Search found 77 matches

by Justderpingalong
Fri Nov 29, 2024 3:08 pm
Forum: News
Topic: Friday Facts #438 - Space Age wrap up
Replies: 107
Views: 24539

Re: Friday Facts #438 - Space Age wrap up

Who else returned to the factorio blog only to realize that there's not gonna be any more FFF's until 2.1. Cause I sure as hell did.
by Justderpingalong
Mon Nov 18, 2024 12:33 pm
Forum: News
Topic: Friday Facts #437 - Cargo Pod Deep Dive
Replies: 45
Views: 9081

Re: Friday Facts #437 - Cargo Pod Deep Dive


I saw this sequence in the trailer, and assumed it was "doctored" for the trailer. So I was extremely pleased to see it in the actual game, it's an amazing sequence. Really well done!


Not gonna lie I am not sure why I didn't expect the transition to be in game. But I didn't. And then, when you ...
by Justderpingalong
Sat Nov 02, 2024 8:09 pm
Forum: Duplicates
Topic: Inserters will not put items into cargo bays.
Replies: 2
Views: 418

Inserters will not put items into cargo bays.

As seen in the picture below, my bulk inserters are refusing to put asteroids into the cargo bays. They're able to do this just fine into the hub itself, but refuse to add items into the cargo bays.
Image
by Justderpingalong
Sat Nov 02, 2024 8:04 pm
Forum: General discussion
Topic: Rename rockets (the ones you can shoot from launcher) to missiles
Replies: 15
Views: 1394

Re: Rename rockets (the ones you can shoot from launcher) to missiles



Because right now we have rockets (the ones you shoot at enemies) and rockets (the ones that shoot stuff from silos into space). Which is a tad confusing.


I disagree. One of the differences between rockets and missile, in my mind, is that rockets are unguided weapons while missiles are guided ...
by Justderpingalong
Thu Oct 31, 2024 8:16 pm
Forum: General discussion
Topic: Rename rockets (the ones you can shoot from launcher) to missiles
Replies: 15
Views: 1394

Rename rockets (the ones you can shoot from launcher) to missiles

Because right now we have rockets (the ones you shoot at enemies) and rockets (the ones that shoot stuff from silos into space). Which is a tad confusing.
by Justderpingalong
Fri Oct 18, 2024 11:12 am
Forum: News
Topic: Friday Facts #433 - Liftoff Initiated
Replies: 140
Views: 32383

Re: Friday Facts #433 - Liftoff Initiated

I love the fact ya'll acknowledge how the jetpack is going to get people killed because of forgetting to stand on train tracks. And that you're doing it anyway. You lot are evil. It's great. Now... I hope steam's ready for monday...
by Justderpingalong
Fri Oct 11, 2024 11:14 am
Forum: News
Topic: Friday Facts #432 - Aquilo
Replies: 187
Views: 45582

Re: Friday Facts #432 - Aquilo

Oh god it's the coolant from Space Exploration all over again!

on the other hand... this looks like a place where I am going to die. Horribly. Because I know I'm going to forget stuff.
by Justderpingalong
Fri Oct 04, 2024 12:14 pm
Forum: News
Topic: Friday Facts #431 - Gleba & Captivity
Replies: 158
Views: 39746

Re: Friday Facts #431 - Gleba & Captivity

Giving Gleba the ability to give you what is essentially a 100% productivity bonus (ish) on labs is insane. I also like the new labs: Because it means we won't have to rebuild science once we go to Gleba (which was honestly one of the few reasons you'd pick it first). Though actually that's not true ...
by Justderpingalong
Fri Sep 27, 2024 12:35 pm
Forum: News
Topic: Friday Facts #430 - Drowning in Fluids
Replies: 320
Views: 53737

Re: Friday Facts #430 - Drowning in Fluids


Fluid Wagons being twice as big and having a higher Flow Rate, hrrm, surely nobody will use Fluid Wagon Tanks instead of regular Fluid Tanks to save space or something stupendous like that. The Tile to Fluid Ratio just so happens to be on the sweet spot to allow those shenanigans.

Not sure how ...
by Justderpingalong
Fri Sep 20, 2024 11:32 am
Forum: News
Topic: Friday Facts #429 - Vulcanus Demolisher Enemies
Replies: 167
Views: 40525

Re: Friday Facts #429 - Vulcanus Demolisher Enemies

I get you're trying to avoid the dune comparison... but that's just not gonna happen. Also: Are these giant wormsnakes going to have any kind of similarities to the Nauvis turret worms? Eitherway these look cool as hell and I can't wait to see how to fight them. I'm also a VERY big fan of the 'no ...
by Justderpingalong
Fri Sep 13, 2024 12:03 pm
Forum: News
Topic: Friday Facts #428 - Reactor & Logistics circuit control
Replies: 118
Views: 20595

Re: Friday Facts #428 - Reactor & Logistics circuit control


Roboport and reactor stats always was an oversight, it took far too long for such a simple thing!

