Search found 27 matches
- Fri Apr 12, 2024 3:16 pm
- Forum: News
- Topic: Friday Facts #406 - Space Age Music
- Replies: 150
- Views: 18720
Re: Friday Facts #406 - Space Age Music
The first undiscovered planet theme sounds like some jumping frogs. May be a swamp with new jumping biters. The second sounds aerial. My guess is something like flying islands from Avatar. Am I missing something? I only see one "undisclosed" planet theme song. Where is the 2nd one? I just...
- Fri Apr 12, 2024 11:24 am
- Forum: News
- Topic: Friday Facts #406 - Space Age Music
- Replies: 150
- Views: 18720
Re: Friday Facts #406 - Space Age Music
The first undiscovered planet theme sounds like some jumping frogs. May be a swamp with new jumping biters.
The second sounds aerial. My guess is something like flying islands from Avatar.
The second sounds aerial. My guess is something like flying islands from Avatar.
- Fri Sep 29, 2023 6:28 pm
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 337
- Views: 78338
Re: Friday Facts #378 - Trains on another level
Kinda little bit sad for me personally. I see intersection intricacies as part of fun. Making it easier takes some part of game from me. Graphics is awesome nevertheless
- Fri Sep 08, 2023 12:01 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 805
- Views: 128796
Re: Friday Facts #375 - Quality
I'm really confused now with quality and tiered machines. Now we have just 3 tiers of them then we'll have like 12 (T1.Q1->T1.Q2->...->T3.Q4)? The overall quality idea is great but the implementation... I'd say devs should change how recipes work to let use not an item but set of items so that bette...
- Tue Dec 20, 2022 2:10 pm
- Forum: PyMods
- Topic: After 1.1.71 Py mods are not working
- Replies: 4
- Views: 1280
Re: After 1.1.71 Py mods are not working
It was something call Py Energy and Pollution (or something like that). I removed it and cannot find it anymore on mod server. Probably it was removed but somehow stuck into my mods collection.
- Tue Dec 20, 2022 1:54 pm
- Forum: PyMods
- Topic: After 1.1.71 Py mods are not working
- Replies: 4
- Views: 1280
Re: After 1.1.71 Py mods are not working
No errors. I'll try to add mods one by one to find which of them causes the trouble.
- Mon Dec 19, 2022 7:33 pm
- Forum: PyMods
- Topic: After 1.1.71 Py mods are not working
- Replies: 4
- Views: 1280
After 1.1.71 Py mods are not working
After the game updated to 1.1.71 all Py mods are red in mods list. No Py resources, Py buildings etc. Is it possible to fix that or i have to downgrade the game?
- Fri Apr 01, 2022 8:34 pm
- Forum: News
- Topic: Friday Facts #369 - To the moon
- Replies: 67
- Views: 51691
Re: Friday Facts #369 - To the moon
Nice joke. I almost fell into it. But IMHO sharing huge setups DOES ruin some fun.
- Sat Mar 21, 2020 10:47 pm
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 90011
Re: Friday Facts #339 - Beacon HR + Redesign process
Personally i don't like it. The red color doesn't fit the overall game style and looks more like part of the mod. And it's definitely doesn't look like something to speed things up. I think a huge blinking computer would fit better. Like it uses it's computational powers to optimize production of su...
- Sun Dec 29, 2019 4:21 pm
- Forum: Multiplayer
- Topic: Unofficial Factorio Troll/Griefer Database
- Replies: 235
- Views: 155291
Re: [Updated 04/13/2019] Unofficial Factorio Troll/Griefer Database
At the moment of post this player griefed 4 servers.
Name codymath. Running around and deconstructing everything one by one.
Name codymath. Running around and deconstructing everything one by one.
- Wed Oct 16, 2019 1:50 pm
- Forum: Ideas and Suggestions
- Topic: Trains to stick to rail signals hotkey
- Replies: 0
- Views: 684
Trains to stick to rail signals hotkey
TL;DR A hotkey to stick a locomotive to a train signal as it sticks to a station. What ? When you place a train near a station it sticks to it allowing neat alignment of inserters and other stuff. But when you build your train network or create intersections you sometimes need to adjust length of t...
- Mon Jan 22, 2018 10:23 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.17] Cannot scroll servers list.
- Replies: 2
- Views: 1409
[0.16.17] Cannot scroll servers list.
If you select a server the list won't let you scroll it so that selected server would not be visible. It jumps back so that the selected server is always visible. As long as the first server in the list is selected by default then you cannot scroll at all.
- Tue Oct 03, 2017 12:00 pm
- Forum: Implemented Suggestions
- Topic: Mods loading order and packs
- Replies: 9
- Views: 3159
Re: Mods loading order and packs
I'm not about mod portal. But the mod loader in the game.
- Tue Oct 03, 2017 10:44 am
- Forum: Implemented Suggestions
- Topic: Mods loading order and packs
- Replies: 9
- Views: 3159
Mods loading order and packs
TL;DR Make an option to choose mods before the game actually starts. Also make an option to create local mod packs to start game with. What ? Make some sort of mods chooser that launches before the game and allows us to choose mods we want ot play with. Also make an option to create you own bunches...
- Tue Sep 26, 2017 1:24 pm
- Forum: Implemented Suggestions
- Topic: Performance Profiling
- Replies: 3
- Views: 2481
Re: Performance Profiling
Ok. My bad.
- Tue Sep 26, 2017 1:11 pm
- Forum: Implemented Suggestions
- Topic: Performance Profiling
- Replies: 3
- Views: 2481
Performance Profiling
TL;DR I way to determine performance bottlenecks for big modded maps. What ? Experienced people know that some game mechanics are less UPS/FPS friendly than others. Like replacing nuclear reactors with solars will reduce CPU load due to deletion of fluids calculations for water and steam. The same ...
- Sat Aug 12, 2017 8:51 pm
- Forum: 1 / 0 magic
- Topic: [15.33] Crash after: "ClientMultiplayerManager::receiveShouldStartSendingTickClosures"
- Replies: 1
- Views: 1487
[15.33] Crash after: "ClientMultiplayerManager::receiveShouldStartSendingTickClosures"
was cathcing up to the server with lots of mods { "mods": [ { "name": "base", "enabled": true }, { "name": "aai-industry", "enabled": true }, { "name": "aai-programmable-structures", "enabled": true }...
- Thu Jun 08, 2017 1:49 pm
- Forum: Releases
- Topic: Version 0.15.19
- Replies: 19
- Views: 20989
Re: Version 0.15.19
Gods be praised!FactorioBot wrote: [*]Locomotive snaps to a train stop when placing the first locomotive next to the train stop.
- Wed May 10, 2017 10:37 am
- Forum: Development Proposals
- Topic: Hidden ores
- Replies: 138
- Views: 126452
Re: Hidden ores
I see hidden resources this way: 1. Seismic analizer. This building shows the distance to the nearest underground deposit. 2. Player has to Triangulate the deposit position using several analizers 3. Deep drill, of course, to mine the ore 4. Hidden ore is uranium. And it is removed from the surface....
- Mon May 08, 2017 10:10 am
- Forum: Technical Help
- Topic: [0.15.9]Memory consumption
- Replies: 4
- Views: 1990
Re: [0.15.9]Memory consumption
Oh, OK then