Search found 64 matches
- Fri Oct 13, 2023 6:12 pm
- Forum: News
- Topic: Friday Facts #380 - Remote view
- Replies: 181
- Views: 30281
Re: Friday Facts #380 - Remote view
... why Informatron is listed as a place to be?
- Fri Oct 06, 2023 1:17 pm
- Forum: News
- Topic: Friday Facts #379 - Abstract rewiring
- Replies: 153
- Views: 26274
Re: Friday Facts #379 - Abstract rewiring
A wild idea: allow putting any shortcut bar items into players belt.
- Fri Sep 29, 2023 1:55 pm
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 337
- Views: 78423
Re: Friday Facts #378 - Trains on another level
The last FFF i was like - well, it's all nice, but that's it? It was kinda ok as it is?
But now I see. Now I truly see. Just - wow.
But now I see. Now I truly see. Just - wow.
- Sat Sep 09, 2023 7:26 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 805
- Views: 129011
Re: Friday Facts #375 - Quality
Will this feature affect mods in some sort of automatic mode? Or will it be the modders job to implement quality for each and every item the have added?
- Fri Sep 01, 2023 2:04 pm
- Forum: News
- Topic: Friday Facts #374 - Smarter robots
- Replies: 206
- Views: 42601
Re: Friday Facts #374 - Smarter robots
I wander why first four videos have fff-369 in their name. Did someone want to spoil cool things to early and got smacked on the wrist with a ruler? :D
- Fri Aug 25, 2023 1:57 pm
- Forum: News
- Topic: Friday Facts #373 - Factorio: Space Age
- Replies: 267
- Views: 70411
Re: Friday Facts #373 - Factorio: Space Age
Thanks for the update on expansion status. Yet 50+ FFF's worth of spoilers. Isn't it a bit too much for impatient players without an actual ability to touch things? Wouldn't open beta be more beneficial for both parties involved? At least sometime halfway through when most of the content is stabiliz...
- Fri Sep 23, 2022 1:55 pm
- Forum: News
- Topic: Friday Facts #370 - The journey to Nintendo Switch
- Replies: 73
- Views: 26880
Re: Friday Facts #370 - The journey to Nintendo Switch
Sad! Well, at least we know now that you are getting there, albeit slowly. Thanks for letting us know.won't be ready sooner than in a year from now
- Fri Apr 01, 2022 11:03 pm
- Forum: News
- Topic: Friday Facts #369 - To the moon
- Replies: 67
- Views: 51728
Re: Friday Facts #369 - To the moon
By the end of the post I knew exactly where that last link would lead. Still clicked it.
- Fri Jan 21, 2022 10:09 am
- Forum: General discussion
- Topic: [Finished] Testing new CDN providers for Factorio
- Replies: 14
- Views: 3941
Re: Testing new CDN providers for Factorio
Southwest of Russia. Connection supposed to be 100 Mbit, but it's not really there, so 11.1M is probably my actual top speed. BunnyNet speed was going up to maximum during 2nd and 3d run, but at times it was dropping down significantly. ============= r1 : "Wube CDN" % Total % Received % Xf...
- Fri Feb 05, 2021 3:34 pm
- Forum: News
- Topic: Friday Facts #365 - Future plans
- Replies: 298
- Views: 166157
Re: Friday Facts #365 - Future plans
Congratulations on the milestone! You guys are the best. Looking forward for the expansion.
- Sat Aug 15, 2020 5:02 pm
- Forum: News
- Topic: Friday Facts #360 - 1.0 is here!
- Replies: 210
- Views: 104847
Re: Friday Facts #360 - 1.0 is here!
Congratulations and thank you for the great game guys! Really looking forward for you next projects.
- Sat Jun 27, 2020 10:22 am
- Forum: News
- Topic: Friday Facts #353 - Trailer update
- Replies: 38
- Views: 20013
Re: Friday Facts #353 - Trailer update
New FFF looks shiny and all, but readability got worse. So
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- Thu Jan 30, 2020 9:03 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.3] New entities with non-default map colors ignore friendly_map_color field
- Replies: 1
- Views: 1996
[0.18.3] New entities with non-default map colors ignore friendly_map_color field
Entities with non-default map colors introduced in 0.18.2 (beacons, pipes, heat pipes, roboports and steam engines) ignore friendly_map_color (and likely enemy_map_color ) when those are set/changed via mod. Their map color only seems to change when map_color is modified. Old entities with non-defau...
- Tue Jan 28, 2020 3:56 pm
- Forum: Releases
- Topic: Version 0.18.2
- Replies: 61
- Views: 28812
Re: Version 0.18.2
Improved map colors by adding specific colors to beacons, pipes, heat pipes, roboports and steam engines. So it seems that this change added specific map_color values to those entities. And that in turn seems to mean that changing friendly_map_color or enemy_map_color will do nothing now. Am I corr...
- Fri Jan 17, 2020 6:30 pm
- Forum: News
- Topic: Friday Facts #330 - Main menu and File Share Shenanigans
- Replies: 94
- Views: 38379
Re: Friday Facts #330 - Main menu and File Share Shenanigans
While you at it can we have all those buttons on a single screen without need to hop between dialogs? Pretty much exactly like that: btns.png And about new game dialog - I think it will look better if instead of a list it will be a table with all sorts of additional information in columns - requires...
- Fri Nov 08, 2019 4:08 pm
- Forum: News
- Topic: Friday Facts #320 - Color correction
- Replies: 202
- Views: 74649
Re: Friday Facts #320 - Color correction
Can't say that I like this new look. Way to bright and vivid for my taste. And that blue hue at night makes it even harder to see. I hope that there will be on option to have old colors back.
- Fri Oct 04, 2019 1:40 pm
- Forum: News
- Topic: Friday Facts #315 - New test servers
- Replies: 69
- Views: 31980
- Fri Oct 04, 2019 1:18 pm
- Forum: News
- Topic: Friday Facts #315 - New test servers
- Replies: 69
- Views: 31980
Re: Friday Facts #315 - New test servers
Hey! Stop moving it around the shelves and put it where it belongs - into the game. :)'PC junk' (cables, mice, fans, spidertron, keyboards, SSDs, headphones etc.)
Also whats that?
- Mon Aug 19, 2019 4:29 am
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.17.66] Visual: Ghosts are losing liquid input/output icons on save/load
- Replies: 2
- Views: 2533
[Dominik][0.17.66] Visual: Ghosts are losing liquid input/output icons on save/load
Ghosts of machines are losing liquid input and output icons after game was saved and loaded again.
On the screenshot - top is freshly built ghost, bottom - after save and load.
On the screenshot - top is freshly built ghost, bottom - after save and load.
- Thu Aug 08, 2019 1:56 am
- Forum: Not a bug
- Topic: [0.17.59] Drag-mining non-ghost entities does not remove ghosts
- Replies: 4
- Views: 1551
Re: [0.17.59] Drag-mining non-ghost entities does not remove ghosts
This behavior is extra useful in some other cases though. For example in case where you want to move a big chunk of your base slightly but still don't have access to construction robots or want to help them by hand. You can Ctrl+X the chunk, place it immediately at new position and dismiss the bluep...