Now... how about a signal for if a gun is out of ammo ?


Already a thing: https://factorio.com/blog/post/fff-410 Just hook up a programmable speaker to your turret and have it send an alert if ammo ...
by Justderpingalong
Fri Sep 13, 2024 12:00 pm
Forum: News
Topic: Friday Facts #428 - Reactor & Logistics circuit control
Replies: 118
Views: 20595

Re: Friday Facts #428 - Reactor & Logistics circuit control


Thb that are some small but kinda game changing things at least for me, I can spend hours on end figuring out those small details. (Edit: How certain things work, mostly circuitry, and how to monitor and control whats going on in the factory, things like always having the right amount of bots in ...
by Justderpingalong
Fri Aug 30, 2024 1:03 pm
Forum: News
Topic: Friday Facts #426 - Resource search & Assembler GUI improvements
Replies: 91
Views: 20119

Re: Friday Facts #426 - Resource search & Assembler GUI improvements



The Map view where train tracks go diagonal thru the wall makes me wonder whether rail gates will work on diagonal or curved tracks now.


Looking at the map some more, they're actually elevated tracks going *above* the wall.

Looking at the map even more, the fact that there are walls ...
by Justderpingalong
Fri Aug 23, 2024 7:33 pm
Forum: News
Topic: Friday Facts #425 - Behind the legs
Replies: 99
Views: 20279

Re: Friday Facts #425 - Behind the legs



I really hope so. Especially since they are giving us the RTS tool. To me that implies 1. More RTS-like commands and movement expectations from your troops (I.e. pathfinding around obstacles) and 2. More than just the Spidertron to control.


"Unit reporting." "Moving out."


KIROV REPORTING ...
by Justderpingalong
Fri Jul 05, 2024 1:01 pm
Forum: News
Topic: Friday Facts #418 - Space Age release date
Replies: 185
Views: 55608

Re: Friday Facts #418 - Space Age release date

On a completely unrelated sidenote to the quality discussion going on...

First screenshot, noticing 2 things.
1: The illusive black science pack that they accidentally teased in the last FFF (and which I called out!).

2: What the frick is blue ammo?!
by Justderpingalong
Fri Jul 05, 2024 12:20 pm
Forum: News
Topic: Friday Facts #418 - Space Age release date
Replies: 185
Views: 55608

Re: Friday Facts #418 - Space Age release date


Obviously, I wishlisted it as soon as I saw the post, the wait will be difficult, but I'll gladly spend 35€ to spend more time designing horrible messes of a factory design.

On another note... Since the 5th planet is going to be cold, I am so far not wrong in my asumption that each planet has an ...
by Justderpingalong
Fri Jun 28, 2024 11:59 am
Forum: News
Topic: Friday Facts #417 - Space Age development
Replies: 103
Views: 30615

Re: Friday Facts #417 - Space Age development




Also... in that picture... I'm seeing... 12 science packs?


Ooh, good eyes spotting that tiny detail! Although my brain interprets it as 11, with the bottom-right spot just being empty space showing the dark gray shaded area of the lab.

that empty slot MIGHT be for Spoilers, but yeah it ...
by Justderpingalong
Fri Jun 28, 2024 11:18 am
Forum: News
Topic: Friday Facts #417 - Space Age development
Replies: 103
Views: 30615

Re: Friday Facts #417 - Space Age development

That intersection is just... glorious, GLORIOUS spaghetti.

Also... in that picture... I'm seeing... 12 science packs?
red green grey blue purple yellow (all base)
white orange lime pink purple black (2 from base, the other 4 from the new planets..?)
by Justderpingalong
Fri Jun 14, 2024 11:12 am
Forum: News
Topic: Friday Facts #415 - Fix, Improve, Optimize
Replies: 91
Views: 21834

Re: Friday Facts #415 - Fix, Improve, Optimize

Being 'the slow player' in a SE run with friends I feel incredibly called out by the 'auto pause whilst player is joining' function... however I do very much appreciate it.
by Justderpingalong
Fri Jun 07, 2024 11:26 am
Forum: News
Topic: Friday Facts #414 - Spoils of Agriculture
Replies: 397
Views: 77981

Re: Friday Facts #414 - Spoils of Agriculture

You've given us farming... but can we get fishing? (I want a fishing minigame in my factory simulator. Don't judge).

Also, is the train logic going to prioritize trains with 'spoilable' cargo? If not by default, could we perhaps get a way to do it via circuits? (reading train cargo as it passes ...

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