Search found 228 matches
- Fri Sep 06, 2024 5:23 pm
- Forum: News
- Topic: Friday Facts #427 - Combat Balancing & Space Age LAN
- Replies: 182
- Views: 20648
Re: Friday Facts #427 - Combat Balancing & Space Age LAN
With the nerf to personal lasers, I think the recipe should be changed. I'm not paying a full laser turret's resources, time and module space if the dominant defensive strategy still involves a wall of turrets, because that still encourages turret-creep. The perimeter of your base is a linear growth...
- Fri Aug 16, 2024 2:56 pm
- Forum: News
- Topic: Friday Facts #424 - Gleba Pentapod Enemies
- Replies: 204
- Views: 28128
Re: Friday Facts #424 - Gleba Pentapod Enemies
sand worms of dune I'd rather take inspiration from other burrowing or tunnelling animals, since the dune-worms are more fantastical than sci-fi. The Graboids in Tremors are a bit more realistic, since they're so much smaller and pointier. Or you could make them look like a cross between snakes and...
- Fri Aug 16, 2024 2:12 pm
- Forum: News
- Topic: Friday Facts #424 - Gleba Pentapod Enemies
- Replies: 204
- Views: 28128
Re: Friday Facts #424 - Gleba Pentapod Enemies
The animation of the heads [...] look so mechanical I'm surprised they don't rotate the individual sprites, between the main rotation amounts. Like, it'd have some pixels that look "wrong" (I assume "aliasing" is still the right term?), but since they're organic they could be sm...
- Fri Jul 12, 2024 2:43 pm
- Forum: News
- Topic: Friday Facts #418 - Space Age release date
- Replies: 164
- Views: 37241
Re: Friday Facts #418 - Space Age release date
(REMOVED: I now agree that elevated rails should stay in the expansion, since the new new rails will make my tran-stations easier without elevated rails.)
- Sun Jul 07, 2024 3:38 pm
- Forum: News
- Topic: Friday Facts #418 - Space Age release date
- Replies: 164
- Views: 37241
Re: Friday Facts #418 - Space Age release date
elevated rails will only be for the expansion, whereas the new rail corners will be free with 2.0. I had initially thought that all the rail improvements would be in 2.0 :( I actually think the elevated rails should just be in the base game with 2.0; Everything else is new gameplay, but the elevate...
- Fri Jun 07, 2024 6:43 pm
- Forum: News
- Topic: Friday Facts #414 - Spoils of Agriculture
- Replies: 396
- Views: 50290
Re: Friday Facts #414 - Spoils of Agriculture
Everything that looks slimy and bubbly, half-dead and warty is really repulsive. :) To me, it just seems like a marsh that ducks might swim in, with a couple alien-looking plants. Hopefully it'd be easy enough to mod in a different set of tiles. what happens if an Item spoils while being in the Inp...
- Sat May 18, 2024 4:36 am
- Forum: News
- Topic: Friday Facts #411 - All about asteroids
- Replies: 70
- Views: 13497
Re: Friday Facts #411 - All about asteroids
Will there be an option to reduce the motion and/or brightness of the dust and foreground asteroids? They look pretty distracting to me in the current videos, or like they could cause motion sickness.
- Sat May 04, 2024 7:27 am
- Forum: News
- Topic: Friday Facts #409 - Diminishing beacons
- Replies: 180
- Views: 31638
Re: Friday Facts #409 - Diminishing beacons
I would also like an in-game calculator or graph, please!
- Fri Apr 26, 2024 5:28 pm
- Forum: News
- Topic: Friday Facts #408 - Statistics improvements, Linux adventures
- Replies: 156
- Views: 23861
Re: Friday Facts #408 - Statistics improvements, Linux adventures
Thank you so much for upstreaming some work!
- Tue Apr 23, 2024 1:21 pm
- Forum: Ideas and Suggestions
- Topic: Better mechanism for hand building over ghosts before robots
- Replies: 58
- Views: 14706
Re: Snap hand-placement to blueprints.
I'm not talking about placing blueprints, but placing the buildings after you've already placed the blueprints in the world. This is for when you've already made blueprints, but before you've researched construction robots.
