Search found 31 matches

by Rebmes
Sat Nov 09, 2019 4:00 pm
Forum: News
Topic: Friday Facts #320 - Color correction
Replies: 159
Views: 10838

Re: Friday Facts #320 - Color correction

If I may weigh in, the color changes overall look pretty great to me, except for the night-time one. With that slider, the old colors look and feel way better than the weird new heavy blue draping everything.
by Rebmes
Sat Sep 14, 2019 10:11 pm
Forum: News
Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
Replies: 144
Views: 18305

Re: Friday Facts #312 - Fluid mixing saga & Landfill terrain

It really sounds like it might have been better to make the fluids systems more like the electrical systems, and not have actual fluid flowing through there, rather teleporting at certain rates from and to connections along a same-liquid line. You could even trigger fake flowing animations along the...
by Rebmes
Sat Sep 07, 2019 4:29 pm
Forum: News
Topic: Friday Facts #311 - New remnants 3
Replies: 52
Views: 8894

Re: Friday Facts #311 - New remnants 3

The remnants look amazing, and thanks for the cool mod spotlight ^^ I will also add this to my to-do list for later on. Still have to get farther in Vanilla, 500 hours total ain't cutting it ;)
by Rebmes
Sat Aug 24, 2019 1:45 am
Forum: News
Topic: Friday Facts #309 - Controversial opinions
Replies: 291
Views: 21679

Re: Friday Facts #309 - Controversial opinions

I love this "theory of Factorio" post!! I'm gonna go right ahead and follow up the others with my own opinions and experiences <3 "Inserters should not chase items" This is probably the biggest one in the list lol I can see why you don't want to mess with this. "Blueprint import/export should be a m...
by Rebmes
Sat Aug 17, 2019 3:15 am
Forum: News
Topic: Friday Facts #308 - Not stable quite yet
Replies: 29
Views: 6241

Re: Friday Facts #308 - Not stable quite yet

Congratulations, "1.0" is just about here it seems ^^
by Rebmes
Mon Aug 12, 2019 12:32 am
Forum: General discussion
Topic: Are Bitters unnecessary?
Replies: 56
Views: 5470

Re: Are Bitters unnecessary?

I am thinking of turning them off for good. The biggest issue for me is that I'm never in a position of actually defending my factory. I always keep them out of my pollution area, and simply venture out to clear them out whenever they - or I - have expanded too much. The battles can be fun and chall...
by Rebmes
Mon Aug 12, 2019 12:19 am
Forum: General discussion
Topic: 0.17 - is it stable enough for the casual player?
Replies: 23
Views: 1668

Re: 0.17 - is it stable enough for the casual player?

I've been playing latest unstable for a couple months - it used to be a bit of a gongshow! But in the last month or two I've been able to play without issue.
by Rebmes
Sun Aug 11, 2019 6:10 pm
Forum: Ideas and Suggestions
Topic: Doodads and plants over concrete floors :(
Replies: 4
Views: 186

Re: Doodads and plants over concrete floors :(

FuryoftheStars wrote:
Sun Aug 11, 2019 6:06 pm
there are multiple mods to take care of this
That's a good sign that it needs fixing ^^
by Rebmes
Sun Aug 11, 2019 6:01 pm
Forum: Ideas and Suggestions
Topic: Doodads and plants over concrete floors :(
Replies: 4
Views: 186

Doodads and plants over concrete floors :(

TL;DR When paving my factory, lots of plants / doodads remain and it looks really messy. What ? I'm sure everyone has seen this, and unsure why it's still a thing. https://i.imgur.com/1KVSuIY.png Why ? Because honestly it looks like crap and isn't very functional. The suggestion here is to make it ...
by Rebmes
Fri Aug 09, 2019 10:32 pm
Forum: News
Topic: Friday Facts #307 - 0.17 stable candidate
Replies: 83
Views: 11549

Re: Friday Facts #307 - 0.17 stable candidate

I've been playing 0.17 since the tech tree system was updated graphically, more or less =p

