Search found 162 matches

by Proxy
Tue Feb 26, 2019 7:53 pm
Forum: Not a bug
Topic: Ability to delete items in the Tutorial
Replies: 1
Views: 108

Ability to delete items in the Tutorial

I'm quite proud i broke something here is how it works: C-Tron's path finding always tries to avoid objects but when the path is completely blocked it will destroy the thing in it's path to get passed it. the object regenerates afterwards though. unless you place something else in the same spot. usi...
by Proxy
Fri Feb 08, 2019 5:01 pm
Forum: News
Topic: Friday Facts #281 - For a Few Frames More
Replies: 84
Views: 16277

Re: Friday Facts #281 - For a Few Frames More

ok so if this gets optimized even more i could probably play it on a Raspberry Pi and take it with me for on the go
by Proxy
Fri Sep 28, 2018 4:37 pm
Forum: News
Topic: Friday Facts #262 - Hello my name is: Compilatron
Replies: 126
Views: 16219

Re: Friday Facts #262 - Hello my name is: Compilatron

the robot looks like a Minecraft sheep with the face of basically anything in Enter the Gungeon like seriously, it's just this face https://i.imgur.com/VtT2ik7.png combined with this body https://i.imgur.com/meGNbtX.png and it's amazing. also i noticed the red assembler... tier 4 assemblers? new stu...
by Proxy
Fri Aug 24, 2018 9:48 am
Forum: News
Topic: Friday Facts #257 - NPE/Campaign update
Replies: 111
Views: 17801

Re: Friday Facts #257 - NPE/Campaign update

if you are going to add new water tiles, can you atleast reword the old ones and give them some animations or atleast higher res sprites too?

and i'd be awesome of the shallow water was around most bodies of water or if 2 or more are close enough together.
by Proxy
Fri Jul 20, 2018 12:10 pm
Forum: News
Topic: Friday Facts #252 - Sound design & Map editor
Replies: 93
Views: 15334

Re: Friday Facts #252 - Sound design & Map editor

one thing that is a bit disapointing is the fact that the ammo inside the Artillery wagon doesn't move after each shot. you know, as a reloading animation
by Proxy
Sun Jul 01, 2018 8:24 am
Forum: Resolved Problems and Bugs
Topic: small but very inconvenient Cursor misalignment
Replies: 4
Views: 517

Re: small but very inconvenient Cursor misalignment

i see, and i hope it is minor enough to just be fixed whenever possible?
by Proxy
Sat Jun 30, 2018 8:21 pm
Forum: Resolved Problems and Bugs
Topic: small but very inconvenient Cursor misalignment
Replies: 4
Views: 517

small but very inconvenient Cursor misalignment

https://i.imgur.com/gvkzfD5.gif for some odd reason, Factorio doesn't use the "tip" or left side of the Cursor to tell where you are clicking. Instead it uses the Middle of the Cursor. How the "Hitbox" of the cursor should be: https://i.imgur.com/PU0N7d8.png How it is in Factorio: https://i.imgur.c...
by Proxy
Fri Jun 22, 2018 1:51 pm
Forum: News
Topic: Friday Facts #248 - Not Saturday Facts
Replies: 71
Views: 11774

Re: Friday Facts #248 - Not Saturday Facts

Red Modules...? hmm not sure if cleverly "hidden" teaser, or just color error.

also ranom thing that would be awesome for the HD Version, how about an animated main Menu background?
by Proxy
Fri May 25, 2018 9:58 pm
Forum: News
Topic: Friday Facts #244 - Localised plurals & Modernisation progress
Replies: 68
Views: 11683

Re: Friday Facts #244 - Localised plurals & Modernisation progress

The unloading station in the background using fast inserters instead of stack inserters is confusing.
by Proxy
Sat May 19, 2018 7:49 am
Forum: News
Topic: Friday Facts #243 - New GUI tileset
Replies: 167
Views: 20134

Re: Friday Facts #243 - New GUI tileset

the first time you actually missed the Deadline for a FFF... atleast i think so.

those GUI changes look amazing, though i would say that the cancel option could have a different look from the normal text button,
Image

something like this? maybe? just another shape.
by Proxy
Fri May 18, 2018 10:53 pm
Forum: News
Topic: Friday Facts #242 - Offensive programming
Replies: 51
Views: 10296

Re: Friday Facts #242 - Offensive programming

welp the devs have died, building burn down or something else.

it is 00:55 on saturday and no FFF
by Proxy
Fri Apr 20, 2018 11:36 am
Forum: Spread the Word
Topic: Factorio-styled "homemade items"
Replies: 2
Views: 1699

Re: Factorio-styled "homemade items"

with that title i assumed you meant something like amiibos.

