Search found 54 matches

by lacika2000
Sat Jan 30, 2021 8:50 am
Forum: News
Topic: Friday Facts #339 - Beacon HR + Redesign process
Replies: 216
Views: 41108

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

I would love to have a Tesla coil based defense structure, a la Red Alert 2, though. Food for thought? Thanks, now i cant unsee that thing as tesla coil. :D I agree on the RA2 tesla coil base defense structure. maybe use the design as an intermediate between gun turret and laser turret. doesn't do ...
by lacika2000
Sat Jan 30, 2021 8:40 am
Forum: News
Topic: Friday Facts #364 - 1.1 stable
Replies: 57
Views: 17689

Re: Friday Facts #364 - 1.1 stable

Congratulations on the stable release! Let's make sure the same article writers are informed about the 0 bug status now. If the writers are interested, there are quite many of us here on the forum that would be happy to share a few positive thoughts on the game and the readiness of the devs to impro...
by lacika2000
Wed Jan 20, 2021 11:59 am
Forum: News
Topic: Friday Facts #363 - 1.1 is getting close
Replies: 178
Views: 58218

Re: Friday Facts #363 - 1.1 is getting close

Any chance we will get a new blog post soon? Curious in which direction the dev team is pushing the boundaries... 8-)
by lacika2000
Sat Aug 08, 2020 1:08 am
Forum: News
Topic: Friday Facts #359 - Crash site: The beginning
Replies: 95
Views: 79804

Re: Friday Facts #359 - Crash site: The beginning

The new mining drill design is very nice, indeed a vast improvement vs. the original redesign. :D So this might sound like nitpicking, or maybe it is only me, but I think there is still something 'wrong' with the distance to the belt depending on the orientation: it looks perfect when the miner is p...
by lacika2000
Fri Mar 20, 2020 6:17 pm
Forum: News
Topic: Friday Facts #339 - Beacon HR + Redesign process
Replies: 216
Views: 41108

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

So my two cents, apologies upfront for the strong expressions... Like: New design (the base), looks promising. The front light (yellow per default), especially if it reflect the loaded modules (orange, green or blue). Dislike: The red base color is too prominent, this will overrule anything around i...
by lacika2000
Sun Nov 24, 2019 12:21 pm
Forum: News
Topic: Friday Facts #322 - New Particle system
Replies: 58
Views: 16855

Re: Friday Facts #322 - New Particle system

It is absolutely amazing how the Factorio team keeps optimizing the game. Hats off to you!!
by lacika2000
Mon Aug 12, 2019 11:24 pm
Forum: Technical Help
Topic: [Solved][0.17.64] MacOS display scaling bug
Replies: 5
Views: 805

Re: [0.17.64] MacOS display scaling bug

Should I try a fresh install? if that's not too much trouble, can you try the fresh install? I have removed the program, downloaded the latest experimental, installed it and it seems to resolve the resolution problem. Now the game recognizes the native 4K resolution of the display and also applies ...
by lacika2000
Mon Aug 12, 2019 4:31 pm
Forum: Technical Help
Topic: [Solved][0.17.64] MacOS display scaling bug
Replies: 5
Views: 805

Re: [0.17.64] MacOS display scaling bug

posila wrote:
Mon Aug 12, 2019 11:07 am
Hello, did you install fresh 0.17 or did you update to 0.17 from 0.16?
Hi Posila! Can't recall, to be honest, but I suspect I have upgraded, as the machine is from last year October... Should I try a fresh install?
by lacika2000
Mon Aug 12, 2019 10:40 am
Forum: Technical Help
Topic: [0.17.37] [Mac] Game appears blurry
Replies: 2
Views: 537

Re: [0.17.37] [Mac] Game appears blurry

I have made a separate bug report likely similar to this issue with a possible lead to solution related to interface scaling in Mac OS, see [Solved][0.17.64] MacOS display scaling bug . The solution for me was to have a fresh install in 0.17 instead of update from 0.16. This has reset the graphics s...
by lacika2000
Sun Aug 11, 2019 11:24 am
Forum: Technical Help
Topic: [Solved][0.17.64] MacOS display scaling bug
Replies: 5
Views: 805

