Search found 29 matches

by Splitframe
Sun Feb 07, 2021 9:32 am
Forum: News
Topic: Friday Facts #365 - Future plans
Replies: 283
Views: 100868

Re: Friday Facts #365 - Future plans

Wow how shameless, at first you have the audacity to release an already solid and reasonably stable game as early access and then you even have the nerve to follow up with rich and meaningful updates until it's actually finished. All this just to lure people to buy an expansion. The criminal energy ...
by Splitframe
Fri Aug 23, 2019 10:53 pm
Forum: News
Topic: Friday Facts #309 - Controversial opinions
Replies: 290
Views: 65428

Re: Friday Facts #309 - Controversial opinions

Here my opinions: Inserters should not chase items Mixed. It would be cool to have inserters grab items with pin point precision and not chasing them. I know that this would cost a lot of performance though, but items just teleporting into the inserters hands would also be ugly as sin. Which would b...
by Splitframe
Sat Aug 17, 2019 4:24 pm
Forum: Maps and Scenarios
Topic: Nauvis Post Collapse 1.0 (Pre-Alpha)
Replies: 115
Views: 57383

Re: Nauvis Post Collapse (16GB ram minimum required)

I really have to think bigger.
by Splitframe
Mon Aug 05, 2019 4:44 pm
Forum: News
Topic: Friday Facts #306 - Experimental Demo
Replies: 155
Views: 36845

Re: Friday Facts #306 - Experimental Demo

I had a friend playing the demo who never played Factorio before. He said: The robot is cool, but sometimes confusing. What the robot said and what the quest objectives said were sometimes different / at odds with each other. He was a little overwhelmed when the bot suddenly placed the small mining ...
by Splitframe
Tue Jun 12, 2018 3:08 am
Forum: General discussion
Topic: Why are 60 UPS = 1s?
Replies: 26
Views: 7155

Re: Why are 60 UPS = 1s?

But this does not occur in Factorio* because everything happens 60 times per second - in animations, 1 frame is 1/60 of a second, belts move 60 times per second, combinators update 60 times per second, etc. Due to this, having an uncoupled framerate would be very difficult, and impossible in many a...
by Splitframe
Fri Jan 26, 2018 7:00 pm
Forum: News
Topic: Friday Facts #227 - Rendering, Trees & Scenario talk
Replies: 116
Views: 31777

Re: Friday Facts #227 - Rendering, Trees & Scenario talk

I would absolutely love to see a mod/Scenario that models Factorio after the Warcraft 3 custom genre "tech wars". In TechWar maps you place buildings that produce units on a timer. You cannot control these units as they mindlessly run toward the enemy base and attack everything in their pa...
by Splitframe
Fri Nov 24, 2017 6:44 pm
Forum: News
Topic: Friday Facts #218 - Import bpy, Export player
Replies: 67
Views: 22823

Re: Friday Facts #218 - Import bpy, Export player

Say, 0.16 was meant to be the last version feature wise with the stable 0.17 becoming the release 1.0 right?
Also, can we expect the 0.16 experimental as a Christmas gift or is 0.16 not far along enough for that time frame?
by Splitframe
Wed Aug 23, 2017 10:08 pm
Forum: Duplicates
Topic: [0.15.34] Steam engine sprite is jumping around.
Replies: 2
Views: 821

[0.15.34] Steam engine sprite is jumping around.

The steam engine graphic is going up and down periodically.



edit: your webm tag does not seem to work:
Klonan edit: It was the image host
steamEngine.WebM
(890.9 KiB) Downloaded 565 times
Here the settings to replicate the issue:
factorio.png
factorio.png (465.85 KiB) Viewed 821 times
by Splitframe
Mon Jun 05, 2017 10:09 pm
Forum: Resolved Problems and Bugs
Topic: [Harkonnen] [0.15.18] Inserter directly behind junction stops working.
Replies: 9
Views: 4022

Re: [Harkonnen] [0.15.18] Inserter directly behind junction stops working.

It seems to only happen when the train comes from the curved merged rail.
by Splitframe
Sun Jun 04, 2017 10:41 pm
Forum: Resolved Problems and Bugs
Topic: [Harkonnen] [0.15.18] Inserter directly behind junction stops working.
Replies: 9
Views: 4022

[Harkonnen] [0.15.18] Inserter directly behind junction stops working.

The inserter directly behind a junction merge does not unload from a cargo wagon.
If you remove the inserter and place it again it works one time, then when the next train rolls in
it stops again.
buggybug.jpg
buggybug.jpg (317.81 KiB) Viewed 4022 times
It won't insert into the cargo wagon either:
buggybug2.jpg
buggybug2.jpg (91.89 KiB) Viewed 4022 times
by Splitframe
Mon May 22, 2017 12:30 pm
Forum: Ideas and Suggestions
Topic: Lategame Colonizing *Modified*
Replies: 5
Views: 5307

Re: Lategame Colonizing *Modified*

I talked about the narrative of Factorio with a friend recently. For me, a game how ever sandboxy it may be, needs at least an token effort as a narrative and I really liked the factorio idea of you preparing the world for others to come. Like I thought someone else also had the idea to add a coloni...
by Splitframe
Fri Dec 09, 2016 7:31 pm
Forum: News
Topic: Friday Facts #168 - Nightvision Nightmare
Replies: 188
Views: 51252

Re: Friday Facts #168 - Nightvision Nightmare

Picture 2
by Splitframe
Fri Nov 18, 2016 7:42 pm
Forum: News
Topic: Friday Facts #165 - Death by a thousand cuts
Replies: 101
Views: 33069

Re: Friday Facts #165 - Death by a thousand cuts

Auto sync of mods would also be a nice feature sometime in the future.
by Splitframe
Sat Nov 12, 2016 11:37 am
Forum: News
Topic: Friday Facts #164 - Nuclear power
Replies: 249
Views: 77572

Re: Friday Facts #164 - Nuclear power

>February
by Splitframe
Fri Oct 07, 2016 9:31 pm
Forum: News
Topic: Friday Facts #159 - Research revolution
Replies: 248
Views: 76227

Re: Friday Facts #159 - Research revolution

When I think of PVP in Factorio something like Tech-Wars from Warcraft 3 always comes to mind. In short: The structures you build spawn creatures in set intervals and they run to the enemy on their own. It would fit the slow pace of Factorio as it takes some time to "overpower" the enemy w...
by Splitframe
Tue Jul 05, 2016 9:12 pm
Forum: Releases
Topic: Version 0.13.5
Replies: 41
Views: 22219

Re: Version 0.13.5

Updated from 13.4 to 13.5, promt said to show you these logs.
I don't have problems though.
by Splitframe
Sat Mar 26, 2016 1:41 am
Forum: News
Topic: Friday Facts #131 - Roadmap shuffle
Replies: 114
Views: 42877

Re: Friday Facts #131 - Roadmap shuffle

Before it drowns again: please make a little recap of the loader discussion. Maybe along the lines of which ideas you liked and which you didn't and for what reasons.
It doesn't need to be in a FFF a normal forum post would suffice too.
by Splitframe
Fri Mar 11, 2016 5:13 pm
Forum: News
Topic: Friday Facts #129 - The late game
Replies: 273
Views: 102419

Re: Friday Facts #129 - The late game

I'd love to see a little recap from the devs about the loader discussion. From the top of my head I remember suggestions for loaders to consume electricity, to split them into two separate chests, increase their size or handicap them in some other way. Just some of the more popular ideas listed with...

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