Search found 24 matches
- Mon Feb 05, 2024 7:45 pm
- Forum: News
- Topic: Friday Facts #396 - Sound improvements in 2.0
- Replies: 98
- Views: 13240
Re: Friday Facts #396 - Sound improvements in 2.0
Really amazed what unexpected difference the inventory sound makes. Not sure how i feel about the non-hostile critter sounds. Guess I'd be looking around for things whenever i hear a strange noice but cant see where it comes from. Unless the critter becomes visible ofc. Environment in general. One t...
- Sat Nov 11, 2023 9:37 am
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 328
- Views: 45110
Re: Friday Facts #384 - Combinators 2.0
Excited about these changes way more than is good for me. Functions I really want to see: D-Latch - To capture a moment in time and hold it Not technically combinators, but some means to display output - we have colors, but no numbers and what I would love would be graphs, since it allows for "...
- Sun Sep 24, 2023 10:53 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 805
- Views: 128212
Re: Friday Facts #375 - Quality
I do not like this "quality" aspect either. For some aspects it might be ok, but it produces a lot of overhead just to get rid of things. If it has to be that way, I'd prefer to have a chance, like the Uran enrichment - you set the desired quality (and if it is allowed to be better ??) and...
- Sun Jun 14, 2020 3:52 pm
- Forum: News
- Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
- Replies: 199
- Views: 73396
Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Another reason, why fluid mixing is a pain, is, because we don't have proper entities to manage fluids. Compared to belts, we do not have splitters, filters or different kind of "capacity entities" (different items/s). I would love to have a vanilla "fluid-filter" that is 1x3 big...
- Sun Aug 25, 2019 8:30 am
- Forum: Mods
- Topic: [MOD 0.16 - 1.0] Realistic Electric Trains
- Replies: 86
- Views: 50217
Re: [MOD 0.16, 0.17] Realistic Electric Trains
Feedback: Love the idea trouble at covering 100% of rails (attachment) Higher capacity or batteries as fuel - so they would be able to accelerate out of a dead spot[* Personally - I would like to see the rails modded - not the signals. Guess this would be more of a graphical challenge - but would in...
- Sun Aug 04, 2019 3:28 pm
- Forum: Ideas and Suggestions
- Topic: [0.17.62] Signal Latency
- Replies: 2
- Views: 1425
[0.17.62] Signal Latency
TL;DR Train-Stations enabled by a signal (i.e. Decider) which also triggers a Circuit condition of a Train, causes the train to skip this station, if this is (usually) the next stop. Why? I use deciders on Train-Staitons to determine if it makes sense for a train to come. And this for basically any...
- Mon Jun 10, 2019 11:22 am
- Forum: Duplicates
- Topic: [0.17.47] Crash during "blueprinting" (trains?)
- Replies: 0
- Views: 654
[0.17.47] Crash during "blueprinting" (trains?)
TL;DR Crash upon placing blueprints and order decunstruction and cancel individual decunstruction (overlap sections of blueprint and built entities). 0.001 2019-06-10 01:07:07; Factorio 0.17.47 (build 45537, win64, steam) 0.001 Operating system: Windows 10 (version 1803) 0.001 Program arguments: &q...
- Tue Mar 19, 2019 11:08 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.16] Invalid value "false" of TextureCompression on startup
- Replies: 2
- Views: 3469
[0.17.16] Invalid value "false" of TextureCompression on startup
I run factorio on a Laptop and host factorio headless on LAN (Steam version, via command line startup headless). However, I try to keep my versions updated. On update x.16, I couldn't rund my batchfile Batchfile script G: cd "G:\Steam Games\steamapps\common\Factorio" .\bin\x64\factorio --s...
- Tue Mar 05, 2019 12:38 pm
- Forum: Duplicates
- Topic: [0.17.5] Crash on Research Screen
- Replies: 1
- Views: 762
[0.17.5] Crash on Research Screen
Game crashed upon hitting <Esc> on the Research Screen - I did some cancellation on queued projects and queued new ones (basically reorder). It crashed, as stated, upon hitting <Esc>, not while I was at the screen. It may be relevant: Upon experiencing some crashes recently, I activated Autosave aga...
- Sat Mar 02, 2019 11:16 pm
- Forum: Ideas and Suggestions
- Topic: Re-use of Tier 0 stuff
- Replies: 1
- Views: 748
Re-use of Tier 0 stuff
TL;DR There are few -vanilla- ways, and with 0.17. even less to get rid off burner inserter, spaghetti-poles and such. What ? We were used to be able to use wooden-chests and small electric poles as fuel, this is as in 0.17 removed. We usually build plenty of those, and other stuff (like burner ins...
