Search found 174 matches

by Jonathan88
Fri Jul 12, 2019 7:44 pm
Forum: News
Topic: Friday Facts #303 - Under 100 bugs (but still not stable)
Replies: 144
Views: 14918

Re: Friday Facts #303 - Under 100 bugs (but still not stable)

In response to why I'm interested in a stable release: I am waiting for the NPE to be in a good enough state so I can introduce the game to someone I know without having to force them through the old tutorial. I don't mind about those remaining 55 bugs - I play on experimental, and I've never had an...
by Jonathan88
Fri May 31, 2019 1:58 pm
Forum: News
Topic: Friday Facts #297 - New resource icons
Replies: 125
Views: 17471

Re: Friday Facts #297 - New resource icons

Also question for the Devs: I've got a few people to test the NPE on and I'm waiting until the large rebalances etc. have been done. Is the NPE already mostly finished, or should I hold off for 0.17 stable?
by Jonathan88
Fri May 31, 2019 1:47 pm
Forum: News
Topic: Friday Facts #297 - New resource icons
Replies: 125
Views: 17471

Re: Friday Facts #297 - New resource icons

That video at the end looks amazing! Like a real life ore belt - can't wait to see a huge smelting set up with these textures...
by Jonathan88
Fri May 10, 2019 5:02 pm
Forum: News
Topic: Friday Facts #294 - Blog thoughts & Lua documentation improvements
Replies: 48
Views: 6647

Re: Friday Facts #294 - Blog thoughts & Lua documentation improvements

The FFF is my favourite read of the week, no matter what it's about. Don't worry so much about weeks where you feel like you've haven't got as much to show, we appreciate them all! :)
by Jonathan88
Fri Apr 26, 2019 7:59 pm
Forum: News
Topic: Friday Facts #292 - Inching closer to stable
Replies: 41
Views: 8483

Re: Friday Facts #292 - Inching closer to stable

This will probably be a weekly thing for a couple more weeks until we are happy with the stability and performance of multiplayer. The number of Factorio players in the servers is just mind blowing... I remember when multiplayer was introduced, and we could just about hit 30 before it got unplayabl...
by Jonathan88
Tue Mar 12, 2019 1:40 pm
Forum: Implemented Suggestions
Topic: [0.17.7] Not-tutorial
Replies: 3
Views: 358

Re: [0.17.7] Not-tutorial

Wow thanks very much for reading and replying! Not many games I know where feedback gets this direct! I hadn't considered the 'FOMO' in my pretence of being a new player - thinking about it again, if I was actually playing it for the first time, I probably would research the optional stuff first as ...
by Jonathan88
Fri Mar 08, 2019 7:55 am
Forum: Off topic
Topic: Satisfactory - 3D Factorio?
Replies: 67
Views: 34148

Re: Satisfactory alpha

Bokkie wrote:
Fri Mar 08, 2019 6:45 am
Got one too.

Will try it, or maybe first 5 minutes factorio.
(Read 5 hours 😁)
We'll have to see how well satisfactory stands against the 'Factorio rule': would I rather be playing Factorio right now?
It's amazing how few things in life stand up to the Factorio rule
by Jonathan88
Thu Mar 07, 2019 6:40 pm
Forum: Off topic
Topic: Satisfactory - 3D Factorio?
Replies: 67
Views: 34148

Re: Satisfactory alpha

Oh, I wasn't aware it was epic not steam... That's a big shame - I was looking forwards to having a look
by Jonathan88
Thu Mar 07, 2019 5:19 pm
Forum: Off topic
Topic: Satisfactory - 3D Factorio?
Replies: 67
Views: 34148

Satisfactory alpha

Just got an email saying I'll be able to play the alpha tomorrow - if I'm honest I'd completely forgotten I'd signed up for it! It'll be interested to see what it's like - my prediction is that although some of the ideas are very similar (some might say suspiciously so...), they'll both be aiming fo...
by Jonathan88
Wed Mar 06, 2019 11:52 pm
Forum: Implemented Suggestions
Topic: [0.17.7] Not-tutorial
Replies: 3
Views: 358

