friday Facts #334 - New poison cloud animation, flying robot dying effect
- Replies: 57
- Views: 28089
Re: Friday Facts #334 - New poison cloud animation, flying robot dying effect
I like the changes. Small suggestion: make the rotation of the dieing robot a bit slower. Looks a bit too hectic right now. Maybe also some smoke effect so the change from "dieing robot" to "remnant" doesn't look as jaggered?
- Sun Sep 08, 2019 10:35 pm
- Forum: General discussion
- Topic: Licensing and mod portal
- Replies: 90
- Views: 28653
Re: Licensing and mod portal
[...] described streaming game content in return for an income as a commercial activity, which is as bleedin' obvious as the day is long. [...] Na, it's not bleedin' obvious for everyone. That's the whole point of this thread. ^^ I mean, you do realize that you basically disallowed any content of y...
- Sun Sep 08, 2019 8:58 pm
- Forum: General discussion
- Topic: Licensing and mod portal
- Replies: 90
- Views: 28653
Re: Licensing and mod portal
Well, streamers also create content - their streams. Restricting how they are allowed to monetize it feels some kind of bad. Also modders use the software of Factorio and the modding API to create the content. It is all a big symbiosis to get more fun out into the world. ("exploitation" is...
- Sun Sep 08, 2019 8:14 pm
- Forum: News
- Topic: Friday Facts #311 - New remnants 3
- Replies: 52
- Views: 29505
Re: Friday Facts #311 - New remnants 3
It also allows us to power you through some parts that we feel take too long for the campaign - giving the player a functional mining outpost means they only need to connect it and solve the logistical part, not much of the outposting etc, which can be interesting too. There is an iron ore outpost,...
- Sun Sep 08, 2019 2:29 pm
- Forum: General discussion
- Topic: Licensing and mod portal
- Replies: 90
- Views: 28653
Re: Licensing and mod portal
This makes me curious how you thought that would work: If mods are part of the game, that would mean that Wube would have all rights to them, literally own them. No custom licensing at all. I certainly wouldn't want to release mods only for Wube to own them; my mods are my IP, not Wube's. So my que...
- Sun Sep 08, 2019 6:41 am
- Forum: General discussion
- Topic: Licensing and mod portal
- Replies: 90
- Views: 28653
Re: Licensing and mod portal
Of course does the author have the right to restrict mod usage - but that doesn't change anything about how bad I think it is. That's just one of the disadvantages of a system where we give (nearly) all rights to the author. On the other side this enables a huge amount of freedom and other advantage...
- Sat Sep 07, 2019 4:37 am
- Forum: News
- Topic: Friday Facts #311 - New remnants 3
- Replies: 52
- Views: 29505
Re: Friday Facts #311 - New remnants 3
Looks pretty good in my opinion, but one entity could in my opinion need some work: the logistic chests. Their remnants still look pretty useable, not destroyed.
- Wed Sep 04, 2019 1:30 am
- Forum: Technical Help
- Topic: mod enable, disable
- Replies: 1
- Views: 1268
Re: mod enable, disable
The game creates a list of items, technologies, loads graphics, changes settings depending on other loaded mods (mods can depend on other mods). All this happens on the start of the game, so it has to restart for the changes to have an effect.
- Wed Aug 28, 2019 1:11 am
- Forum: News
- Topic: Friday Facts #309 - Controversial opinions
- Replies: 290
- Views: 124742
Re: Friday Facts #309 - Controversial opinions
The thing is, Deadlock989 really thinks he's right. We either have to argue in a way that accepts his way of thinking, or we have to ignore him. Everything else will pretty surely not lead to successful discussions or even him changing his mind. Alt mode should probably be off by default to not over...
- Wed Aug 21, 2019 11:40 pm
- Forum: Minor issues
- Topic: [0.17.66] Wrong GUI bounding box in deconstruction planner
- Replies: 9
- Views: 3556
Re: [0.17.66] Wrong GUI bounding box in deconstruction planner
Well, I am German and play the game in German, so yes, I can confirm there are some places where the translated words are much longer and look bad. The thing is, that's not what I want to report (at least not now), but this is a real bug which should be solved. Then again, I do see that this is a pr...
- Wed Aug 21, 2019 10:33 pm
- Forum: Minor issues
- Topic: [0.17.66] Wrong GUI bounding box in deconstruction planner
- Replies: 9
- Views: 3556
Re: [0.17.66] Wrong GUI bounding box in deconstruction planner
*eye twitching* Other way to show this bug: Create a mod that changes the number entity_filter_count of the item deconstruction-planner from 30 to 50. Done. For testing purposes, you can just change the value in the file "[factorio dir]\data\base\prototypes\item\item.lua" on line 506 and t...
- Wed Aug 21, 2019 9:09 pm
- Forum: Not a bug
- Topic: Character Logistics Slots
- Replies: 3
- Views: 1637
Re: Character Logistics Slots
The developers want Production and Utility to be the same rank, and the more sophisticated logistic system is unlocked by Utility, so that part seems correct.
- Wed Aug 21, 2019 9:07 pm
- Forum: Minor issues
- Topic: [0.17.66] Wrong GUI bounding box in deconstruction planner
- Replies: 9
- Views: 3556
Re: [0.17.66] Wrong GUI bounding box in deconstruction planner
To be honest: don't know. It looks new, but that could just be some standard settings. If it's not new and there are plans to overwork it, then this bug report is not important, yes. ^^
- Wed Aug 21, 2019 3:52 pm
- Forum: Minor issues
- Topic: [0.17.66] Wrong GUI bounding box in deconstruction planner
- Replies: 9
- Views: 3556
Re: [0.17.66] Wrong GUI bounding box in deconstruction planner
Like I said, it also happens with normal maximised windowed. It's not that I deliberately did use a stupid screen resolution, that was just a way to show the bug without installing mods. It also happens in other configurations. Here's another way to show the bug: Set the UI scaling to 125%. Done. Th...