Search found 49 matches

by Ripshaft
Sun May 31, 2020 7:54 am
Forum: News
Topic: Friday Facts #348 - The final GUI update
Replies: 143
Views: 60760

Re: Friday Facts #348 - The final GUI update

I got so excited when I saw this - it looks/sounds so freakin amazing!
by Ripshaft
Sat Nov 17, 2018 12:30 am
Forum: News
Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
Replies: 192
Views: 93052

Re: Friday Facts #269 - Roadmap update & Transport belt perspective

I was a bit uneasy with the initial belt images, but seeing them all put together in the final picture really drives home how well these incorporate into the existing aesthetic - looking forward to how they look once they go public!
by Ripshaft
Fri Sep 14, 2018 11:52 pm
Forum: News
Topic: Friday Facts #260 - New fluid system
Replies: 292
Views: 131260

Re: Friday Facts #260 - New fluid system

Very interesting update - I've got nothing to add regarding the process management, but regarding this line; It abstracts away part of the realism and charm of the game. (While this is subjective at best, it does mean something to us.) I just wanted to contribute a stern poke, reminding you of how i...
by Ripshaft
Sat Jun 16, 2018 8:09 pm
Forum: News
Topic: Friday Facts #247 - Pricing and its exploits
Replies: 140
Views: 69322

Re: Friday Facts #247 - Pricing and its exploits

Factorio is already well established in the list of games that will never fail to be relevant and enjoyable - it stands on its own merits, it's not a 'mere trendsetter' or 'fad type thing' in the same way Metroid or Diablo wasn't. I think the more amazing thing is that most people seem to understand...
by Ripshaft
Fri Apr 06, 2018 9:42 pm
Forum: News
Topic: Friday Facts #237 - Rich & interactive text
Replies: 72
Views: 41558

Re: Friday Facts #237 - Rich & interactive text

Holy crap that's another gamechanging feature - so freakin sweet. Obviously there's a ton of ways to improve the ease of use of the icons, which is pretty critical to seeing them widely used by players, especially more 'casual' players. Thankfully we have almost multiple decades of standards related...
by Ripshaft
Thu Jan 04, 2018 7:59 am
Forum: News
Topic: Friday Facts #223 - Reflections on 2017
Replies: 116
Views: 49916

Re: Friday Facts #223 - Reflections on 2017

Awesome year guys! Think it was about a year ago I grabbed the game - loved the last bit of stats reflecting on the rewards of working on the game getting more efficient and neato Haven't tried the new rail based fluid transport dynamics but I most definitely agree the fluid wagon had far too much c...
by Ripshaft
Tue Dec 05, 2017 1:19 am
Forum: News
Topic: Friday Facts #219 - Cliffs
Replies: 191
Views: 94068

Re: Friday Facts #219 - Cliffs

SQUEEEEEEEeeeeeeeee!!!! (uncontainable girlish squeal)

Oh god I am so psyched to see cliffs being something you guys are working on, that is AMAAAAZZZINNNNNGGG!!! more terrain restrictions makes for good automation challenges!
by Ripshaft
Wed Oct 18, 2017 3:06 am
Forum: News
Topic: Friday Facts #212 - The GUI update (Part 1)
Replies: 151
Views: 70922

Re: Friday Facts #212 - The GUI update (Part 1)

I've been taking a bit of a siesta from Factorio but I've never lost my kind of ... i dunno just general zeal for the game - I mean I feel like it'd be fun to just jump right back in, if I didn't have other stuff to do. Don't think that's ever happened with any other game... and I've been around sin...
by Ripshaft
Mon Aug 28, 2017 1:53 am
Forum: News
Topic: Friday Facts #205 - Teaching the things that everybody knows
Replies: 110
Views: 53907

Re: Friday Facts #205 - Teaching the things that everybody knows

haven't played in a bit but had to stop in and say goddamn that hd radar just pops out with crispness! dayum! I always liked the style of the radar with its distinctive quadriped design, glad to see it's only been hit with a sexifying beam to transition to hd.
by Ripshaft
Thu Aug 03, 2017 2:59 am
Forum: Ideas and Suggestions
Topic: Trains/signals Force green very high intersection throughput
Replies: 17
Views: 6885

Re: Trains/signals Force green very high intersection throughput

I don't really see sufficient justification for this one.... I'm not sure there's any realistic scenario in which it'd be beneficial, and the potential frustration such a feature could cause is reason enough not to give it to the player. If you could provide a specific scenario in which you're havin...
by Ripshaft
Wed Jul 19, 2017 4:58 am
Forum: Ideas and Suggestions
Topic: Research overwhole
Replies: 7
Views: 3608

