Search found 22 matches

by Saiph
Fri Mar 22, 2024 12:10 pm
Forum: News
Topic: Friday Facts #403 - Train stops 2.0
Replies: 129
Views: 16693

Re: Friday Facts #403 - Train stops 2.0

Brilliant set of QoL updates, well done. Fred: "Hey, I can push my train now! Yabba-dabba-doo, Wilma!" :D
by Saiph
Fri Oct 20, 2023 10:32 pm
Forum: News
Topic: Friday Facts #381 - Space Platforms
Replies: 209
Views: 42488

Re: Friday Facts #381 - Space Platforms

I think some people need to remember that Factorio is a game, not a physics simulation. They may enjoy showing off their qualifications and/or scientific knowledge, but that's almost irrelevant to the main aim, which is gameplay . After growing up with the space race during the 1960's, I also have w...
by Saiph
Fri Sep 22, 2023 3:02 pm
Forum: News
Topic: Friday Facts #377 - New new rails
Replies: 217
Views: 49862

Re: Friday Facts #377 - New new rails

adam_bise wrote: ↑
Fri Sep 22, 2023 2:49 pm
..........
It doesn't split to 5, it splits to 2, then 3, then 2 again.
Ok, so you're splitting hairs. Fine. But does that make it any easier to manually drive a train through that junction? No.
by Saiph
Fri Sep 22, 2023 2:46 pm
Forum: News
Topic: Friday Facts #377 - New new rails
Replies: 217
Views: 49862

Re: Friday Facts #377 - New new rails

The rail updates look really good, except for one thing. You briefly mentioned the problem of manual control when going through complex junctions. How would manual train control be implemented in the final graphic in your post, where one rail splits into five parallel tracks? I think it would be pre...
by Saiph
Sat Sep 16, 2023 12:04 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 805
Views: 128525

Re: Friday Facts #375 - Quality

Hmm. I feel somewhat uneasy about this "quality" concept. Firstly, the names you've given to the different levels sound like Factorio is turning into an RPG, and I think that will spoil the feel of the game for a lot of players. More seriously though, I think it's always a mistake to intro...
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: 1832

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: 9811

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: 298
Views: 165883

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: 99503

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: 20445

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: 20445

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: 21190

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: 571
Views: 293110

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: 4204

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: 10489

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: 2116

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: 61270

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: 16112

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: 8889

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: 41474

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

Thanks for the new mod portal! It's SO much faster!

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