Wait a minute... Factorio already has some music?
I'll need to check where that has been hiding, I never noticed any.
Search found 54 matches
- Sun Apr 14, 2024 5:56 pm
- Forum: News
- Topic: Friday Facts #406 - Space Age Music
- Replies: 150
- Views: 18389
- Mon Apr 01, 2024 4:24 am
- Forum: News
- Topic: Friday Facts #404 - Frustration not found
- Replies: 112
- Views: 14660
Re: Friday Facts #404 - Frustration not found
No to the new RTS control from me. There are good mods for controlling hordes of combat Spidertrons, tanks, and other automated vehicles. If someone wants to have RTS warfare, they can easily do that. But the vanilla Spidertron isn't something you spam hundreds onto the map. It is primarily a person...
- Fri Feb 09, 2024 11:05 pm
- Forum: News
- Topic: Friday Facts #397 - Factoriopedia
- Replies: 118
- Views: 16974
Re: Friday Facts #397 - Factoriopedia
That'll be funny for the half of the world that needs the right alt key for things like {, [, @, ], }, ~, |, ...BraveCaperCat wrote: βFri Feb 09, 2024 8:47 pmPlus, if you are using WIndows you might not be able to use the RIght Alt button soon! They are replacing it with a new key!
- Fri Feb 02, 2024 4:51 pm
- Forum: News
- Topic: Friday Facts #396 - Sound improvements in 2.0
- Replies: 98
- Views: 13284
Re: Friday Facts #396 - Sound improvements in 2.0
Nice, but ... I hate those inventory sounds.
I would also suggest a basegame setting to force them all to use one sound set (preferably the old one, although that could be modded), as doing that with a mod would mean digging through all items added by mods and modifying them one by one.
I would also suggest a basegame setting to force them all to use one sound set (preferably the old one, although that could be modded), as doing that with a mod would mean digging through all items added by mods and modifying them one by one.
- Sat Jan 20, 2024 2:35 am
- Forum: News
- Topic: Friday Facts #393 - Putting things on top of other things
- Replies: 227
- Views: 45947
Re: Friday Facts #393 - Putting things on top of other things
One solution for faster belts that don't move faster would be to give us multi-layer belts. Simple rule: Inserters can only access the top layer of a multi-layer belt. (Add a flag on the prototype to allow accessing all layers for modded loaders.) When a multi-layer belt ends and feeds into a single...
- Sat Jan 13, 2024 1:57 am
- Forum: News
- Topic: Friday Facts #393 - Putting things on top of other things
- Replies: 227
- Views: 45947
Re: Friday Facts #393 - Putting things on top of other things
To be honest, since the big inserter change, I haven't used stack inserters at all. Even before that, I only rarely used them, but after, it just wasn't clear what advantage I would have by using them. Fast inserters were fine with vanilla, and for modded, there were faster inserters and loaders. Al...
- Tue Jan 02, 2024 7:10 pm
- Forum: News
- Topic: Friday Facts #391 - 2023 recap
- Replies: 60
- Views: 11041
Re: Friday Facts #391 - 2023 recap
I have two wishlist items: 1.) On the "explore" tab, a category "mods that have a dependency on any of your active mods and mods your active mods have an optional dependency on". This would automagically list mods that are related to what one currently has, as well as mods that h...
- Tue Nov 14, 2023 7:31 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 328
- Views: 45365
Re: Friday Facts #384 - Combinators 2.0
... I loved all these suggestions. The new configuration screen is too much cluttered. One thing I can add is; - We don't need to change the wire color from the main screen. The wires that will be listened to can easily be configured from the "Select a signal" modal which you need to open...
- Tue Nov 14, 2023 12:11 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 328
- Views: 45365
Re: Friday Facts #384 - Combinators 2.0
"Circuit slots show the values" To be honest, I hate how this is implemented. You're mixing up configuration data and live data in the same field. This makes those conditions really hard to read. The same is true for the green background to a lesser extent. For the combinators, the input c...
