Search found 938 matches

by Nova
Sun Sep 08, 2019 10:35 pm
Forum: General discussion
Topic: Licensing and mod portal
Replies: 90
Views: 4001

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...
by Nova
Sun Sep 08, 2019 8:58 pm
Forum: General discussion
Topic: Licensing and mod portal
Replies: 90
Views: 4001

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 a pretty ...
by Nova
Sun Sep 08, 2019 8:14 pm
Forum: News
Topic: Friday Facts #311 - New remnants 3
Replies: 52
Views: 9179

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,...
by Nova
Sun Sep 08, 2019 2:29 pm
Forum: General discussion
Topic: Licensing and mod portal
Replies: 90
Views: 4001

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...
by Nova
Sun Sep 08, 2019 6:41 am
Forum: General discussion
Topic: Licensing and mod portal
Replies: 90
Views: 4001

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...
by Nova
Sat Sep 07, 2019 4:37 am
Forum: News
Topic: Friday Facts #311 - New remnants 3
Replies: 52
Views: 9179

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.
by Nova
Wed Sep 04, 2019 1:30 am
Forum: Technical Help
Topic: mod enable, disable
Replies: 1
Views: 99

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.
by Nova
Wed Aug 28, 2019 1:11 am
Forum: News
Topic: Friday Facts #309 - Controversial opinions
Replies: 291
Views: 22893

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...
by Nova
Wed Aug 21, 2019 11:40 pm
Forum: Minor issues
Topic: [0.17.66] Wrong GUI bounding box in deconstruction planner
Replies: 9
Views: 367

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...
by Nova
Wed Aug 21, 2019 10:33 pm
Forum: Minor issues
Topic: [0.17.66] Wrong GUI bounding box in deconstruction planner
Replies: 9
Views: 367

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 then start ...
by Nova
Wed Aug 21, 2019 9:09 pm
Forum: Not a bug
Topic: Character Logistics Slots
Replies: 3
Views: 169

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.
by Nova
Wed Aug 21, 2019 9:07 pm
Forum: Minor issues
Topic: [0.17.66] Wrong GUI bounding box in deconstruction planner
Replies: 9
Views: 367

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. ^^
by Nova
Wed Aug 21, 2019 3:52 pm
Forum: Minor issues
Topic: [0.17.66] Wrong GUI bounding box in deconstruction planner
Replies: 9
Views: 367

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...
by Nova
Wed Aug 21, 2019 2:08 pm
Forum: Minor issues
Topic: [0.17.66] Wrong GUI bounding box in deconstruction planner
Replies: 9
Views: 367

[0.17.66] Wrong GUI bounding box in deconstruction planner

bug red blueprint box.png Please take a look the the third line, fifth box of the Deconstruction planner boxes. I marked one part of the box in blue [1] and one part in red [2]. The blue part works correctly, but moving the mouse to the red part doesn't hightlight the box. Clicking there doesn't op...
by Nova
Mon Aug 19, 2019 12:54 am
Forum: Railway Setups
Topic: Smart Station for outposts
Replies: 7
Views: 908

Re: Smart Station for outposts

How does that work with many trains? I mean, you could have 30 trains trying to visit Station A, but the station only has resources for one train. After this one train is filled, the leftover 29 trains try to visit Station B - but that station also only has resources for one train. The leftover 28 t...
by Nova
Fri Aug 16, 2019 12:01 pm
Forum: Gameplay Help
Topic: How to collect Solid fuel or Coal quickly from furnaces or any machines that uses them ?
Replies: 11
Views: 586

Re: How to collect Solid fuel or Coal quickly from furnaces or any machines that uses them ?

As far as I know there is no faster way to do that, but the thing is... why should you do that often? Factorio is a game about automation. Just let it burn. :)
by Nova
Thu Aug 15, 2019 3:19 am
Forum: General discussion
Topic: Factorio age rating?
Replies: 24
Views: 1671

Re: Factorio age rating?

A big reason why Superhot got USK 16 is probably because it's first person and you shoot at "human formed" things. Both is not the case for Factorio.
by Nova
Thu Aug 15, 2019 3:15 am
Forum: General discussion
Topic: The radar dish spinning
Replies: 10
Views: 1264

Re: The radar dish spinning

I never noticed that the Radar does more sounds than that beeping, even in more then 300 hours. :D
by Nova
Wed Aug 14, 2019 8:47 am
Forum: News
Topic: Friday Facts #307 - 0.17 stable candidate
Replies: 83
Views: 11916

Re: Friday Facts #307 - 0.17 stable candidate

What even IS FCE? And why should WUBE care for them?
by Nova
Wed Aug 14, 2019 5:50 am
Forum: News
Topic: Friday Facts #295 - New design for the chemical plant
Replies: 77
Views: 12263

Re: Friday Facts #295 - New design for the chemical plant

Two more months gone by and no new chemical plant. Is it still in development? (I'm not really impatient, but quite interested in the reason why it is delayed. :D )

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