Search found 94 matches
- Sat May 11, 2019 4:24 am
- Forum: News
- Topic: Friday Facts #294 - Blog thoughts & Lua documentation improvements
- Replies: 48
- Views: 13867
Re: Friday Facts #294 - Blog thoughts & Lua documentation improvements
What I think is: Thank you. Thank you for these blog posts. They really tell a tale that I wish all studios told. They tell a tale I wish all gamers read. They tell a tale of honesty and hard work. They set, in my opinion, the gold standard for developer transparency and communication.
- Mon May 06, 2019 2:38 pm
- Forum: General discussion
- Topic: Factorio annotated roadmap - 0.17+
- Replies: 68
- Views: 52440
Re: Factorio annotated roadmap - 0.17+
I would not call the "fluid makes sense" changes minor. I would list them as a major feature. To me, this will be a feature far far far more important than the map generation changes.
- Fri May 03, 2019 1:07 am
- Forum: Mods
- Topic: [Mod 1.1] Power Armor MK3
- Replies: 99
- Views: 41801
Re: [Mod 0.17] Power Armor MK3
Latest version of the beta broke this mod. I am getting the following with the 17.35 update: Failed to load mods: __Power Armor MK3__/data.lua:1: __Power Armor MK3__/prototypes/item/power-armor-mk3.lua:1:attempt to index field 'player' (a nil value) stack traceback: __Power Armor MK3__/prototypes/i...
- Thu May 02, 2019 4:38 pm
- Forum: Mods
- Topic: [Mod 1.1] Power Armor MK3
- Replies: 99
- Views: 41801
Re: [Mod 0.17] Power Armor MK3
Since no one has given feedback to the shielded singularity so far, I decided to give some. Although it is really a cool idea and the logical successor to the fusion energy, I'm afraid it is just an unneccessary addition due to the simple lack of demand. Why would you need it? It gives 3MW of power...
- Thu May 02, 2019 4:08 pm
- Forum: Mods
- Topic: [Mod 1.1] Power Armor MK3
- Replies: 99
- Views: 41801
Re: [Mod 0.17] Power Armor MK3
Latest version of the beta broke this mod. I am getting the following with the 17.35 update: Failed to load mods: __Power Armor MK3__/data.lua:1: __Power Armor MK3__/prototypes/item/power-armor-mk3.lua:1:attempt to index field 'player' (a nil value) stack traceback: __Power Armor MK3__/prototypes/it...
- Wed May 01, 2019 7:41 pm
- Forum: General discussion
- Topic: New Fluid System
- Replies: 1
- Views: 911
Re: New Fluid System
Nevermind on the second part, I found the FFF I had been digging for and reading it and comparing it to what we have now, I can see the flowrate information I am seeking won't be available until the final 2 part fluid system is released.
- Wed May 01, 2019 7:12 pm
- Forum: General discussion
- Topic: New Fluid System
- Replies: 1
- Views: 911
New Fluid System
Anyone know when the new 2 cycle fluid system is supposed to be released? Also, anyone what the flowrate capacity is for a section of pipe? And before some idiot says "Google it", I have and everything is either old, or doesn't pertain to the question. Not directly at any rate. They all ta...
- Tue Apr 30, 2019 8:00 pm
- Forum: Mods
- Topic: [MOD 0.17] Ore and plate compress
- Replies: 39
- Views: 10377
Re: [MOD 0.17] Ore and plate compress
Ah, I hadn't even though to look under research since I was in the middle of worker speed 10.
- Tue Apr 30, 2019 6:11 pm
- Forum: Mods
- Topic: [MOD 0.17] Ore and plate compress
- Replies: 39
- Views: 10377
Re: [MOD 0.17] Ore and plate compress
I'd seen the smaller version of Deadlock's mod, I also have Noxxy's Stack Multiplier, but it is disabled atm. If I could specify what items I want to increase the stack size for, that would be one thing, but I do not like it increasing the stack sizes for everything. You can quickly reach points whe...
- Tue Apr 30, 2019 10:04 am
- Forum: Mods
- Topic: [MOD 0.17] Ore and plate compress
- Replies: 39
- Views: 10377
- Sat Apr 27, 2019 12:42 am
- Forum: News
- Topic: Friday Facts #292 - Inching closer to stable
- Replies: 41
- Views: 15555
Re: Friday Facts #292 - Inching closer to stable
Most people play through Steam, and so far we have found no way of determining how many people are opted-in to the 0.17 experimental through Steam. It could be that the game is more stable, or it could be that less people are playing. How can you not know this ? is there any way we can help with th...