- Sat Nov 04, 2023 7:25 pm
- Forum: News
- Topic: Friday Facts #383 - Super force building
- Replies: 172
- Views: 29482
Re: Friday Facts #383 - Super force building
Half of the replies seem to be about what people want or want not to happen in one of the 3 modes. So my suggestion: Add a new tool to the quick action bar that brings up a mini-config menu. | Normal | Shift | Shift+Ctrl | ------------------+--------+-------+------------+ Add Landfill | [ ] | [ ] | ...
- Sat Oct 28, 2023 1:14 pm
- Forum: News
- Topic: Friday Facts #382 - Logistic groups
- Replies: 230
- Views: 35278
- Sat Oct 28, 2023 1:09 pm
- Forum: News
- Topic: Friday Facts #382 - Logistic groups
- Replies: 230
- Views: 35278
Re: Friday Facts #382 - Logistic groups
What happens to blueprints and blueprint books? Do I need to request them too, to avoid them getting trashed by trash-unrequested? Normally, blueprints are supposted to be in the blueprint library. At this moment, blueprints are trashed as well, but we are planning to change it as it is quite annoy...
- Sat Oct 21, 2023 3:29 am
- Forum: News
- Topic: Friday Facts #381 - Space Platforms
- Replies: 209
- Views: 42469
Re: Friday Facts #381 - Space Platforms
Anyway, I'm wondering about the platform and it's self-constructing abilities, and how flexible that is in regards to mods - could you, for example, play as some kind of alien technovirus slowly converting the planet to a mechanical "paradise"? That certainly would make a nice mod: The pl...
- Sat Oct 14, 2023 5:43 am
- Forum: News
- Topic: Friday Facts #380 - Remote view
- Replies: 181
- Views: 30141
Re: Friday Facts #380 - Remote view
Please, add the ability to disable shimmering and change the saturation of the tint. My eyes hurt just from looking at the picture of blue ghosts, and the shimmering demo picture looks like blurry blobs to me Same for me! / Upvote PLEASE allow this to be configurable, the vibrant blue absolutely mu...
- Fri Sep 29, 2023 1:39 pm
- Forum: News
- Topic: Friday Facts #377 - New new rails
- Replies: 217
- Views: 49833
Re: Friday Facts #377 - New new rails
However, I can see monorail trams being useful on space platforms. You wouldn't really need two rails in space, just one for the train to grip onto is enough, there's no weight to worry about either and the narrower curves would help navigate the limited space and distribute a decent amount of of r...
- Fri Sep 29, 2023 1:29 pm
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 337
- Views: 78070
Re: Friday Facts #378 - Trains on another level
Now, if the Space Age mod doesn't depend on the Quality mod...you could have said that 3 weeks ago and ended all the complaining instantly.
Also, when:
Also, when:
- Fri Sep 29, 2023 10:11 am
- Forum: News
- Topic: Friday Facts #377 - New new rails
- Replies: 217
- Views: 49833
Re: Friday Facts #377 - New new rails
So what? The "not going to happen" stuff didn't happen. The FFF explained the exact same reasoning boskid wrote back then, just in way more words.
- Fri Sep 29, 2023 10:08 am
- Forum: News
- Topic: Friday Facts #377 - New new rails
- Replies: 217
- Views: 49833
Re: Friday Facts #377 - New new rails
However, I'm shocked that quality, being an additional feature, is receiving so much criticism, while breaking savegame and blueprint compatibility seems like no big deal, to the point that there are people asking for explicit incompatibility. That's because we know that that incompatibility isn't ...
- Sun Sep 24, 2023 2:42 am
- Forum: News
- Topic: Friday Facts #377 - New new rails
- Replies: 217
- Views: 49833
Re: Friday Facts #377 - New new rails
Nice, I just have one tiny issue with what was presented: I find the direction arrows on the segment visualisation herd to read (especially β¬₯ vs β/βΈ). I think it would be better to use β€ β€ and β β , or β’ β£, or maybe just β½ βΎ βΏ or β€ β¦ β₯ β§. Less "blobby". βββ (i.e. > at the base and >> at the...
- Sun Nov 13, 2022 12:18 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 876
- Views: 531666
Re: [MOD 0.14] AAI Programmable Vehicles
Something seems to be weird with path options. When I select anything but the default "Pathfinding: Always", it doesn't stick and reverts as soon as I exit the waypoint or path. However, the behaviour always is "Pathfinding: Drive into the nearest building and become stuck there while...