It's fantastic and worthy of soon becoming the final release =)
by Rebmes
Fri Aug 02, 2019 5:31 pm
Forum: News
Topic: Friday Facts #306 - Experimental Demo
Replies: 154
Views: 13412

Re: Friday Facts #306 - Experimental Demo

I was playing the demo a few days ago, and got slaughtered by the challenge wave (280 hr player). I tried a few times to re load the save but could not overcome and gave up. As stated above, it wasn't very representative of the actual game (in most cases) though it was kinda fun to try. New players ...
by Rebmes
Wed Jul 24, 2019 6:04 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 43737

Re: Friday Facts #304 - Small bugs; Big changes

I'm a bit disappointed that the aforementioned changes aren't in the game o.O I made a new map, partly to check out the new tech tree with the new simple oil mechanics, and it isn't there? In any case, Logistic science was far too vast, and this helps reel it in a little. I always hate how in the ea...
by Rebmes
Sun Jul 14, 2019 4:26 am
Forum: News
Topic: Friday Facts #303 - Under 100 bugs (but still not stable)
Replies: 144
Views: 13675

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

I can tell you that experimental has been a) awesome and everyone will be blown away and b) a bumpy ride at times, not fit for ordinary players
by Rebmes
Sat Jul 06, 2019 2:42 pm
Forum: News
Topic: Friday Facts #302 - The multiplayer megapacket
Replies: 39
Views: 5846

Re: Friday Facts #302 - The multiplayer megapacket

Don't listen to the whiners, and very well done!!
by Rebmes
Sat Jul 06, 2019 1:09 am
Forum: Not a bug
Topic: [0.17.54] Construction Bots Not Completing Jobs
Replies: 4
Views: 171

Re: [0.17.54] Construction Bots Not Completing Jobs

Thank you all so much!

I'll definitely have to be more careful with my personal bots, as it's easy to hop on a train and leave them far behind >.<
by Rebmes
Fri Jul 05, 2019 3:19 pm
Forum: Not a bug
Topic: [0.17.54] Construction Bots Not Completing Jobs
Replies: 4
Views: 171

[0.17.54] Construction Bots Not Completing Jobs

Hi, I've recently unlocked Construction Bots and got some (3) personal roboports, and 40 construction robots in my inventory. I was copy and pasting some inserters and chests by a rail, when I realized that not everything was being built (inserter / chest / power pole missing here and there). I have...
by Rebmes
Sat Jun 29, 2019 2:39 pm
Forum: News
Topic: Friday Facts #301 - Crash site: First state
Replies: 52
Views: 8650

Re: Friday Facts #301 - Crash site: First state

All this talk about mods, I really gotta give that a whirl sometime - though I hear they add complexity and extend the game, which concerns me since I have a hard time building a large factory in the first place!
by Rebmes
Sat Jun 22, 2019 3:30 am
Forum: News
Topic: Friday Facts #300 - Special edition
Replies: 49
Views: 7697

Re: Friday Facts #300 - Special edition

Thanks for taking the time and sharing a little bit of yourselves; you guys are the dream team, way to go!!
by Rebmes
Thu May 30, 2019 5:51 pm
Forum: Ideas and Suggestions
Topic: BP Item Created When Making Blueprints
Replies: 3
Views: 159

Re: BP Item Created When Making Blueprints

I got my wires crossed on this one, thanks! Thought BP re-work was done (oops).

Also being driven nuts by how you can't actually edit BP's in the BP screen etc... Looking forward to rework ^^
by Rebmes
Wed May 29, 2019 6:01 pm
Forum: Ideas and Suggestions
Topic: BP Item Created When Making Blueprints
Replies: 3
Views: 159

BP Item Created When Making Blueprints

As a returning player who didn't use much blueprints in the past (system was kinda hard to use) but am now making an effort to learn the new streamlined system, I must report that the way "create blueprint" makes an item in your inventory and needs to be added manually to your blueprint collection, ...

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