Happy Birthday V1.0
You don't look a day older.
Search found 14 matches
- Sun Aug 14, 2022 8:57 pm
- Forum: News
- Topic: Friday Facts #360 - 1.0 is here!
- Replies: 210
- Views: 115719
- Fri Aug 14, 2020 10:17 am
- Forum: News
- Topic: Friday Facts #360 - 1.0 is here!
- Replies: 210
- Views: 115719
Re: Friday Facts #360 - 1.0 is here!
congratulations, thank you for 2,003 hours of pure fun - and counting!
sad to see FFF go - but best to end on a high note. Looking forward to see what you guys come up with in the future!
sad to see FFF go - but best to end on a high note. Looking forward to see what you guys come up with in the future!
- Fri Feb 15, 2019 6:42 pm
- Forum: News
- Topic: Friday Facts #282 - 0.17 in sight
- Replies: 186
- Views: 91501
Re: Friday Facts #282 - 0.17 in sight
nice work guys!
psst! may need to be fixed:
psst! may need to be fixed:
- Fri Oct 26, 2018 4:16 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 233944
Re: Friday Facts #266 - Cleanup of mechanics
We can't do that easily actually. The movement of items on belts is 1 pixel per tick, and if you change it to something else than the multiplication of it, the movement will look choppy. There is no need to do full-pixel steps as GPUs are fine with rendering stuff that is not aligned to a full-pixe...
- Sun Mar 04, 2018 9:11 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.16.27] wagon hint is not always displayed with blueprints
- Replies: 2
- Views: 3021
Re: [Rseding91] [0.16.27] wagon hint is not always displayed with blueprints
you guys are awesome, thanks!
- Fri Mar 02, 2018 1:40 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.16.27] wagon hint is not always displayed with blueprints
- Replies: 2
- Views: 3021
[Rseding91] [0.16.27] wagon hint is not always displayed with blueprints
Factorio usually hints the position of wagons in train stations when things are placed in the vicinity of the station. this is also the case when using blueprints. i use blueprints for my station designs. now i encountered a blueprint, where this is not the case with version 0.16.27. i recall that t...
- Fri Jan 05, 2018 7:16 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 386474
Re: Friday Facts #224 - Bots versus belts
as long as player logistics remain and there is still a way to feed trash slot items back into the factory in an automated way, i think i would be ok with that.
- Fri Nov 24, 2017 7:38 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.38]hr-burner-mining-drill-E.png is corrupt
- Replies: 13
- Views: 19718
Re: [0.15.38]hr-burner-mining-drill-E.png is corrupt
can confirm that on windows 10:
0.15.38 (build 30936, win64, steam) with sprite resolution on high is broken, sprite resolution on normal is ok.
on 0.15.37 (build 30927, win64, steam) the mining drill is ok on both sprite resolution settings.
0.15.38 (build 30936, win64, steam) with sprite resolution on high is broken, sprite resolution on normal is ok.
on 0.15.37 (build 30927, win64, steam) the mining drill is ok on both sprite resolution settings.
- Wed May 03, 2017 4:49 pm
- Forum: Outdated/Not implemented
- Topic: Electric Networks Map Lines - Lines not Lining Up
- Replies: 16
- Views: 9474
Re: Electric Networks Map Lines - Lines not Lining Up
if its just the aesthetics, maybe it is not too harsh on your eyes to arrange the interfaces between medium and long-range poles/substations at 45Β° angles? (Please ignore the mess on the right... ;) ) Factorio 0.15.6 03.05.2017 18_41_11.png _I_ could live with that and i am rearranging belts constan...
- Tue May 02, 2017 5:41 am
- Forum: Bob's mods
- Topic: 0.15 - plans?
- Replies: 64
- Views: 26781
Re: 0.15 - plans?
i am also in for keeping your barrels/canisters/bottles.
they add some sane complexity (i like that) and make "gas station"-train stops actually a bit easier to manage when you want to fine-tune the production to be exact on point.
thanks for your hard work!
they add some sane complexity (i like that) and make "gas station"-train stops actually a bit easier to manage when you want to fine-tune the production to be exact on point.
thanks for your hard work!
- Mon Apr 24, 2017 9:05 pm
- Forum: General discussion
- Topic: 0.15 Mega Feedback Thread
- Replies: 14
- Views: 6089
Re: 0.15 Mega Feedback Thread
My First Feedback based on 3 hours playtime up to researching concrete: Had almost no technical issues apart from the Steam sync bug (https://forums.factorio.com/viewtopic.php?f=7&t=44508) . On my fairly decent PC no crashes, game plays fine at 60 fps/ups. However i noticed a very subliminal jit...
- Sat Apr 22, 2017 4:10 pm
- Forum: News
- Topic: Friday Facts #187 - Space science & 0.15 graphics
- Replies: 362
- Views: 155378
Re: Friday Facts #187 - Space science & 0.15 graphics
i literally yelled "awesome!" at every single item in this list:
https://www.reddit.com/r/factorio/comme ... orward_to/
https://www.reddit.com/r/factorio/comme ... orward_to/
- Wed Mar 29, 2017 2:36 pm
- Forum: Modding help
- Topic: Creating an Item with selectable place_results
- Replies: 3
- Views: 1543
Re: Creating an Item with selectable place_results
hey freddy, thank you very much for answering. i was already heading that way, but it felt really complicated and awkward to handle it this way - at least how i was doing it. :) so thanks for your examples, i will check that out. is there anyway no way to have the place_result of an Item dynamically...
- Sat Mar 25, 2017 1:51 pm
- Forum: Modding help
- Topic: Creating an Item with selectable place_results
- Replies: 3
- Views: 1543
Creating an Item with selectable place_results
Hi, i just started creating my first mod but now i kinda stuck at some basic stuff i cannot figure out. i want to have an item where the user can select which entity it places by cycling through a list of entities. this should be done while the user has the item stack in its hand with a keyboard pre...