[0.17.7] Not-tutorial

To begin, the not-tutorial is looking very good - both graphically, storywise and educationally. Clearly there is room for improvement, but as I'm focusing on the problems I've come across, this may come across as less positive as my overall impression is. Massive well done to everyone who worked on...
by Jonathan88
Wed Mar 06, 2019 9:16 pm
Forum: Ideas and Suggestions
Topic: [0.17.2] Allow disabling "x is in the way" error text
Replies: 8
Views: 417

[0.17.7] Reduce frequency of 'cannot place here' messages

TL;DR Don’t display ‘can’t build’ message (due to other buildings obstructing placement) until it has been attempted twice. What ? When trying to place things, I'll often accidentally click on somewhere where it cannot be built (by accident). Previously the little "beep beep" let me know the place ...
by Jonathan88
Wed Mar 06, 2019 9:00 pm
Forum: Ideas and Suggestions
Topic: [0.17.7] Naming inconsistency between toolbar and 'controls' settings
Replies: 1
Views: 112

[0.17.7] Naming inconsistency between toolbar and 'controls' settings

TL;DR In the toolbar, the extended info mode is called “Alt-mode” in the 'controls' settings it is called “Show info” What ? I think neither of these are very good names - especially "Alt-Mode": I don't have it bound to 'Alt', so to begin with I didn't know what it meant. "Show info" is also not pa...
by Jonathan88
Fri Feb 01, 2019 8:45 pm
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 29921

Re: Friday Facts #280 - Visual Feedback is the king

You guys are absolutely amazing, these improvements are fantastic, so much more than anyone could expect. The new GUI looks amazing, I can't wait for the update. You consistently surpass expectations, every area you improve works incredibly well. This is top notch work and you are creating somethin...
by Jonathan88
Fri Feb 01, 2019 8:38 pm
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 29921

Re: Friday Facts #280 - Visual Feedback is the king

JCav wrote:
Fri Feb 01, 2019 5:32 pm
Toggle Personal Roboport....


I love you.
I didn't spot that the first time through... Factorio never fails to find more things to fix in an already perfect game!
by Jonathan88
Fri Jan 18, 2019 3:50 pm
Forum: News
Topic: Friday Facts #278 - The new quickbar
Replies: 176
Views: 19993

Re: Friday Facts #278 - The new quickbar

Why do people want to persist quickbar pages when starting new game? In current game you have blue belts, electric furnaces and so on. Will you have them when you start a new game? So, whats the purpose of persisting? Or you just want to have e.g. first 3 rows for early game, 3 for mid and rest for...
by Jonathan88
Fri Jan 18, 2019 2:09 pm
Forum: News
Topic: Friday Facts #278 - The new quickbar
Replies: 176
Views: 19993

Re: Friday Facts #278 - The new quickbar

On second thoughts, maybe when joining a game for the first time, the quickbar should be copied across, but only up to the current tech level. This means when starting a new game you won't have lots of tempting-but-out-of-reach shortcuts of locked technology, but when joining a server, you'll have a...
by Jonathan88
Fri Jan 18, 2019 1:45 pm
Forum: News
Topic: Friday Facts #278 - The new quickbar
Replies: 176
Views: 19993

Re: Friday Facts #278 - The new quickbar

Automatically turning on ghost place when construction robots/blueprints/whatever is unlocked sounds smart. Also retaining the ability to turn it on yourself in the options as well maybe (the option should be "allow ghost placing before construction robots researched") The quickbar looks amazing! I'...
by Jonathan88
Fri Jan 11, 2019 5:21 pm
Forum: News
Topic: Friday Facts #277 - GUI progress update
Replies: 101
Views: 14498

Re: Friday Facts #277 - GUI progress update

I used to play quite a bit of the wave defence, but it got a bit boring after a while - I could just blueprint the entire base just before it was destroyed and start again, immediately rebuilding the factory to that state at the beginning of the next playthrough. The solutions seems simple - add an ...
by Jonathan88
Fri Nov 30, 2018 9:43 pm
Forum: News
Topic: Friday Facts #271 - Fluid optimisations & GUI Style inspector
Replies: 122
Views: 15482

Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector

I love the high resolution poster! I think the track ends a little too early though and should continue off the edge - having the signal directly before the buffers seems a bit odd (even to the un-factorio-trained eye) Anyone might think the track is a bit pointless just cutting through everything b...

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