Search found 2416 matches

by BlueTemplar
Fri Oct 27, 2023 12:38 pm
Forum: Releases
Topic: Version 1.1.89
Replies: 6
Views: 9728

Re: Version 1.1.89

Features Migrated the prototype modding documentation from the wiki to the docs website, enabling a more advanced presentation, an offline version, and machine-readability of the underlying format. They can be found at https://lua-api.factorio.com/latest/index-prototype.html. [...] This has increas...
by BlueTemplar
Fri Oct 27, 2023 12:27 pm
Forum: Releases
Topic: Version 1.1.92
Replies: 17
Views: 13868

Re: Version 1.1.92

Since I have played Industrial Revolution, I treated its sub-mod Deadlock's Research Notifications as a must-have :
Image
So I am glad that its functionality has been integrated in the base game ! :D
by BlueTemplar
Fri Sep 01, 2023 6:49 pm
Forum: News
Topic: Friday Facts #373 - Factorio: Space Age
Replies: 267
Views: 65562

Re: Friday Facts #373 - Factorio: Space Age

Are we going to see an engine update that handles greater than 60hz refresh rate? I don't get why some people feel the need for a > 60 Hz refresh rate in a game like this? You gain nothing from it. For factorio alone, no. But if they happen to have one for other reasons, it's obviously also getting...
by BlueTemplar
Tue Aug 29, 2023 4:54 pm
Forum: News
Topic: Friday Facts #373 - Factorio: Space Age
Replies: 267
Views: 65562

Re: Friday Facts #373 - Factorio: Space Age

[...] i hoped for improvements of already existing content; especially vehicles. the car and tank are pretty much useless and steer like toys; driving with mouse was something i am waiting for ! [...] Not sure what you mean by "driving with mouse", but these might help : Click To Steer Cl...
by BlueTemplar
Mon Aug 28, 2023 10:30 am
Forum: News
Topic: Friday Facts #373 - Factorio: Space Age
Replies: 267
Views: 65562

Re: Friday Facts #373 - Factorio: Space Age

Unless this is superior to Krastorio 2 and its associated mod packs, for me - and my current mod setup - its a step backwards. The space age content might be superior but at first glance, (4 planets) its less content than what Krastorio 2 mod pack offers (infinite planets) [...] I haven't played Kr...
by BlueTemplar
Sun Aug 27, 2023 5:36 pm
Forum: News
Topic: Friday Facts #373 - Factorio: Space Age
Replies: 267
Views: 65562

Re: Friday Facts #373 - Factorio: Space Age

It's a mp4, gifs have been obsolete for decades for anything bigger and more complex than something like this : :roll: Also, probably an issue on your end ? P.S.: Even downloading it doesn't work ?? ---- [...] Like, make late game biters seek out artillery or something. [...] They already do, as any...
by BlueTemplar
Sun Aug 27, 2023 1:49 pm
Forum: News
Topic: Friday Facts #373 - Factorio: Space Age
Replies: 267
Views: 65562

Re: Friday Facts #373 - Factorio: Space Age

[...] Maybe nerf artillery, and allow the unlocking of, idk, missile silos? which have super high range and damage. Then make artillery relatively short range, low damage, or such. Not enough to be crippling, but enough to make defence a continuing challenge even with it. Then when you get missile ...
by BlueTemplar
Sat Aug 26, 2023 7:38 pm
Forum: News
Topic: Friday Facts #373 - Factorio: Space Age
Replies: 267
Views: 65562

Re: Friday Facts #373 - Factorio: Space Age

Hmm, I guess it was REALLY noticeable to you because you couldn't intervene directly, while I just quickly dealt with it manually and forgot about it ? the cases where behemoth worms were firing at my base were more concerning/memorable ? Oh, also, in my experience biters only start settling this cl...
by BlueTemplar
Sat Aug 26, 2023 6:33 pm
Forum: News
Topic: Friday Facts #373 - Factorio: Space Age
Replies: 267
Views: 65562

