Search found 18 matches
- Mon Oct 07, 2024 11:10 am
- Forum: News
- Topic: Friday Facts #431 - Gleba & Captivity
- Replies: 158
- Views: 30134
Re: Friday Facts #431 - Gleba & Captivity
A lab that you must CAPTURE, MAINTAIN, and Resolve/Defend against rogue incursions of biters (until you reach the final planet, and unlock the craftable version that you can place wherever you want) If i understood it correctly, you capture the nests to produce eggs, those are the ones that you nee...
- Tue Sep 10, 2024 6:36 am
- Forum: News
- Topic: Friday Facts #427 - Combat Balancing & Space Age LAN
- Replies: 253
- Views: 32275
Re: Friday Facts #427 - Combat Balancing & Space Age LAN
There are multiple deathworld run through by various YouTube/Twitch that use only a single oil pump jack and flamethrower turrets wall to survive long enough to reach the end-game. Flamethrower turrets are also in dire need of a nerf. I would personally make them use fuel faster. So they are more e...
- Fri Aug 23, 2024 11:58 am
- Forum: News
- Topic: Friday Facts #425 - Behind the legs
- Replies: 99
- Views: 16861
Re: Friday Facts #425 - Behind the legs
I really like the new animation for the spidertron. looks more than a physical object than a floating head with leg sprites attached.
- Fri Jun 21, 2024 12:35 pm
- Forum: News
- Topic: Friday Facts #416 - Fluids 2.0
- Replies: 464
- Views: 72334
Re: Friday Facts #416 - Fluids 2.0
I'l probably miss the old realism of the simulation for a couple of weeks and never think about it again. So all in all a very welcomed change. Any chance while this is being work for being able to blacklist/whitleist fluids from pipes for mods that wan't that kind of features, like liquid only vs g...
- Tue Jun 11, 2024 8:17 am
- Forum: News
- Topic: Friday Facts #414 - Spoils of Agriculture
- Replies: 397
- Views: 57164
Re: Friday Facts #414 - Spoils of Agriculture
For the last bit, I think the way it will work is, every time an item is processed further, the spoilage will slow down. THey said a few minutes to a few hours. Probably the start of your line will rot extremely fast. After being processed into a secondary product, they'll maybe take 15 minutes to ...
- Mon Jun 10, 2024 8:38 am
- Forum: News
- Topic: Friday Facts #414 - Spoils of Agriculture
- Replies: 397
- Views: 57164
Re: Friday Facts #414 - Spoils of Agriculture
Another important thing on this whole spoilage "debate" and how it relates to optimizing. What Spoilage do is not remove optimizing, what it does is change the optimization target. In vanilla, you usually optimize for troughput. With spoilage you optimize for travel time, wich means you mi...
- Fri Jun 07, 2024 2:12 pm
- Forum: News
- Topic: Friday Facts #414 - Spoils of Agriculture
- Replies: 397
- Views: 57164
Re: Friday Facts #414 - Spoils of Agriculture
One thing i haven't seen mentioned. Given how diferent items will have different spoiling times. I'm pretty sure the spoiling time for the science packs is long enough for them to survive space travel and be used in another planet.
- Fri Jun 07, 2024 12:46 pm
- Forum: News
- Topic: Friday Facts #414 - Spoils of Agriculture
- Replies: 397
- Views: 57164
Re: Friday Facts #414 - Spoils of Agriculture
More thoughts about this. I've seen seeds don't spoil. So that what you would want to stockpile for starting setups after desiging and building them. And another UI thought. When placing down the Agricultural Tower, it would be nice to have some ui element showing the area of effect. No need to show...
- Fri Jun 07, 2024 12:35 pm
- Forum: News
- Topic: Friday Facts #414 - Spoils of Agriculture
- Replies: 397
- Views: 57164
Re: Friday Facts #414 - Spoils of Agriculture
I'm not really sold on the visuals of the white bar. But i really like the idea of spoiling materials. Anything that puts constraints in the usual style of building is welcome.
- Fri Apr 19, 2024 11:48 am
- Forum: News
- Topic: Friday Facts #407 - Automating a soundtrack
- Replies: 60
- Views: 12401
Re: Friday Facts #407 - Automating a soundtrack
I guess somewhat dynamic music would have been cool. But i'm not sure going full portal 2 would have been a good idea for the kind of game factorio is.
- Fri Feb 23, 2024 2:03 pm
- Forum: News
- Topic: Friday Facts #399 - Trash to Treasure
- Replies: 295
- Views: 64250
Re: Friday Facts #399 - Trash to Treasure
I'm still not that sould out on the whole quality system. But i really like the idea of this planet. Limited building space, focus on trains, reversed crafting tree, regional dangers to buildings and last for not least, the theme of, after reletlessly harnessing the natural resources of a plant, go ...
- Fri Jan 05, 2024 10:43 pm
- Forum: News
- Topic: Friday Facts #392 - Parametrised blueprints
- Replies: 139
- Views: 35162
Re: Friday Facts #392 - Parametrised blueprints
This is going into the top list of features i never new how much i wanted. I'll have to get my hands on it and try it to form a more solid opinion, but it looks really useful for now.
- Fri Nov 03, 2023 12:49 pm
- Forum: News
- Topic: Friday Facts #383 - Super force building
- Replies: 174
- Views: 41408
Re: Friday Facts #383 - Super force building
Can't wait to have this in the game. Landfilling to put blueprints over water is such a pain now.
- Fri Nov 03, 2023 10:15 am
- Forum: News
- Topic: Friday Facts #382 - Logistic groups
- Replies: 230
- Views: 49524
Re: Friday Facts #382 - Logistic groups
I see many people complaining about the maximum of one landing pad per planet. While I do not care about that myself because I don't build megabases (I only play to win the game), I do see their point AND also the developer's point, and I propose this solution: Only allow planets to have multiple l...
- Thu Oct 26, 2023 7:50 pm
- Forum: News
- Topic: Friday Facts #380 - Remote view
- Replies: 183
- Views: 42365
Re: Friday Facts #380 - Remote view
I have to say. Those clover leaf intersections taking advantage of the new bridges look really nice.
- Sun Oct 15, 2023 4:57 pm
- Forum: News
- Topic: Friday Facts #380 - Remote view
- Replies: 183
- Views: 42365
Re: Friday Facts #380 - Remote view
So far 5 reworks of stuff and 1 content addition (quality). I'll just point out the obvious Oxygen not included "expansion" failure did the same thing. The expansion should be CONTENT, not a different way to get what we already have in the base game. Quality looks AMAZING, it will add cou...
- Sat Jan 15, 2022 4:50 pm
- Forum: Mods
- Topic: Industrial Revolution 2 discussion
- Replies: 124
- Views: 55297
Re: Industrial Revolution 2 discussion
... I worked on the mod and supported it on and off for 3.5 years as well as contributing a bunch of other stuff. There weren't any very important bug reports between July and December 2021 except stuff I found myself which was mostly cosmetic. My support for the mod came to a close just last week,...
- Fri Jun 12, 2020 11:43 am
- Forum: News
- Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
- Replies: 199
- Views: 82654
Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
I like the flushing idea, But i think it should create pollution when flushing oils or acid. So players still have some motivation to be careful with their pipe placement.