Search found 40 matches

by WarpZone
Tue Jan 21, 2020 11:38 am
Forum: News
Topic: Friday Facts #329 - Campaign reassessment
Replies: 76
Views: 6689

Re: Friday Facts #329 - Campaign reassessment

About "Players Not Wanting To Restart..." I've noticed that in Freeplay, when I change my mind about something important, if I haven't got massive amounts of construction bots already researched and built, I find that tearing down a build is always a huge PITA. Some part of my brain is much happier ...
by WarpZone
Sun Dec 01, 2019 7:59 pm
Forum: News
Topic: Friday Facts #320 - Color correction
Replies: 198
Views: 17205

Re: Friday Facts #320 - Color correction

I actually like the new look? But I feel like it's slightly disingenuous to call this a "restoration." Old colors looked like a rusty industrial oldschool 90's PC game. Like Duke Nukem 3D or Fallout 2. New colors look more like Serious Sam 2 or something. The entire Look & Feel is different. The new...
by WarpZone
Mon May 13, 2019 11:14 am
Forum: News
Topic: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan
Replies: 124
Views: 16853

Re: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan

I learned about factorio when watch CGP Grey on YouTube: https://www.youtube.com/user/CGPGrey -- he makes science/politics/explain videos of extremely high quality and is just an incredibly smart guy. He never promoted or endorsed Factorio, but in at least one video mentioned that he's spent over 1...
by WarpZone
Mon May 13, 2019 10:56 am
Forum: News
Topic: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan
Replies: 124
Views: 16853

Re: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan

I applaud the (surely difficult!) decision to rename player to character now, as opposed to later. This was the least bad of your three options, and the FFF post explained the situation well. Take that, Technical Debt!
by WarpZone
Sun Mar 24, 2019 1:21 am
Forum: News
Topic: Friday Facts #283 - Prepare to Launch
Replies: 341
Views: 74425

Re: Friday Facts #283 - Prepare to Launch

BlueTemplar wrote:
Sat Feb 23, 2019 8:13 pm
Obligatory :

https://mods.factorio.com/mod/Flammable_Oils
Flamable Oils mod. Because bootstrapping your blue science is just too dang easy! :D
by WarpZone
Sun Mar 24, 2019 1:13 am
Forum: News
Topic: Friday Facts #287 - Just bugs again
Replies: 26
Views: 7925

Re: Friday Facts #287 - Just bugs again

I think the username ' or 1=1; -- is little Johnny Tables's account.
by WarpZone
Sun Feb 24, 2019 5:15 pm
Forum: News
Topic: Friday Facts #283 - Prepare to Launch
Replies: 341
Views: 74425

Re: Friday Facts #283 - Prepare to Launch

I think one of my posts just disappeared.

~TEST~
by WarpZone
Sat Feb 23, 2019 7:52 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Full belt mall | One craft / s
Replies: 5
Views: 3927

Re: Full belt mall | One craft / s

While I love how compact this is, I'll probably keep using Katherine of Sky's version since it lets you drop stacks of old belts into chests to be upgraded, a must when replacing vast swaths of mainbus mid-game.
by WarpZone
Sat Feb 23, 2019 7:39 pm
Forum: News
Topic: Friday Facts #283 - Prepare to Launch
Replies: 341
Views: 74425

Re: Friday Facts #283 - Prepare to Launch

Gotta say, I'm not happy about the belt nerf at all. I know, I know, "it's not a belt nerf, it's a biter fix." Semantics. Fact is, there are fun designs for belt-based defenses on factorioprints that won't be viable anymore come 0.17. Just like when you floated the idea of removing bots from the gam...
by WarpZone
Sun Feb 17, 2019 1:02 am
Forum: News
Topic: Friday Facts #282 - 0.17 in sight
Replies: 185
Views: 34053

Re: Friday Facts #282 - 0.17 in sight

I feel like the new accumulator doesn't "show the sparks going up the tesla coils" as much as the old accumulator did. This may partly be an optical illusion caused by the timing of the sparks appearing and disappearing. Either way, I read the old sprite as the electricity "going up" when it charged...
by WarpZone
Fri Feb 15, 2019 9:33 pm
Forum: News
Topic: Friday Facts #282 - 0.17 in sight
Replies: 185
Views: 34053

Re: Friday Facts #282 - 0.17 in sight

TigBits wrote:
Fri Feb 15, 2019 9:23 pm
Terrain generation updates
Will we still be able to do these things?

