Search found 49 matches
- 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!
- 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!
- 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...
- 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...
- 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...
- 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...
- 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!
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!
- 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...
- 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.
- 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...
- 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 ...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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 ...
- 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, ...
- 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...