- Sat Apr 27, 2019 12:00 am
- Forum: Combinator Creations
- Topic: Raycasting engine in factorio
- Replies: 25
- Views: 12094
Re: Raycasting engine in factorio
First question: What do you do for a living? I ask cause I am wondering what helped you develop the skills to pull this off. Second question: How did you decide on where to begin developing something like this, both this and Pac-Man? Third question: How much math did you need to employ when figuring...
- Sat Apr 20, 2019 4:40 am
- Forum: Ideas and Suggestions
- Topic: Time acceleration
- Replies: 33
- Views: 6785
Game Speed Toggle
As it stands right now, you have to open the console to change the speed of the game. This is also counted as "cheating" for some odd reason and disables achievements. The achievements issue doesn't really bother me much at all. What does bother me is how annoying it is to constantly be go...
- Tue Apr 16, 2019 1:04 am
- Forum: General discussion
- Topic: Deconstruction Planner and Other 0.17 Feedback
- Replies: 14
- Views: 3405
Re: Deconstruction Planner and Other 0.17 Feedback
I am still not happy with how the Deconstruction Planner interfaces with the Tool Bar though. Mainly because you can't set filters to the Deconstruction Planner shortcut on the Menu Bar. This forces you to keep a copy of the Deconstruction Planner in inventory anyway. Yes you can, If you create a n...
- Sun Apr 14, 2019 7:38 pm
- Forum: Ideas and Suggestions
- Topic: Trees and Pollution
- Replies: 1
- Views: 392
Trees and Pollution
I get it, pollution is the mechanic that encourages Biters to attack, thus providing us with a source of constant production pressure. I get it, some measure of realism is desired by the developers and some players like that. I get it, trees can be harmed by pollution, especially the acidic rains th...
- Sun Apr 14, 2019 7:22 pm
- Forum: Ideas and Suggestions
- Topic: Allow right-clicking on Upgrade/Deconstruction Planner for instant customization
- Replies: 7
- Views: 1131
Re: Allow right-clicking on Upgrade/Deconstruction Planner for instant customization
A thread addressing my topic, excellent. Indeed, as it stand I save a copy of the Deconstruction Planner to my inventory permanently and ignore the shortcut on the Menu Bar entirely. The lack of ability to set filters on the Deconstruction Planner in the Menu Bar means that it is useless and just ge...
- Sun Apr 14, 2019 7:13 pm
- Forum: Ideas and Suggestions
- Topic: New Game: Small changes with big impact.
- Replies: 7
- Views: 863
Re: New Game: Small changes with big impact.
Basically, if I understand this right, you want to be able to save custom profiles for various settings, besides the default profiles that Wube has provided. I.E. "Jack's Mega Train Death World" Patch frequency: 33% Patch size: 600% Patch richness: 600% Enemy frequency: 400% Enemy size: 60...
- Sun Apr 14, 2019 7:07 pm
- Forum: General discussion
- Topic: Deconstruction Planner and Other 0.17 Feedback
- Replies: 14
- Views: 3405
Re: Deconstruction Planner and Other 0.17 Feedback
Now, I can't get it to stick on my toolbelt unless I have a physical copy in my inventory? What gives? Yes, you can drag the dfeconstruction planner from the blueprint library, however it creates a physical copy. That is to say, it becomes a physical item that takes up space in your inventory. They...
- Mon Mar 25, 2019 12:49 am
- Forum: General discussion
- Topic: Pollution, Biters, and Biter AI
- Replies: 2
- Views: 849
Re: Pollution, Biters, and Biter AI
Ya I saw that when playing with the settings while toying around with ideas for future maps. I will definitely try that, but I suspect, in the long run, I will need some way to make trees immune to pollution. That or a biter AI overhaul and just turn pollution off.
- Sun Mar 24, 2019 2:10 am
- Forum: General discussion
- Topic: 0.16 -> 0.17 Military tech conversion
- Replies: 7
- Views: 2305
Re: 0.16 -> 0.17 Military tech conversion
I have never used lasers on my outer walls, so I can't comment on that. I just use regular turrets with piercing ammo and flame throwers. Even now, with mad pollution and 99% evolution, biters insta die soon as they are in firing range. I haven't done any infinite research as of yet either though I ...