1. Create a map without trees
2. Create a map without cliffs
3. Restrict water to the starting area
This.

Add all the fancy features you want. Just don't take away our ability to take them away.
by WarpZone
Fri Feb 15, 2019 9:32 pm
Forum: News
Topic: Friday Facts #282 - 0.17 in sight
Replies: 185
Views: 34053

Re: Friday Facts #282 - 0.17 in sight

Seems like your kovarex process is the bottleneck. :P
by WarpZone
Sat Feb 09, 2019 9:26 pm
Forum: News
Topic: Friday Facts #281 - For a Few Frames More
Replies: 84
Views: 17190

Re: Friday Facts #281 - For a Few Frames More

What if we like using the older, low-rez textures for nostalgia reasons?
by WarpZone
Sun Jul 15, 2018 12:35 pm
Forum: News
Topic: Friday Facts #251 - A Fistful of Frames
Replies: 80
Views: 14662

Re: Friday Facts #251 - A Fistful of Frames

What happens if Batch Size exceeds Buffer Size? :geek:
by WarpZone
Thu Jul 05, 2018 3:18 am
Forum: News
Topic: Friday Facts #249 - Dead end exploration
Replies: 206
Views: 23279

Re: Friday Facts #249 - Dead end exploration

Why not implement the new system over the top of the old system? By which I mean, implement one or more of proposals 1-4, but allow the player to "print" individual blueprints or books from the global system into item form, which would then be used normally, and could later be "scanned" back into th...
by WarpZone
Wed Mar 14, 2018 1:31 am
Forum: Resolved Problems and Bugs
Topic: [Posila] [0.16.29] Corrupted graphics - SOLVED
Replies: 19
Views: 3908

Re: [Posila] [0.16.29] Corrupted graphics - SOLVED

Is your name Atrus? You keep making all these Mistages. :lol:
by WarpZone
Sun Feb 04, 2018 1:07 pm
Forum: Gameplay Help
Topic: Power poles self-destruct on their own in .15?
Replies: 23
Views: 2421

Re: Power poles self-destruct on their own in .15?

Madness and lies!!

Actually... that... might work? I need to look into this...

How long before the steam in the tanker cools down?
by WarpZone
Sun Feb 04, 2018 11:45 am
Forum: Gameplay Help
Topic: Power poles self-destruct on their own in .15?
Replies: 23
Views: 2421

Re: Power poles self-destruct on their own in .15?

Well, yeah, but I mean... long-term, how do you make that work?

The only thing I can think is to build massive solar panels at every mining site and then a turreted wall around it. And that's gonna take forever if I do it every time I move my mining drills...
by WarpZone
Sun Feb 04, 2018 10:58 am
Forum: Gameplay Help
Topic: Power poles self-destruct on their own in .15?
Replies: 23
Views: 2421

Re: Power poles self-destruct on their own in .15?

Well, how do you play around it? My train tracks are starting to criss-cross the map.
by WarpZone
Sun Feb 04, 2018 8:20 am
Forum: Gameplay Help
Topic: Power poles self-destruct on their own in .15?
Replies: 23
Views: 2421

Power poles self-destruct on their own in .15?

Can anyone explain why a Big Power Pole would just suddenly self-destruct on its own in version .15? I was under the impression that Biters don't attack power poles that are just sitting by themselves transmitting power, but that's what happened. In the middle of a big expansion southwest, one key p...

Go to advanced search