Search found 51 matches
- Sun Aug 27, 2023 5:36 pm
- Forum: News
- Topic: Friday Facts #373 - Factorio: Space Age
- Replies: 267
- Views: 51826
Re: Friday Facts #373 - Factorio: Space Age
Here it is! (beep boop) https://factorio.com/blog/post/fff-373 Definitively needs that animated GIF done as a video instead, if you can't somehow debug it. The GIF didn't work on any of my 3 screens, on any of my internet provider, across 3 OSes and 8 browsers. even after refresh and long wait times.
- Wed Jan 05, 2022 7:47 am
- Forum: News
- Topic: Friday Facts #366 - The only way to go fast, is to go well!
- Replies: 100
- Views: 63449
Re: Friday Facts #366 - The only way to go fast, is to go well!
Maybe it is time to post that a FFF is being written, but that it will be only published with the game.
...just to let people know factorio team is active, and that a snapshot of mid-mod-dev hell is taken to laugh and marvel at later, after the big mod publishes...
...just to let people know factorio team is active, and that a snapshot of mid-mod-dev hell is taken to laugh and marvel at later, after the big mod publishes...
- Wed Feb 24, 2021 4:33 am
- Forum: General discussion
- Topic: Some ideas for the "One big expansion pack"
- Replies: 44
- Views: 13481
Farming!!
big expansion pack suggestion: Farming (or bioproduction of some sort). Due to randomly(weather?) or seasonally changing production and consumption ratios, the factory must be designed with bulk storage in mind, shutting down power in seasons where it is a waste to keep it active somewhere, and syst...
- Wed Feb 24, 2021 1:12 am
- Forum: News
- Topic: Friday Facts #365 - Future plans
- Replies: 298
- Views: 151416
big DLC theme suggestion: farming.
big DLC suggestion: Farming (or bioproduction of some sort). Due to randomly or seasonally changing ratios, the factory must be designed with bulk storage in mind, shutting down power or other expensive input in seasons where it is a waste to keep it active, and systems monitoring animals for change...
- Sun Feb 14, 2021 8:29 am
- Forum: News
- Topic: Friday Facts #365 - Future plans
- Replies: 298
- Views: 151416
Re: Friday Facts #365 - Future plans
The kind you fight with violence, or the kind Dilbert's comics are about?Bikerchain wrote: βThu Feb 11, 2021 12:22 amBosses would be amazing to add to keep players interested and invested into the game.

- Sun Feb 07, 2021 4:53 am
- Forum: News
- Topic: Friday Facts #365 - Future plans
- Replies: 298
- Views: 151416
Re: Friday Facts #365 - Future plans
Wishlist: -Earendel on team, check. -Factorio in space, probably check. -A oneway power line. To help power only priorities during limited power. Doable currently via completely separate power networks that share steam in an annoying manner using flow control pipes(are these a mod? I can't even imag...
- Sat Sep 19, 2020 2:13 am
- Forum: News
- Topic: Friday Facts #360 - 1.0 is here!
- Replies: 210
- Views: 93394
Re: Friday Facts #360 - 1.0 is here!
Did I miss the memo, or will there be no post-launch FF? Even for just a few times more??
I feel 20 percent of my factorio addiction was reading the FF, they were so well crafted...
I feel 20 percent of my factorio addiction was reading the FF, they were so well crafted...
- Tue Aug 11, 2020 8:59 am
- Forum: News
- Topic: Friday Facts #359 - Crash site: The beginning
- Replies: 95
- Views: 100386
Re: Friday Facts #359 - Crash site: The beginning
Original lore minded, I have VERY BAD feelings lore wise with the ship that crashed looking like such a one-man-one-use-only ship look. Shouldn't the guy with such wizardly engineering skills come from a civilization of some kind??? I have GOOD feelings when ignoring the official story, that this is...
- Sat Jun 13, 2020 12:58 pm
- Forum: News
- Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
- Replies: 199
- Views: 64192
Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
PLEASE make the original red tower available for mods, in all its glory. The one-new-building modders are often stopped by not having a non-basegame building to use in their first mode with their code, and having a placeholder can be spectacularly useful. P.S.: there is probably a hundred other disc...
- Mon Feb 17, 2020 2:20 am
- Forum: Ideas and Requests For Mods
- Topic: Decoration remover
- Replies: 4
- Views: 1887
Decoration remover
I'd want the dectorio-style decoration remover (as a crafted tool or not, with a research requirement or not)... ...but none of the other recipes in dectorio. They're beyond VERY cluttery when trying to search some recipes for non-decoratives, I'd like to have a "bulk decoration removing option...
