Search found 26 matches
- Fri Apr 19, 2024 1:19 pm
- Forum: News
- Topic: Friday Facts #406 - Space Age Music
- Replies: 149
- Views: 18052
Re: Friday Facts #406 - Space Age Music
Coming back to this, man the electric crackling on Fulgora (from the lightning charging the lightning rods) is way too loud for something that plays nearly constantly. That sound effect could stand to have its volume reduced by like 3/4, though worst case scenario I could just edit the file on my end.
- Fri Apr 12, 2024 8:48 pm
- Forum: News
- Topic: Friday Facts #406 - Space Age Music
- Replies: 149
- Views: 18052
Re: Friday Facts #406 - Space Age Music
I doubt it's intentional because the resemblance is pretty slight, but the first half of the mystery planet music reminds me of the title theme to Ecco: the Tides of Time but in a major key. Maybe I'm just Ecco-brained, though. Even stronger vibes of Glassworks, particularly Island and Facades but w...
- Sat Feb 24, 2024 11:45 pm
- Forum: News
- Topic: Friday Facts #399 - Trash to Treasure
- Replies: 289
- Views: 35142
Re: Friday Facts #399 - Trash to Treasure
Taking a close look at the map, I spy some dots that look the color of biters (easiest to find are at the top left) :{}
I'd venture any mobs would be robotic.
I'd venture any mobs would be robotic.
- Fri Feb 23, 2024 6:04 pm
- Forum: News
- Topic: Friday Facts #399 - Trash to Treasure
- Replies: 289
- Views: 35142
Re: Friday Facts #399 - Trash to Treasure
Fun stuff, and very tickled that all the stuff that was hinted at last week is real. Looking at the scrap recycling products, I'm reminded of how the advanced electric poles all use copper plates instead of wires. That was always kinda weird, but it seems like it'd be a lot more jarring on Fulgora. ...
- Tue Jul 30, 2019 10:52 pm
- Forum: Ideas and Suggestions
- Topic: Get rid of barrels and all barrel-related content
- Replies: 20
- Views: 11229
Re: Get rid of barrels and all barrel-related content
I've used barrels of heavy oil to kickstart coal liquefaction at times, and I've used sulfuric acid barrels extensively in all four full games I've played. I have a have a hard time imagining a reason to barrel water or petrogas, but barreled H2SO4, heavy oil, and lube all have pretty obvious uses t...
- Tue Jul 30, 2019 9:47 pm
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 280008
Re: Friday Facts #305 - The Oil Changes
I haven't been playing for a while so I feel like it's out of my lane to complain, but I really really don't like removing heavy and light oil completely from the green science tier, or requiring water/steam piping to generate them. Among other reasons, being able to craft solid/rocket fuel with onl...
- Thu Jun 13, 2019 9:02 pm
- Forum: Ideas and Suggestions
- Topic: Visible pollution from electric mining drills
- Replies: 6
- Views: 3367
Re: Visible pollution from electric mining drills
Not exactly, but https://mods.factorio.com/mod/SmogVisualPollution I'll look into that because it does seem like a fun toy, but it doesn't help you distinguish pollution sources within a pollution cloud. For instance, look at this screenshot I found: https://steamuserimages-a.akamaihd.net/ugc/77959...
- Wed Jun 12, 2019 3:15 am
- Forum: Ideas and Suggestions
- Topic: Visible pollution from electric mining drills
- Replies: 6
- Views: 3367
Visible pollution from electric mining drills
What: Have electric mining drills emit dust/smoke particles. Why: Electric mining drills are tied with pumpjacks for most pollution per megawatt of any machine, and in my experience stay the #1 or 2 source of pollution in my whole factory until I start loading up assembler 3s with tier 3 modules. Ho...
- Tue Jun 11, 2019 4:00 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.47] Crash on startup (won't even get to the loading screen)
- Replies: 9
- Views: 2508
Re: [0.17.47] Crash on startup (won't even get to the loading screen)
0.17.48 no longer crashes for me. Very mysterious.
- Mon Jun 10, 2019 9:17 pm
- Forum: Ideas and Suggestions
- Topic: Better vehicle camera - panning ahead depending on speed
- Replies: 4
- Views: 1709
Re: Better vehicle camera - panning ahead depending on speed
This was the only thread on the subject I could find, but it's still a good idea. The car's niche is off-roading, since in built areas you're better off either laying rail or just sprinting down a paved road in an exoskeleton. Having to slow down below top speed, or else zoom way out and lose the ab...