- Sat Jan 12, 2019 2:00 am
- Forum: News
- Topic: Friday Facts #277 - GUI progress update
- Replies: 101
- Views: 42586
Re: Friday Facts #277 - GUI progress update
I barely got into the Wave-Defense - If I recall right, you have to defend a given structure and build your factory around it - with main concern about the defence. You still have to produce everything - but have less harsh starting condition. What I expected: ... a more classy version of this mode....
- Fri Sep 21, 2018 5:19 pm
- Forum: News
- Topic: Friday Facts #261 - Performance + New player interaction
- Replies: 94
- Views: 40643
Re: Friday Facts #261 - Performance + New player interaction
https://www.factorio.com/blog/post/fff-261 Despite i know that UI is under construction, I might say something... I for one, think that the menu should be more categorized. Like, 5dim mods do (for example) - maybe not that specific. But it would nice to see "logistic stuff" at a separate ...
- Fri Sep 21, 2018 8:49 am
- Forum: Ideas and Suggestions
- Topic: electric trains
- Replies: 176
- Views: 64176
Re: Electric Locomotives & Other Rail Cars
[quote=eradicator post_id=378667 time=1536860975 user_id=24632] [quote=bobingabout post_id=378629 time=1536834481 user_id=1693] [quote=eradicator post_id=378625 time=1536833364 user_id=24632]@Bob: Accumulator cars too? Hm. I'd have thought that a train with accumulators (built-in or seperate carria...
- Fri Sep 21, 2018 8:13 am
- Forum: Development Proposals
- Topic: Peace with Aliens
- Replies: 205
- Views: 216714
Re: Peace with Aliens
I would love to have a more environment friendly approach. Since I do not like to scale my base to infinite extends and optimize everything - specially onward the point you have robots - I also try to avoid removing the cliffs. However, I basically do not care that much about the biters, but more ab...
- Sun Sep 16, 2018 10:50 pm
- Forum: Ideas and Suggestions
- Topic: [GUI] Increment / Decrement Buttons
- Replies: 0
- Views: 1089
[GUI] Increment / Decrement Buttons
I did not much of an search, since GUI / increment&decrement did end up in no or " research increment", which is not my point. I often visualize stuff with (small) lamps, for example fluids, item-counts, battery-charge, etc... And I find myself often increment numbers by small amounts...
- Fri Sep 14, 2018 3:43 pm
- Forum: News
- Topic: Friday Facts #260 - New fluid system
- Replies: 292
- Views: 115680
Re: Friday Facts #260 - New fluid system
1/6 1/6 2/6 1/6 1/6 If so, that sucks. Hope they'll fix the pipe auto-connection then. While I would also like to dictate how pipes connect, I don't see why this is an argument for it. How would you split 1 pipe into 5 to force 1/5th flow in each by specifying connections, that couldn't be done wit...
- Fri Sep 14, 2018 2:47 pm
- Forum: News
- Topic: Friday Facts #260 - New fluid system
- Replies: 292
- Views: 115680
Re: Friday Facts #260 - New fluid system
AT this image...*image* how does/will it split, like - from top to bottom 1/6 1/6 2/6 1/6 1/6 or 1/5 each? I made some thoughts about the algorithm... I wish I had a demanding sample to see the complexity. I toy around and see for myself how hard this can be :D Came up with different ideas... Each ...
- Fri Sep 14, 2018 2:20 pm
- Forum: News
- Topic: Friday Facts #260 - New fluid system
- Replies: 292
- Views: 115680
Re: Friday Facts #260 - New fluid system
AT this image... https://eu1.factorio.com/assets/img/blog/fff-260-new-fluid-system.png how does/will it split, like - from top to bottom 1/6 1/6 2/6 1/6 1/6 or 1/5 each? I made some thoughts about the algorithm... I wish I had a demanding sample to see the complexity. I toy around and see for myself...
- Fri Aug 24, 2018 9:48 pm
- Forum: Ideas and Suggestions
- Topic: Plant and grow trees
- Replies: 9
- Views: 4112
Plant and grow trees
As trees does benefit pollution and you/we are looking into a way of reducing pollution and be nice to the biters, it would be nice to have a natural growth/die of trees (like in deserts). And at endgames, brighten and beautify our industry/base, being able to plant trees/avenue would be nice. Pollu...
- Fri Aug 24, 2018 4:33 pm
- Forum: Ideas and Suggestions
- Topic: Make use of bodies of water
- Replies: 4
- Views: 2134
Re: Make use of bodies of water
I had this idea too - along with the -map-style-approach- AKA Continents, etc... I think it would be both, rather quick to implement and huge gain in content & fun - specially when you can make drilling rigs to pump high quantity of oil and set up automated ships at harbors and docks. And there ...