3D printed entities/items from the game (Biter, player, inserter, belt, etc just basic items and such), put on a little podest with the Factorio logo on it and selling that.
Image
I would buy it.
by Proxy
Fri Mar 23, 2018 9:24 pm
Forum: Spread the Word
Topic: Factorio need IRL Stuff (Merchandise).
Replies: 71
Views: 19455

Re: Factorio need IRL Stuff (Merchandise).

soo, this is just for design ideas for merch? if that's the case than an idea for more T-shirts/Sweaters/whatever would be to have "simple" ingame designs. example of a design (except more professional and prolly without a floor texture) https://i.imgur.com/ufWHSCq.png https://i.imgur.com/AciI7Ma.pn...
by Proxy
Sat Feb 24, 2018 10:45 am
Forum: Ideas and Suggestions
Topic: actual Pollution downsides
Replies: 1
Views: 389

actual Pollution downsides

TL;DR Pollution should have actual effects on gameplay other that just biters coming after you. What Pollution currently has 3 effects in the game. 1. makes the map red, which can be turned on/off, and has no effect on gameplay 2. makes biters agressive, which can be turned on/off and once they are...
by Proxy
Fri Feb 16, 2018 6:21 pm
Forum: News
Topic: Friday Facts #230 - Engine modernisation
Replies: 81
Views: 21078

Re: Friday Facts #230 - Engine modernisation

https://eu3.factorio.com/assets/img/blog/fff-230-logo.png tyc┴?L!o I'm wondering why everything was flipped, red and just looked like literal hell. but i think the answer would be too complex for me. good luck with redoing all graphics, while doing so you could also make lighting more dynamic and m...
by Proxy
Fri Feb 09, 2018 8:38 pm
Forum: News
Topic: Friday Facts #229 - Taiwan report & Lamp staggering
Replies: 45
Views: 9819

Re: Friday Facts #229 - Taiwan report & Lamp staggering

a thing that would be awesome is being able to dim lamps, either via a circuit signal or just by waiting... so all lamps would turn on on the same time, but would be very dim at first and slowly incrrease in strenght as it gets darker.
by Proxy
Sat Jan 06, 2018 2:42 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 100500

Re: Friday Facts #224 - Bots versus belts

never noticed how OP bots are. but then again, they are a choice, you don't need to use them. also thing i noticed, Trains are long-range versions of belts because they transport items on a set path, but trians also need stops where items get loaded/unloaded from. so where is the long-ranged version...
by Proxy
Tue Dec 19, 2017 7:09 pm
Forum: Gameplay Help
Topic: help balancing a belt
Replies: 8
Views: 1291

Re: help balancing a belt

well i'm using my univeral 8-2 lane balancer which also works fine with anything below 8.

and it is not really a problem more like a weird thing, i assumed that if the left side is backed up the spiller would then try to fill up the other side. but it doesn't.
by Proxy
Tue Dec 19, 2017 7:03 pm
Forum: Gameplay Help
Topic: help balancing a belt
Replies: 8
Views: 1291

Re: help balancing a belt

on the second pic, the right furnaces stopped working because the left side of the belt is full. but the right side is working.

i used some balancers but it is still backed up only on one side.
by Proxy
Tue Dec 19, 2017 6:07 pm
Forum: Gameplay Help
Topic: help balancing a belt
Replies: 8
Views: 1291

help balancing a belt

My Iron production only has one side active, the other is full with iron, that is because down my bus are 2 assemblers that only take from one side of the belt. https://i.imgur.com/aLknpLq.png https://i.imgur.com/ajoGaFP.png as you can see, i already tried a x-2 lane balancer, which usually works, b...

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