Search found 196 matches
- Thu Dec 07, 2017 5:24 pm
- Forum: News
- Topic: Friday Facts #219 - Cliffs
- Replies: 191
- Views: 93416
Re: Friday Facts #219 - Cliffs
paradoxical elevation model. For instance, with the current cliffs-are-walls model what's to stop this situation: https://forums.factorio.com/download/file.php?id=30452 I guess some OP geomagnetic anomaly could create such land-vortex formation? It's alien planet, you know, anything could happen in...
- Mon Dec 04, 2017 2:24 pm
- Forum: News
- Topic: Friday Facts #219 - Cliffs
- Replies: 191
- Views: 93416
Re: Friday Facts #219 - Cliffs
Also for better view upper terrain should be little bright. terrain.gif I think you can have a "cliff on a cliff", and therefore "2 levels" of land. I think its alright that gameplay-wise the cliff remain a natural impassable wall. Also what to do with NOT-O shaped cliffs? Say, ...
- Sun Dec 03, 2017 8:57 am
- Forum: News
- Topic: Friday Facts #219 - Cliffs
- Replies: 191
- Views: 93416
Re: Friday Facts #219 - Cliffs
Next feature to add are rivers and canyon rivers : ) Sure, they have to be somewhat further away from starting area, because 1) you can't properly deal with them at the beginning 2) they can make not-so-fair biter-proof wall 3) it'll be more interesting to explore (e.g.: I remember first time I've f...
- Sun Nov 05, 2017 2:48 am
- Forum: News
- Topic: Friday Facts #215 - Multithreading issues
- Replies: 101
- Views: 48897
Re: Friday Facts #215 - Multithreading issues
I'm here to just say: You guys pay really much attention to optimising your "product" (in a good way), changing good to perfect. Probably, you do this even more thoroughly than most monsters of programming industry, and for sure much more than most indie game devs, whos games are usually f...
- Sun Nov 05, 2017 2:30 am
- Forum: News
- Topic: Friday Facts #214 - Concrete rendering
- Replies: 129
- Views: 72515
Re: Friday Facts #214 - Concrete rendering
Wow.
Don't know, if such walkaway really can increase walking speed, being so uneven, but who really cares? It looks amazing!
Don't know, if such walkaway really can increase walking speed, being so uneven, but who really cares? It looks amazing!
- Fri Sep 22, 2017 8:22 pm
- Forum: News
- Topic: Friday Facts #209 - Optimisation is a way of life
- Replies: 95
- Views: 60183
Re: Friday Facts #209 - Optimisation is a way of life
Intellectual job is indeed hard not to take home) It took me several years to learn "to toggle off 'at job' state of brain" ; ) Logistic bots should never be invincible, IMO. They indeed don't get in danger too often, but becoming invincible will cause exploits for sure. Mining them is a p...
- Sat Aug 26, 2017 6:06 pm
- Forum: News
- Topic: Friday Facts #205 - Teaching the things that everybody knows
- Replies: 110
- Views: 53673
Re: Friday Facts #205 - Teaching the things that everybody knows
Discharge defence was always mystery to me. How does it work? What item should I hold - defence itself, or a remote? I just never wanted to test it really, because it requires to place myself in danger, not justified danger.
- Wed Aug 16, 2017 1:52 pm
- Forum: News
- Topic: Friday Facts #203 - Logistic buffer chest
- Replies: 152
- Views: 76927
Re: Factorio Friday Friday Facts #203 - Logistic buffer chest
I think one chest-type logistics still misses is path-chest. As in when I want a simple replacement for a belt when it's impossible or difficult to build one between two locations. Kind of like a fully separate logistics "pipe" that still draws from the same pool of idle drones to do the ...
- Fri Aug 11, 2017 6:31 pm
- Forum: News
- Topic: Friday Facts #203 - Logistic buffer chest
- Replies: 152
- Views: 76927
Re: Factorio Friday Friday Facts #203 - Logistic buffer chest
Personally I use logistics only for supplying myself (I simply love trains and the "belt puzzle" too much), but this buffer chest makes even me to #hype ! No more annoying waiting! : )
- Sat Aug 05, 2017 6:57 pm
- Forum: News
- Topic: Friday Facts #202 - High res circuit connectors
- Replies: 35
- Views: 19525
Re: Friday Facts #202 - High res circuit connectors
It would've been an opportunity to move signal connectors to the side facing away from tracks, so rails and trains don't clip through connectors and wires as easily. This signal in particular looks as if it would derail trains. https://forums.factorio.com/download/file.php?id=28105 +1. This way wir...