Re: [0.17.64] MacOS display scaling bug

Additional information that might help with this bug: "Render in native screen resolution" option in Graphics does not change anything in the game, changing it (setting it on or off) does not introduce a game restart...
by lacika2000
Sun Aug 11, 2019 8:42 am
Forum: Technical Help
Topic: [Solved][0.17.64] MacOS display scaling bug
Replies: 5
Views: 805

[Solved][0.17.64] MacOS display scaling bug

Hi dev team, I have found a MacOS screen scaling bug. I am using a 4K display (Samsung U28E590) with my Mac. When I am running in default scaling mode with this monitor (when I click from default to scaled it says "Looks like 1920x1080" on U28E590, see screen cap), the Factorio starts up i...
by lacika2000
Wed Aug 07, 2019 7:41 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 121062

Re: Friday Facts #305 - The Oil Changes

We are planning to have a 0.17 stable candidate quite soon. Ah, that’s good news. In case you need go tweak anything in BOP, I guess we on the forum have provided enough options and ideas to consider (e.g., two or three products in BOP, HO and/or PG to sulfur, etc. ;) ). I am looking forward to rea...
by lacika2000
Wed Aug 07, 2019 6:29 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 121062

Re: Friday Facts #305 - The Oil Changes

The solid fuel in 0.17.0 did not really work. The science only consumed miniscule amounts (especially since you could make it from light oil) so it was still just a matter of time. If sulfur was on HO, then that would change the amount of SF produced to be more in line with consumption, as well as ...
by lacika2000
Wed Aug 07, 2019 6:26 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 121062

Re: Friday Facts #305 - The Oil Changes

So what do you think? ;) An addition I would add, is that excess production isn't just lost... its burned off. This could be represented with a smoke stack for each HO, LO, and PG. The smoke stack only lights up when that specific fuel line is backed up for a visual cue to the player, and possibly ...
by lacika2000
Wed Aug 07, 2019 6:15 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 121062

Re: Friday Facts #305 - The Oil Changes

Let’s just make sure I am not missing something: the current BOP is the definition of autoflare in my opinion, as it only gives PG with amounts noticeably less than the oil input and it does not produce any other oil products. This was put in by the devs to alleviate the players’ struggle to manage ...
by lacika2000
Wed Aug 07, 2019 1:00 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 121062

Re: Friday Facts #305 - The Oil Changes

TLDR; keep all outputs in BOP, but change the behavior of the refinery to not stop when backed up on one or two of the streams but internally consume these, and only produce what it can output. AOP would only introduce cracking, not changing the refinery oil product ratios. But that's completely in...
by lacika2000
Wed Aug 07, 2019 6:51 am
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 121062

Re: Friday Facts #305 - The Oil Changes

Basically, yes. I personally preferred more the option of Heavy + Gas, but they are very similar changes with relatively small details. Their general issue is that they don't solve much, yet include roughly the same problems. V4530000 : please consider my proposal, building on and do let me know wh...
by lacika2000
Tue Aug 06, 2019 7:04 am
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 121062

Re: Friday Facts #305 - The Oil Changes

Basically, yes. I personally preferred more the option of Heavy + Gas, but they are very similar changes with relatively small details. Their general issue is that they don't solve much, yet include roughly the same problems. V4530000 : please consider my proposal, building on and do let me know wh...
by lacika2000
Tue Aug 06, 2019 6:51 am
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 121062

Re: Friday Facts #305 - The Oil Changes

The only thing that I could think of was to instead of changing the basic oil processing recipe to not produce light and heavy oil, to instead stick with the old recipes and have a simple fluid mode which causes buildings with multiple fluid outputs to keep on producing until all outputs are full (...
by lacika2000
Sun Aug 04, 2019 12:32 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 121062

Re: Friday Facts #305 - The Oil Changes

Zaka wrote:
Sun Aug 04, 2019 2:25 am
Adamo pointed out that Heavy Oil has higher sulfur content and I have adjusted the chart below accordingly.
Ah, my posts and the “mountain of sulfur” got forgotten so quickly... :cry: :?

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