Search found 31 matches
- Fri Jul 19, 2024 4:09 pm
- Forum: News
- Topic: Friday Facts #420 - Fusion Reactor
- Replies: 104
- Views: 16720
Re: Friday Facts #420 - Fusion Reactor
I barely used nuclear in vanilla, so this doesnt feel necessary to me. Though, having more upgrades/options is always nice. If the plasma temp doesnt matter to a player, why have it displayed at all? Surprising there is no pipes available for plasma. I guess the point is to keep designs localized an...
- Fri Jun 07, 2024 7:02 pm
- Forum: News
- Topic: Friday Facts #414 - Spoils of Agriculture
- Replies: 388
- Views: 41246
Re: Friday Facts #414 - Spoils of Agriculture
This is a really cool update! I'm glad this planet exists. For a long time, I thought it would be nice to be able to replant trees. This also takes advantage of plants/seeds that many content mods already do. I hope people aren't put off by the concept of item freshness; it's a very interesting way ...
- Fri Mar 29, 2024 5:40 pm
- Forum: News
- Topic: Friday Facts #404 - Frustration not found
- Replies: 112
- Views: 19296
Re: Friday Facts #404 - Frustration not found
Not an exciting update, but it's the little things like this that make the game worth playing, just small incremental updates that it needs and feel good
(Also I'm secretly hoping some absolute madman makes an RTS mod now)
(Also I'm secretly hoping some absolute madman makes an RTS mod now)
- Fri Mar 22, 2024 8:23 pm
- Forum: News
- Topic: Friday Facts #403 - Train stops 2.0
- Replies: 131
- Views: 23618
Re: Friday Facts #403 - Train stops 2.0
I never really bothered to use rails or signals much on vanilla, mostly due to how cumbersome it all is. The revised copypaste feels great for blueprints, why not do something similar for scheduling a train? In v1 Vanilla, its just such a pain in the ass between deadlocking, and setting one resource...
- Fri Mar 08, 2024 8:03 pm
- Forum: News
- Topic: Friday Facts #401 - New terrain, new planet
- Replies: 104
- Views: 25645
Re: Friday Facts #401 - New terrain, new planet
One thing that feels like it's missing is rivers and coastlines. I was excited when I saw the band of water but that was a coincidence rather than a river system. I'd love to see a huge chunk of the map blocked off by what is effectively a small ocean, surrounded by sand tiles. Rivers would present ...
- Fri Mar 01, 2024 8:11 pm
- Forum: News
- Topic: Friday Facts #400 - Chart search and Pins
- Replies: 73
- Views: 14733
Re: Friday Facts #400 - Chart search and Pins
Milestone #400 FFF and there's almost no fanfare? For shame! I am hoping that the tech tree gets an overhaul as well. Especially for big mods like seablock, it'd be nice to be able to have a list view of techs, which you can then sort, search, and group. For example, I might want to filter by all th...
- Fri Feb 09, 2024 7:58 pm
- Forum: News
- Topic: Friday Facts #397 - Factoriopedia
- Replies: 120
- Views: 21794
Re: Friday Facts #397 - Factoriopedia
Hopefully you can give the tech tree a proper overhaul too, searchable, sortable by name/cost etc, maybe the user ability to pin or group a few techs (useful with mods since there are a few key techs I want work toward, but dont want to redo the queue because I forgot a sister technology etc)
- Sun Dec 10, 2023 6:36 am
- Forum: Technical Help
- Topic: [1.1.94] Unable to handshake update server [solved?]
- Replies: 2
- Views: 461
Re: [1.1.94] Unable to handshake update server
Hm, for some reason I couldn't find any hits. I'll give that thread a read then
You can probably delete/mark as solved, then.
You can probably delete/mark as solved, then.
- Sun Dec 10, 2023 5:38 am
- Forum: Technical Help
- Topic: [1.1.94] Unable to handshake update server [solved?]
- Replies: 2
- Views: 461
[1.1.94] Unable to handshake update server [solved?]
I am running Windows 7. Steam has decided to end support for it, and due to a recent update I am unable to launch or log into Steam (unresponsive black rectangle due to WebGL stuff). Therefore, I am playing the standalone exe of the latest version of Factorio (v1.1.94) It asks me to log in, and I do...
