Search found 17 matches

by Saiph
Tue Jun 08, 2021 10:18 pm
Forum: Minor issues
Topic: [1.1.19] mod manager installs and activates dependencies of deactivated mod
Replies: 4
Views: 890

Re: [1.1.19] mod manager installs and activates dependencies of deactivated mod

I have a large collection of Factorio mods. I never run games where all the mods are activated simultaneously. I run different saved games to enable me to enjoy the mods in a proper context, and this also helps avoid incompatibility issues between them. Mod authors often update their mods to fix bug...
by Saiph
Tue Feb 16, 2021 3:03 pm
Forum: Releases
Topic: Version 1.1.23
Replies: 5
Views: 8106

Re: Version 1.1.23

Thanks for fixing the crash so quickly.
by Saiph
Fri Feb 05, 2021 10:28 am
Forum: News
Topic: Friday Facts #365 - Future plans
Replies: 283
Views: 104707

Re: Friday Facts #365 - Future plans

IMO the one big thing that could be improved is the presentation of the players' viewpoint. At the moment, Factorio is a relatively simple top-down 2D game with a square grid. Although the 'angled' presentation of the sprites makes it look 'semi-3D', it quickly becomes apparent that the perspective ...
by Saiph
Fri Aug 14, 2020 10:19 am
Forum: Releases
Topic: Version 1.0.0
Replies: 130
Views: 79578

Re: Version 1.0.0

CONGRATULATIONS WUBE!
by Saiph
Sat May 09, 2020 4:06 pm
Forum: News
Topic: Friday Facts #346 - He who does nothing, breaks nothing
Replies: 47
Views: 12833

Re: Friday Facts #346 - He who does nothing, breaks nothing

Amarula wrote: ↑
Sat May 09, 2020 2:17 pm
Saiph wrote: ↑
Sat May 09, 2020 10:22 am
So what are "Wang tiles"?
https://en.wikipedia.org/wiki/Wang_tile
Thank you.
by Saiph
Sat May 09, 2020 10:22 am
Forum: News
Topic: Friday Facts #346 - He who does nothing, breaks nothing
Replies: 47
Views: 12833

Re: Friday Facts #346 - He who does nothing, breaks nothing

So what are "Wang tiles"?
by Saiph
Sat May 02, 2020 3:23 am
Forum: News
Topic: Friday Facts #345 - Unit group collision mask & Artillery shell particle
Replies: 48
Views: 13239

Re: Friday Facts #345 - Unit group collision mask & Artillery shell particle

EFLFE wrote: ↑
Fri May 01, 2020 11:30 am
Please add a flying biters :lol:
Only if we can research and manufacture fly spray! ;)
by Saiph
Sat Jan 25, 2020 3:21 am
Forum: General discussion
Topic: Thank you (Make the dev-team happy today!)
Replies: 561
Views: 215007

Re: Thank you (Make the dev-team happy today!)

I first joined Steam in August 2004, and I've used it as my main game retailer ever since. I've now purchased 375 games on Steam, and about ten days ago, Factorio became my first ever 1,000+ hour game on the platform. The 2nd-place game is Euro Truck Sim 2, with "only" 570 hours. :D Thank ...
by Saiph
Sat Jan 25, 2020 2:54 am
Forum: General discussion
Topic: Update to Beta, lost all BPs, super mad.
Replies: 14
Views: 2494

Re: Update to Beta, lost all BPs, super mad.

The biggest "fail" is nothing to do with Factorio. It's down to a player who spends "hours and hours" creating items in a game, and then expects everyone else (Factorio, Steam etc) to look after them for him while he upgrades, downgrades, and generally messes around with his inst...
by Saiph
Mon Oct 01, 2018 4:10 pm
Forum: Mods
Topic: [MOD 0.14] AAI Signals
Replies: 11
Views: 8013

Re: [MOD 0.14] AAI Signals

How about including a few extra signal names to cover common functions and values used in circuits? IMO this could make circuit diagrams easier to read and understand by giving parts of the circuit more meaningful names. Some suggestions: 'On' & 'Off' 'Max' & 'Min' 'Left' & 'Right' 'Cloc...
by Saiph
Sat Jun 09, 2018 6:06 pm
Forum: Gameplay Help
Topic: Automated fluid embarkation
Replies: 3
Views: 1313

Re: Automated fluid embarkation

Hi there. I have always created transport systems which keep different types of fluid completely separate from each other. As you have found, if any fluid is left in a pipe or a pump, and a different fluid is sent through, all you get is contaminated fluid. I don't know of any method which can "...
by Saiph
Fri Jun 08, 2018 4:46 pm
Forum: News
Topic: Friday Facts #246 - The GUI update (Part 3)
Replies: 161
Views: 41374

Re: Friday Facts #246 - The GUI update (Part 3)

"Hopefully you're not getting tired of hearing about the GUI....". No way! For a game like Factorio, the GUI is really important. For new players who might be a bit overwhelmed by all of the materials and components in the game, a well-designed GUI can help them find their way around and l...
by Saiph
Wed May 02, 2018 10:18 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.40] Train signals no longer working
Replies: 33
Views: 10808

Re: Train signals no longer working (0.16.40, Build 36428)

After 16.40 update on Steam, started game (no mods) and tried to load a save from 16.38 vanilla. All signals on map are just blinking red/yellow/green, trains colliding all over the place.
by Saiph
Mon Apr 23, 2018 6:26 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.36] Inserters get stuck
Replies: 15
Views: 6383

Re: [0.16.36] Inserters get stuck

Rseding91 wrote:Thanks for the report and investigation. It's now fixed for the next version of 0.16 or 0.17 which ever comes first.
Thank you thank you thank you for fixing this!
by Saiph
Sun Jan 21, 2018 1:06 am
Forum: News
Topic: Friday Facts #226 - New mod portal & other news
Replies: 93
Views: 29355

Re: Friday Facts #226 - New mod portal & other news

Thanks for the new mod portal! It's SO much faster!
by Saiph
Thu Jan 04, 2018 2:38 am
Forum: Mods
Topic: [MOD 0.15.15+] FNEI Mod
Replies: 129
Views: 40062

Re: [MOD 0.15.15+] Factorio NEI 0.0.16

I find FNEI really useful, it saves me doing a lot of alt-tabbing in and out of the game to look at the wiki for recipe details. Thanks for developing it! However, I have a suggestion. At the moment there is no quick way to get back to the search page apart from closing FNEI and reopening it, which ...
by Saiph
Mon Jul 24, 2017 10:16 am
Forum: News
Topic: Friday Facts #200 - Plans for 0.16
Replies: 129
Views: 49337

Re: Friday Facts #200 - Plans for 0.16

I think adding elevation effects to the map terrain would be a terrific idea, and would give players some interesting tactical and strategic problems to solve. For example, if there were ranges of high hills or mountains on the map, with the peak areas being closed off as impassable, and with only n...

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