- Thu Jul 20, 2017 12:11 pm
- Forum: News
- Topic: Friday Facts #199 - The story of tile transitions
- Replies: 51
- Views: 30233
Re: Friday Facts #199 - The story of tile transitions
I reckon someone have suggested this before, but wouldn't it be simplier to draw L-W transition on edge of tiles? Then it'll need just few transition sprites for each edge (top, right, bottom, left) (few - just for variability) and 8 corners (4 inner and 4 outer) (I believe 1 corner sprite is enough...
- Sun Jun 25, 2017 7:15 pm
- Forum: News
- Topic: Friday Facts #195 - Poles re-design
- Replies: 102
- Views: 57668
Re: Friday Facts #195 - Poles re-design
Speaking about "iconic" medium poles , why noone memorizes old trains ??? They were much more iconic, and unlike poles they also were noticeable ! Where they are now? On the graveyard of history, and we okay with that. Just make these poles anything you like, after 15mins of game you will ...
- Sun Jun 18, 2017 5:32 am
- Forum: News
- Topic: Friday Facts #195 - Poles re-design
- Replies: 102
- Views: 57668
Re: Friday Facts #195 - Poles re-design
Oh well, my time has come) As being IRL construction designer, I have some thoughts about those poles, that actually quite good in general, but have some flaws, like you've said, they're still WIP. The big ones: 2.b looks very good, but hotisontal triangle trussings should have 2nd diagonals not dia...
- Fri May 26, 2017 8:03 pm
- Forum: News
- Topic: Friday Facts #192 - One million
- Replies: 71
- Views: 40342
Re: Friday Facts #192 - One million
Congratulations! Yeeey = )
Sorry for useless comment, I just had to ; )
- Sat May 20, 2017 5:10 pm
- Forum: News
- Topic: Friday Facts #191 - Gui improvements
- Replies: 380
- Views: 167945
Re: Friday Facts #191 - Gui improvements
I'm okay with everything, but one tiny thing. As a WOW player you should know there is 2 player categories: binders (hotkey users) and clickers (those who use mouse despite it is more awkward). Latter are players who simply don't take the game serious, it is the way they chill out, and nothing more,...
- Tue May 09, 2017 6:30 pm
- Forum: News
- Topic: Friday Facts #189 - Specifying the 1.0
- Replies: 169
- Views: 81843
Re: Friday Facts #189 - Specifying the 1.0
Every single word about nerfing science and crafting times is absolutely fair. However I imagine very little number of players needed those nerfs, because, as I remember "ye olde" blue science: after you had automated it - nothing was hard past it : )
- Sat Apr 15, 2017 7:12 am
- Forum: News
- Topic: Friday Facts #185 - Progress report
- Replies: 93
- Views: 52597
Re: Friday Facts #185 - Progress report
That's actually bad Yes, it's indeed powerful feature. Overpowered, I'd say.we decided that building ghosts/blueprints from the map is an amazing feature.
Here is dilemma: as I told before, this kills personal presence factor, but not to use it will be just wastfull, thus silly.
- Sat Mar 25, 2017 7:42 pm
- Forum: News
- Topic: Friday Facts #183 - Aiming for the release date
- Replies: 145
- Views: 75656
Re: Friday Facts #183 - Aiming for the release date
We are considering whether it should be possible or not to build ghosts, blueprints and use deconstruction planner from the map Please, don't implement it. I don't want Factorio to become regular strategy game with upside-down view. Factorio is unique not only in what we can do, but also in how we ...
- Mon Mar 13, 2017 7:37 pm
- Forum: News
- Topic: Friday Facts #180 - Map interaction
- Replies: 161
- Views: 73928
Re: Friday Facts #180 - Map interaction
Absolutely +1 to this! Possibilities are infinite for such feature = )Robot721 wrote:Have these symbols light up on the map on circuit conditions
Probably should implement marker circuit entity for this.
- Fri Mar 03, 2017 4:27 pm
- Forum: News
- Topic: Friday Facts #180 - Map interaction
- Replies: 161
- Views: 73928
Re: Friday Facts #180 - Map interaction
Nice : ) But please, don't go too far, otherwise we'll end sitting in bunker, operating whole map from distance. Considering MOST strategy games have this control type, implementing it in our beloved Factorio will kill important feature: it is not YOU who serve the factory - it is factory, who serve...