- Mon Jun 10, 2019 1:36 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.47] Crash on startup (won't even get to the loading screen)
- Replies: 9
- Views: 2508
[0.17.47] Crash on start: D3D11_ERROR D3D11CreateDeviceAndSwapChain failed
Same issue. My Intel and NVIDIA drivers appear to be up to date.
- Wed Jun 05, 2019 6:55 pm
- Forum: Modding help
- Topic: Make recipe allowed producitivity Module
- Replies: 12
- Views: 6605
Re: Make recipe allowed producitivity Module
Sorry, I meant in the tutorial in the wiki. You've got documentation so you've done your job as a developer!
- Wed Jun 05, 2019 1:39 am
- Forum: Modding help
- Topic: Make recipe allowed producitivity Module
- Replies: 12
- Views: 6605
Re: Make recipe allowed producitivity Module
I know this is from 5 years ago but this is some really basic, important information that's not in the wiki or the stickied tutorial thread. The code is different from what Angel and Bob's Mods seem to use, but I couldn't figure out how to repurpose them while this worked right out of the box. If yo...
- Sat Jun 01, 2019 7:00 pm
- Forum: Balancing
- Topic: [0.17] Personal laser defense gets too good
- Replies: 13
- Views: 9249
Re: [0.17] Personal laser defense gets too good
I only just got started modding yesterday, but I thought a simple change to PLD would make it a lot more interesting: .25x damage and 4x rate of fire. I've only tested it on a small biter nest so far, but changing the damage per hit made it work way better imo. It mows down small and medium biters l...
- Fri May 31, 2019 9:48 pm
- Forum: Balancing
- Topic: Solar panels less of a no-brainer
- Replies: 378
- Views: 196002
Re: Solar panels less of a no-brainer
Once the initial setup for the nuclear is done (which indeed does take some time and resource investment), it's pretty much a "I win" power generation method. I'm not saying nuclear should be nerfed, just that it crushes solar on many aspects - which is fine to me. Once nuclear becomes af...
- Thu May 30, 2019 11:13 pm
- Forum: Balancing
- Topic: Solar panels less of a no-brainer
- Replies: 378
- Views: 196002
Re: Solar panels less of a no-brainer
Nuclear also requires the biggest logistical investment of anything other than space science. Even if you ignore circuits to optimize fuel consumption, you've got to: Transport fluid to a resource patch Set up a production line for a unique resource (versus solar panels using resources that you alr...
- Thu May 30, 2019 3:27 am
- Forum: Ideas and Suggestions
- Topic: Different Texture for Low Density Structure
- Replies: 7
- Views: 2945
Re: Different Texture for Low Density Structure
I'll add that the current sprite is virtually invisible on yellow transport belts.
- Wed May 29, 2019 9:26 pm
- Forum: Balancing
- Topic: Solar panels less of a no-brainer
- Replies: 378
- Views: 196002
Re: Solar panels less of a no-brainer
So it will make clear that uranium IS the transition between coal energy and solar energy. At the moment the transition is not clear, you can directly make solar panel without using the nuclear energy. I think it's intended : solar power is available significantly before nuclear. Solar panels and a...
- Wed May 29, 2019 7:42 pm
- Forum: General discussion
- Topic: Thank you (Make the dev-team happy today!)
- Replies: 571
- Views: 292414
Re: Thank you (Make the dev-team happy today!)
I want to say that Factorio's trains allow the best fast travel I've ever seen in a game. Unlocking the ability to fast travel to a location requires 1) visiting the location, 2) investing a modest amount of time and resources along the route, but it's not at all onerous. The act of traveling isn't ...
- Wed May 29, 2019 7:32 pm
- Forum: General discussion
- Topic: Advice for chronic refactoring/rebuilding?
- Replies: 11
- Views: 5088
Re: Advice for chronic refactoring/rebuilding?
And trains: Do the tutorial *now*! They're not difficult. But everybody (even me, having played a lot of train games) played the first 50 hours or so without just because "oh but belts work fine so far...". But once you try trains you'll never want to go back. And that particular knowledg...