- Fri Nov 24, 2023 9:31 pm
- Forum: News
- Topic: Friday Facts #386 - Vulcanus
- Replies: 124
- Views: 29823
Re: Friday Facts #386 - Vulcanus
Very cool. I suppose we'll probably get a water or ice planet, and one that is dark (far away and poor light / no solars)
Very interested in seeing the terrain generation process as well as how the color grading got done
Very interested in seeing the terrain generation process as well as how the color grading got done
- Fri Nov 17, 2023 10:43 pm
- Forum: News
- Topic: Friday Facts #385 - Asteroid Collector
- Replies: 57
- Views: 15425
Re: Friday Facts #385 - Asteroid Collector
Tentacles will always be hentai, sorry. The space platform looks like a menace to anime girls, not asteroids. Can't take it seriously. "Mining lasers" are a video game contrivance that has been used for decades, everyone is used to it, it's fine. this is such a you problem. If you don't s...
- Fri Nov 17, 2023 9:47 pm
- Forum: News
- Topic: Friday Facts #385 - Asteroid Collector
- Replies: 57
- Views: 15425
Re: Friday Facts #385 - Asteroid Collector
My first thought is how the collectors can be used in mods. For example, is it restricted only to space platforms? Being able to slap it onto a spidertron as a module so you can walk past trees and automatically harvest them, etc. (Which would also bring me to the thought of being able to regenerate...
- Sun Nov 12, 2023 8:20 am
- Forum: Ideas and Suggestions
- Topic: Include the "Even Distribution" mod in the base game
- Replies: 5
- Views: 767
Re: Include the "Even Distribution" mod in the base game
Why not throw auto-fill turrets in as well if you're going to do that? Manual distribution only matters for the first 20 mins or so, after that you're running on belts and inserters and shouldn't be playing logi bot anymore. As I mentioned, I tend to play marathon games, often with longer science. ...
- Sun Nov 12, 2023 5:46 am
- Forum: Ideas and Suggestions
- Topic: Include the "Even Distribution" mod in the base game
- Replies: 5
- Views: 767
Include the "Even Distribution" mod in the base game
I consider this to be a huge QoL improvement over the base game, and since the expansion is on its way and they've put significant focus on improving the user experience, I think it would be a good fit. Currently, when you hold ctrl and drag the mouse button over a container/building, it will put ha...
- Sun Nov 12, 2023 1:00 am
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 329
- Views: 56318
Re: Friday Facts #384 - Combinators 2.0
This is nice. I understand logistics and wire networks to be extremely powerful, but I always found it too cumbersome to bother with, which led me to making compact and efficient (basic) factories. Maybe I'll actually mess around with them now
- Sat Nov 11, 2023 3:30 am
- Forum: News
- Topic: Friday Facts #383 - Super force building
- Replies: 173
- Views: 35287
Re: Friday Facts #383 - Super force building
I understand that you're only removing landfill you've placed, but if you have a solid land bridge that you can yank up on a moment's notice, it feels like Biters will need more tools (swimming, flying, better pathing) to deal with it. A landbridge with a 1 tile chokepoint is defendable with minima...
- Fri Nov 10, 2023 7:30 am
- Forum: News
- Topic: Friday Facts #383 - Super force building
- Replies: 173
- Views: 35287
Re: Friday Facts #383 - Super force building
Maybe it was mentioned already but how will this affect Biters? Currently in Vanilla, you can build landfill on every other tile, which means if you're playing an island or water-heavy map, you can create shortcuts or un-pathable areas with this technique. I understand that you're only removing land...
- Sat Nov 05, 2022 2:13 am
- Forum: Ideas and Suggestions
- Topic: Add pause / unpause console command
- Replies: 9
- Views: 5011
Re: Add pause / unpause console command
While not as useful for a normal player (I have my pause bound to ctrl+space so I can toggle it quickly), I can see it having some use to modders: Perhaps when debugging a complicated script, you can have it fire a pause command to freeze the game state so you can inspect things just before they break
- Sun Oct 02, 2022 8:45 pm
- Forum: General discussion
- Topic: Is using other people’s blueprints cheating?
- Replies: 50
- Views: 20724
Re: Is using other people’s blueprints cheating?
I often play marathon games with Angelbob's and Factorissimo, so it can take dozens of hours before I get green science automated. Because of that, I spend a lot of time with low-end stuff that I can't use luxury things on, like long-distance tunnels or medium power poles, etc., so I have to really ...
- Sun Oct 02, 2022 8:41 pm
- Forum: General discussion
- Topic: why prod modules are important
- Replies: 155
- Views: 24398
Re: why prod modules are important
What I'd love to see is combat modules for turrets. Eg something that reduces attack speed but increases damage, or shoots faster and reduces damage, etc. It might make the game feel more like tower defence, but being able to specialize turrets a bit more is a fun idea (and I'm pretty sure some mods...