Search found 943 matches

by Nova
Fri Mar 08, 2024 3:44 pm
Forum: News
Topic: Friday Facts #401 - New terrain, new planet
Replies: 100
Views: 17875

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...
by Nova
Fri Feb 16, 2024 10:18 pm
Forum: News
Topic: Friday Facts #396 - Sound improvements in 2.0
Replies: 98
Views: 12075

Re: Friday Facts #396 - Sound improvements in 2.0

I assume this will also be improved with the stuff mentioned under Sound aggregation, BattleFluffy.
by Nova
Sat Oct 14, 2023 2:09 am
Forum: News
Topic: Friday Facts #380 - Remote view
Replies: 181
Views: 28695

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...
by Nova
Sat Jul 18, 2020 12:24 am
Forum: News
Topic: Friday Facts #356 - Blueprint library for real
Replies: 123
Views: 54682

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...
by Nova
Sat Feb 15, 2020 12:51 am
Forum: News
Topic: Friday Facts #334 - New poison cloud animation, flying robot dying effect
Replies: 57
Views: 25581

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?
by Nova
Sun Sep 08, 2019 10:35 pm
Forum: General discussion
Topic: Licensing and mod portal
Replies: 90
Views: 24690

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: 24690

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...
by Nova
Sun Sep 08, 2019 8:14 pm
Forum: News
Topic: Friday Facts #311 - New remnants 3
Replies: 52
Views: 26925

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: 24690

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: 24690

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: 26925

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: 1084

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: 290
Views: 109336

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: 3134

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: 3134

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...
by Nova
Wed Aug 21, 2019 9:09 pm
Forum: Not a bug
Topic: Character Logistics Slots
Replies: 3
Views: 1450

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: 3134

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: 3134

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: 3134

[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: 4915

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...

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