- Wed Sep 25, 2019 12:23 am
- Forum: News
- Topic: Factorio version 0.17 - Now stable
- Replies: 33
- Views: 17544
Re: Factorio version 0.17 - Now stable
TODO: new game trailer. You still have the old trailer code around, so you can do it with the new graphics and add/improve some stuff? Notably I want to see COLORED pollution clouds
- Mon Jul 22, 2019 3:39 pm
- Forum: Ideas and Requests For Mods
- Topic: decoration removing consumable or tool
- Replies: 8
- Views: 2450
Re: decoration removing consumable or tool
Decoratio also offers the lawnmower planner, to deconstruct them as you would. I believe it can filter to specific decorations, but can't check right now. It's "Dectorio" and it is awesome for many reasons; going to try if the landmower is one of them. Oh, no. I'm going to be getting that...
- Wed Jul 03, 2019 6:48 pm
- Forum: Ideas and Requests For Mods
- Topic: decoration removing consumable or tool
- Replies: 8
- Views: 2450
Re: decoration removing consumable or tool
It's "Dectorio" and it is awesome for many reasons; going to try if the landmower is one of them.slippycheeze wrote: βTue Jul 02, 2019 2:26 amDecoratio also offers the lawnmower planner, to deconstruct them as you would. I believe it can filter to specific decorations, but can't check right now.
- Wed Jul 03, 2019 6:42 pm
- Forum: Ideas and Requests For Mods
- Topic: decoration removing consumable or tool
- Replies: 8
- Views: 2450
Re: decoration removing consumable or tool
This is super-super-super tedious to clean large areas with manually to avoid having bushes in the middle of my factory.FuryoftheStars wrote: βMon Jul 01, 2019 12:26 amMaybe give this a try and see if itβs to your liking?
https://mods.factorio.com/mod/Realistic ... ionCleanup
There are others, too, that do this with just concrete.
- Sun Jun 30, 2019 10:45 pm
- Forum: Ideas and Requests For Mods
- Topic: decoration removing consumable or tool
- Replies: 8
- Views: 2450
decoration removing consumable or tool
Simply put, we need a bomb (think defoliant) or robot type that only does decoration removal. It should be massively cheap and easy to use on large areas, yet not actually remove ALL decoration from ALL of the game; afterall how can I feel satisfied if there isn't some greenery to kill or sand to sw...
- Mon Jun 03, 2019 8:13 pm
- Forum: News
- Topic: Friday Facts #297 - New resource icons
- Replies: 125
- Views: 46944
Re: Friday Facts #297 - New resource icons
I also think SOME people can't stand the randomized ores and I know 2 who will scream bloody murder if they don't have a checkbox to turn the randomness off. Having to resort to a mod for something that is so VISCERALLY VERY WRONG will not do for either of the 2 people I talked to. I'm pretty sure i...
- Mon Jun 03, 2019 8:06 pm
- Forum: News
- Topic: Friday Facts #297 - New resource icons
- Replies: 125
- Views: 46944
Re: Friday Facts #297 - New resource icons
seems like the next step to help the devs is to make a color lamp / numbers display type base that crunches all the numbers and displays them in a simple array. Every inserter in every situation you can imagine can be automagically tested for rebellion against engineering... ...and test a few extrem...
- Sun Jun 02, 2019 11:01 am
- Forum: News
- Topic: Friday Facts #297 - New resource icons
- Replies: 125
- Views: 46944
Re: Friday Facts #297 - New resource icons
P.S.: new launch deserves new merch. The "now or never" for fridge magnets, backpacks, and hammers is soon!! Wouldn't pickaxes make more sense than hammers? How about toolbelts? Yes, toolbelts, but MOST people have a hammer while SOME people have toolbelts. But we should have both. And ra...
- Fri May 31, 2019 3:40 pm
- Forum: News
- Topic: Friday Facts #297 - New resource icons
- Replies: 125
- Views: 46944
Re: Friday Facts #297 - New resource icons
Thank you so much for shifting randomness away from inserter behavior and recycling it where it belongs (raw ore look) so it's not wasted!! I was able to shrink one of my blueprints by half with the inserter reliability not-a-bug fix, but I still suspect there will be more inserter-assymetric-madnes...
- Mon May 27, 2019 6:49 am
- Forum: Questions, reviews and ratings
- Topic: new game. go AngelBob, or space exploration?
- Replies: 4
- Views: 3491
new game. go AngelBob, or space exploration?
I'm starting a new game when the new version of factorio is out, to get all the fixed bugs and megabase-friendly fluid improvements that help my video card not melt. Question is: Angel-Bob, or space exploration? Which one should I play? P.S.: I've played angel-bob before. This is about whether space...