- Mon Apr 22, 2024 9:31 pm
- Forum: Ideas and Suggestions
- Topic: Better mechanism for hand building over ghosts before robots
- Replies: 58
- Views: 14706
Snap hand-placement to blueprints.
TL;DR If you start placing buildings on a blueprint, additional placements should snap to the rest of the blueprint. Why ? Placing buildings over a blueprint is tedious, because you constantly have to press and release the mouse, and slowly manually align the buildings with the blueprint, so that y...
- Tue Mar 19, 2024 2:25 am
- Forum: Balancing
- Topic: Nerf barrels and buff liquid tanks!
- Replies: 21
- Views: 9502
Re: Nerf barrels and buff liquid tanks!
Bots can't move fluids but they can move barrels. I think in some previous blogs, the devs said that bots solved too many problems in the game. IMO, barrels could be removed, unless we remove or change logistic bots. But I guess "bad" items and recipes are also a type of puzzle - finding ...
- Fri Mar 15, 2024 8:05 pm
- Forum: Balancing
- Topic: Nerf barrels and buff liquid tanks!
- Replies: 21
- Views: 9502
Re: Nerf barrels and buff liquid tanks!
I actually don't even understand why barrels are in the game - they do the same thing as fluid-wagons or pipes and they're also overpowered.
- Fri Mar 15, 2024 7:52 pm
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 170
- Views: 32564
Re: Friday Facts #402 - Lightspeed circuits
remembers the outside circuit wire connections, and tries to reconnect them if possible. To minimize problems, these connections are only remembered when using the cut tool, and are not (and cannot) ever be transferred into the blueprint library or blueprint export string. There's already other opt...
- Fri Feb 16, 2024 6:18 pm
- Forum: News
- Topic: Friday Facts #398 - Fulgora
- Replies: 114
- Views: 30856
Re: Friday Facts #398 - Fulgora
Can we research any of the tech from the ancient aliens? Is it for super-lategame stuff?
- Fri Feb 09, 2024 4:15 pm
- Forum: News
- Topic: Friday Facts #397 - Factoriopedia
- Replies: 121
- Views: 24771
Re: Friday Facts #397 - Factoriopedia
I like this idea. For me, a real game changer was this tool that can calculate a whole supply chain and the needed factories for it: https://kirkmcdonald.github.io/calc.html#tab=graph&data=1-1-19&items=advanced-circuit:f:1 Maybe, it is worth an idea to add a similar functionality also in th...
- Fri Feb 09, 2024 4:09 pm
- Forum: News
- Topic: Friday Facts #397 - Factoriopedia
- Replies: 121
- Views: 24771
Re: Friday Facts #397 - Factoriopedia
Feature request: a button to show a tree of sub-components. Long: Instead of just clicking each item individually from the recipes, could there be a button to show a tree of all the sub-components, sub-sub-components, etc? Like, if you click on green circuits, it should show iron plates and copper ...
- Fri Jan 05, 2024 3:38 pm
- Forum: News
- Topic: Friday Facts #392 - Parametrised blueprints
- Replies: 134
- Views: 31803
Re: Friday Facts #392 - Parametrised blueprints
feature request: instantiating a parameterized blueprint into a regular blueprint so you can select options once and then place it a hundred times. +3 for this one. The second video where the dev picks each parameter looks only slightly faster than just selecting those options on the non-blueprint ...
- Fri Dec 29, 2023 3:31 pm
- Forum: News
- Topic: Friday Facts #391 - 2023 recap
- Replies: 60
- Views: 14364
Re: Friday Facts #391 - 2023 recap
Quite interesting to see Golang getting some love at Wube. Was it only for prototyping, or is there now Golang in the tech stack? Go is Great! :D I'm also curious, since it should be a pretty good language for all the non-game server stuff. (It's garbage-collected, plus probably some other stuff I'...
- Fri Dec 15, 2023 3:15 pm
- Forum: News
- Topic: Friday Facts #389 - Train control improvements
- Replies: 151
- Views: 33165
Re: Friday Facts #389 - Train control improvements
Aaaaaarrrrrgggggghhhhh! I want to play 2.0 already! So many quality of life improvements! (And I'm definitely going to get the expansion too. XD )