Re: Research overwhole

Well I think Qon has quite astutely pointed out a flaw in the idea, though to be a bit more verbose - I like your idea of rewarding certain throughput goals, though I don't think research progression is the place to try and stick that kind of idea... while it may appeal to you, there's many players ...
by Ripshaft
Wed Jul 19, 2017 4:45 am
Forum: Gameplay Help
Topic: Single rail train network
Replies: 51
Views: 23392

Re: Single rail train network

hm okay I noticed that in the 2 pages there aren't actually many useful bits of information on assembling a bidirectional track... Think I can help with that.. well, sorta, it's actually extremely simple. You really don't have any options in rail design, in general - for bidirectional tracks, you ha...
by Ripshaft
Tue Jul 18, 2017 8:54 pm
Forum: Gameplay Help
Topic: One tricky chain signal !
Replies: 12
Views: 5611

Re: One tricky chain signal !

I reworked the system. It still had some problems on the other lane this time ^^ But I made it work properly. And I now test it heavily with 4 trains going in and out to test the limts. Thanks for the tips about chain signal being used at entrance. I presumed it was it so I used it at "big ent...
by Ripshaft
Tue Jul 18, 2017 8:41 pm
Forum: Gameplay Help
Topic: Help debugging a rail design
Replies: 6
Views: 3139

Re: Help debugging a rail design

I'm having problems with this rail design. I changed two tracks leaving the circle in the middle to the north west. They used to be one in and one out. I want them to be two separate two way tracks that are both in and out. The track is manually navigable, there are no flashing signals, and each tr...
by Ripshaft
Tue Jul 18, 2017 8:24 pm
Forum: Gameplay Help
Topic: Single rail train network
Replies: 51
Views: 23392

Re: Single rail train network

So I've been looking through rail network tutorials, and have a pretty solid grasp on the basics, but every guide and discussion seems to work on the assumption that you have one rail going each direction, requiring two full tracks to any destination. I'm trying to make a fully operational train ne...
by Ripshaft
Tue Jul 18, 2017 8:18 pm
Forum: Gameplay Help
Topic: Read Train Contents at train stop
Replies: 6
Views: 34824

Re: Read Train Contents at train stop

If you're troubleshooting setting up a network design and you need to read the signals from the train while you're working on it, then you can set the train to stay at the station by telling it to stay at the station until EMPTY CARGO or FULL CARGO. As long as those conditions are never true then t...
by Ripshaft
Tue Jul 18, 2017 8:13 pm
Forum: Gameplay Help
Topic: Tank machine gun
Replies: 3
Views: 2632

Re: Tank machine gun

depends what you mean... my default enemies are targeted when you mouse near them, you'll see a little green or red reticle below the target if you're close enough - with red meaning out of range of selected weapon, and green being within range. If you're not getting seeing this targetting behaviour...
by Ripshaft
Tue Jul 18, 2017 8:06 pm
Forum: Gameplay Help
Topic: One tricky chain signal !
Replies: 12
Views: 5611

Re: One tricky chain signal !

haha good to hear, yeah figuring out how to think about these things is something those of us who grew up with things like TTD take for granted, but we all had just as hard a time figuring it out ourselves too... except we didn't have forums back then... oh god we're getting old. Though to move you ...
by Ripshaft
Tue Jul 18, 2017 8:00 pm
Forum: Gameplay Help
Topic: some kind of cache or inserter chance direction?
Replies: 3
Views: 1952

Re: some kind of cache or inserter chance direction?

thank you ;) not got that idea.. i think to complicated cause two items on each belt... perfect, its easy and simple.... ;) you can actually get even more simple than that, just have --belt->ins>[chest]>ins>-->belt in the part of the path that has only one resource on the belt. Or in simple terms, ...
by Ripshaft
Mon Jul 17, 2017 10:10 pm
Forum: Ideas and Suggestions
Topic: Switch on/off hand crafting per item
Replies: 29
Views: 9771

Re: Switch on/off hand crafting per item

I'm not sure if it'd be justified to include this into basic hotkeys or interface, but I fully support this feature being available to those who'd want it - like in basic gameplay options, bindable hotkey to toggle .etc Alternatively it could be a world setting - ie only tech up to tier 1 automation...

Go to advanced search