Re: Friday Facts #373 - Factorio: Space Age

Maybe if you don't use flame turrets, and/or place the walls too close ? I have never seen don't remember seeing what you describe happen - what I *have* seen happen is, once you get high enough in evolution, for the biters starting to settle, at best in flame turret range : biters_settling_in_range...
by BlueTemplar
Sat Aug 26, 2023 5:45 pm
Forum: News
Topic: Friday Facts #373 - Factorio: Space Age
Replies: 267
Views: 65562

Re: Friday Facts #373 - Factorio: Space Age

I'm wondering something about optimisation. Factorio as a game is incredibly well made from an optimisation standppoint, and in previous blog posts, the difficulties about implementing multi-threading were discussed. The game already makes use of a remarkable amount of multi-threading, but there ar...
by BlueTemplar
Sat Aug 26, 2023 12:43 pm
Forum: News
Topic: Friday Facts #373 - Factorio: Space Age
Replies: 267
Views: 65562

Re: Friday Facts #373 - Factorio: Space Age

I am just praying that Wube doesn't repeat the mistakes Klei made with Spaced Out. Please enlighten us what those mistakes were ? ---- From the post, it looks like things are progressing nicely towards Step 6 - Beta testing. I do hope that an 'early access' version is made relatively soon with the ...
by BlueTemplar
Fri Aug 25, 2023 2:49 pm
Forum: News
Topic: Friday Facts #373 - Factorio: Space Age
Replies: 267
Views: 65562

Re: Friday Facts #373 - Factorio: Space Age

Space Age has a lot of different challenges but they never get too extreme and the usage of combinators is quite lightweight IMO the game doesn't really encourage players enough to use combinators, so I'd actually prefer at least one recipe per planet that needs combinators for efficient automation...
by BlueTemplar
Fri Aug 25, 2023 2:18 pm
Forum: News
Topic: Friday Facts #373 - Factorio: Space Age
Replies: 267
Views: 65562

Re: Friday Facts #373 - Factorio: Space Age

Kronus_Aero wrote:
Fri Aug 25, 2023 12:53 pm
[...]
But seeing now that SA (can we call it that?)
[...]
Nah, let's call it SE too (for Space Expansion (pack)), that way there definitely won't be any confusion with Space Exploration and Space Extension ! :lol:
by BlueTemplar
Fri Aug 25, 2023 12:04 pm
Forum: News
Topic: Friday Facts #373 - Factorio: Space Age
Replies: 267
Views: 65562

Re: Friday Facts #373 - Factorio: Space Age

Awesome ! :D And the return of the weekly FFF to tide us over the wait until release ! :D And is that a cooling system that I see on those engines ?! :D https://cdn.factorio.com/assets/img/blog/fff-373-platform-HR.mp4 (But where are the radiators to get rid of the heat ?) avatar_spaceship.jpg EDIT :...
by BlueTemplar
Mon Jul 03, 2023 12:14 pm
Forum: Releases
Topic: Version 1.1.82
Replies: 8
Views: 9862

Re: Version 1.1.82

Fixed a crash when saving the game after a server disconnect with non-blocking saving enabled.
Thanks for supporting this 'experimental', but so convenient, feature !
by BlueTemplar
Sun Jul 02, 2023 1:49 pm
Forum: Ideas and Suggestions
Topic: Mods shouldn't disable Steam achievements
Replies: 11
Views: 4833

Re: Mods shouldn't disable Steam achievements

Factorio has in-game achievement tracking completely independent of what's in Steam, and it is not disabled by mods. If we're going to take the stance that achievements are altogether worthless or even intentionally addiction-inducing the question of whether to disable Steam tracking for mods is ir...
by BlueTemplar
Sun Jul 02, 2023 1:19 pm
Forum: PyMods
Topic: Limits of the Logistic Network
Replies: 2
Views: 1237

Re: Limits of the Logistic Network

With pY AL you also later get alternative logistic options like cargo flying xenowhales and «underground» giant xenoworm «logistic stations».
by BlueTemplar
Sun Jul 02, 2023 1:12 pm
Forum: PyMods
Topic: chemical science pack research will not unlock
Replies: 7
Views: 1616

Re: chemical science pack research will not unlock

This is a recurring issue with mods, can typically be fixed by using this command :
https://wiki.factorio.com/Console#Reset ... to_default

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