Search found 20 matches

by Panderturtle
Sat Feb 26, 2022 2:01 pm
Forum: News
Topic: Friday Facts #368 - Steam deck, Ghost bugs, Docs improvements
Replies: 30
Views: 16817

Re: Friday Facts #368 - Steam deck, Ghost bugs, Docs improvements

Today, 6 years ago I bought it. Best Steam purchase ever 8-)
Screenshot 2022-02-26 145945.png
Screenshot 2022-02-26 145945.png (2.65 KiB) Viewed 10025 times
by Panderturtle
Sat May 02, 2020 6:55 pm
Forum: Modding help
Topic: Where to find the production time of each product
Replies: 3
Views: 1341

Re: Where to find the production time of each product

Thank you!

Now it totally makes sense. I've allready read the energy/work thread in the Wiki, but forgot about it. Nevermind, thank you for your quick response.
by Panderturtle
Sat May 02, 2020 3:59 pm
Forum: Modding help
Topic: Where to find the production time of each product
Replies: 3
Views: 1341

Where to find the production time of each product

Where do I find the production time of each product in the game files of Factorio? I want to make a ratio calculator myself and need the production time of the items, but can't find them. I've found in recipe.lua the ingredients and the amount each item needs, the time is neither in item.lua nor any...
by Panderturtle
Fri Mar 20, 2020 1:24 pm
Forum: News
Topic: Friday Facts #339 - Beacon HR + Redesign process
Replies: 216
Views: 89425

Re: Friday Facts #339 - Beacon HR + Redesign process

Brambor wrote:
Fri Mar 20, 2020 1:18 pm
I like the design itself, to me, it just looks more like a front line, electric defence mechanism shocking the bitters with lightning.
Which would be a nice addition to the game btw!
by Panderturtle
Fri Mar 20, 2020 1:15 pm
Forum: News
Topic: Friday Facts #339 - Beacon HR + Redesign process
Replies: 216
Views: 89425

Re: Friday Facts #339 - Beacon HR + Redesign process

The Beacon looks like a kraken which is helping you in the factory. Looks fancy, but in my opinion its too much detail. The Beacon is a building which is in end-game nearly everywhere so i think it has to hide a bit between the other buildings. It should set itself in the background so you can see t...
by Panderturtle
Tue Mar 12, 2019 8:39 pm
Forum: Releases
Topic: Version 0.17.10
Replies: 18
Views: 14632

Re: Version 0.17.10

"Make Blueprint", "Make Blueprint Book", "Make Deconstruction Planner", "Make Upgrade Planner", "Toggle Personal Roboport", and "Toggle Exoskeleton" functions are now accessible via keyboard shortcuts. The shortcut for "Make Blueprint...
by Panderturtle
Sun Feb 24, 2019 9:01 pm
Forum: News
Topic: Friday Facts #283 - Prepare to Launch
Replies: 341
Views: 154452

Re: Friday Facts #283 - Prepare to Launch

Is there a counter for official release time? Nope. The most exact time to count down to would be “probably next week”, so I guess you could say in a couple of hours, depending on time zone? Anything beyond that would be pure speculation. I expect it to be wednesday, since the last update was relea...
by Panderturtle
Sat Feb 02, 2019 9:44 pm
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 87880

Re: Friday Facts #280 - Visual Feedback is the king

These are fantastic additions for factories with lots of trains! Now, the last thing I'm missing is the ability to set zones/segments of rails that can be set as "to avoid" by specific trains, so to reduce traffic at specific junctions (which i'm experiencing in my latest factory) :D Isn'...
by Panderturtle
Fri Dec 28, 2018 2:37 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 152749

Re: Friday Facts #275 - 0.17 Science changes

24 seconds for "chemical science pack"s are too much. Considering you get 3 out of "Production science pack"s and "Utility science pack"s and both only take 21 seconds. I think you should reduce it at least by 4 seconds, but it's only my opinion.
by Panderturtle
Fri Nov 30, 2018 3:38 pm
Forum: News
Topic: Friday Facts #271 - Fluid optimisations & GUI Style inspector
Replies: 122
Views: 50251

Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector

I mean, the poster does not represent actual gameplay that makes sense, but this should propably be fixed:
(the cut off inserster "hand")
by Panderturtle
Mon Oct 15, 2018 3:23 pm
Forum: News
Topic: Friday Facts #264 - Texture streaming
Replies: 108
Views: 44077

Re: Friday Facts #264 - Texture streaming

You said:
~0.1ms on GeForce GTX 1060.
but then wrote:
Anyway, a GTX 1060 renders a game scene like this in 1080p in 1ms. That's fast, but it means in 4K it would take 4ms
But would it not mean, that it takes 0.4 ms for a 4K game scene? Or did I miss understand it?
by Panderturtle
Tue May 22, 2018 8:45 pm
Forum: Releases
Topic: Version 0.16.45
Replies: 12
Views: 14437

Re: Version 0.16.45

I couldnt update to the newest version 0.16.45.
Message:
'Download failed (HTTP status code 404)'
EDIT: Updated to the newest version worked.
by Panderturtle
Sat Apr 14, 2018 8:25 pm
Forum: News
Topic: Friday Facts #238 - The GUI update (Part II)
Replies: 143
Views: 55216

Re: Friday Facts #238 - The GUI update (Part II)

The standard grey GUI looks way better then a with rost or mettal designed one. As well it brings up the neutrality of the game and a smooth look.
by Panderturtle
Fri Mar 30, 2018 8:08 pm
Forum: News
Topic: Friday Facts #236 - Building a rollup
Replies: 63
Views: 42081

Re: Friday Facts #236 - Building a rollup

This is art!

Personally, I would never be able to build such master piece of engeneering. Just to manage this rather chaos is incredible.
I would like to be able to build a factory like this, eventhough I think I will never be.

Great work V435000!
by Panderturtle
Wed Feb 28, 2018 7:20 pm
Forum: Releases
Topic: Version 0.16.27
Replies: 51
Views: 36498

Re: Version 0.16.27

New concrete is always good, designing an making the factory more realistic. And it looks more realtistic then the normal one.
#
by Panderturtle
Fri Feb 16, 2018 10:29 pm
Forum: News
Topic: Friday Facts #230 - Engine modernisation
Replies: 81
Views: 45642

Re: Friday Facts #230 - Engine modernisation

Nice work, new engine seems always to be a good thing.
by Panderturtle
Fri Jan 05, 2018 8:21 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 344158

Re: Friday Facts #224 - Bots versus belts

I always build my bases without Bots (except of delivering the Player and building up the factory), just because, like you mentioned, belts are more interesting and look and feel like a real factory. Your idea about taking out the logisticbots is, from my point, a good one. As well I think that it w...
by Panderturtle
Sat Dec 23, 2017 3:59 pm
Forum: News
Topic: Friday Facts #222 - Christmas avalanche
Replies: 130
Views: 54715

Re: Friday Facts #222 - Christmas avalanche

Bugfixes are going well, nice to hear.
And, oh dear, bring back the belt-compression!

Take your time, deserve it!
Merry christmas and a happy new year!
by Panderturtle
Thu Dec 14, 2017 1:13 pm
Forum: Not a bug
Topic: [16.0] Small cracks with water (river) can be walked on
Replies: 3
Views: 1803

Re: [16.0] Small cracks with water (river) can be walked on

Yes, the second map have i made. Even though it won't happen on a Computer generated map, it's a cool feature.
by Panderturtle
Wed Dec 13, 2017 3:04 pm
Forum: Not a bug
Topic: [16.0] Small cracks with water (river) can be walked on
Replies: 3
Views: 1803

[16.0] Small cracks with water (river) can be walked on

I found a bug, related to the new water coast mechanics. If you load an old 0.15.x map (has been tested on a map generated in 0.16.x) and have a one tile big water, you can walk over it. If this is for reason, sorry for interupting. Comment : I think it is on purpose, like the motto "jumping/wa...

Go to advanced search