Search found 196 matches

by RobertTerwilliger
Fri Sep 30, 2016 7:30 pm
Forum: News
Topic: Friday facts #158 - The end of the 32 bit era
Replies: 132
Views: 46448

Re: Friday facts #158 - The end of the 32 bit era

That odd-looking intersecting ties show we need special textures speciffically for junctions...) Well, that would increase memory usage dramatically, so how about just changing background texture layer for crossing rails from ties to something like this: http://www.omnirail.com/images/Home_01_small....
by RobertTerwilliger
Wed Sep 21, 2016 6:04 am
Forum: Releases
Topic: Version 0.14.8
Replies: 23
Views: 19623

Re: Version 0.14.8

FactorioBot wrote:Technology progress is preverved when the research is changed before it is completed.
I've read it "perverted"))) Had trouble to understand in what way it could be possibly perverted, untill re-read it carefully) Something is wrong in my head, I guess ;D
by RobertTerwilliger
Thu Sep 15, 2016 4:19 pm
Forum: News
Topic: Friday facts #153 - 0.13 Stable, 0.14 Experimental
Replies: 98
Views: 32857

Re: Friday facts #153 - 0.13 Stable, 0.14 Experimental

Personal module idea: Producing modules - adds crafting speed, or even better: provide multi-crafting! (few items simultaneously) Personal pump : gives possibility to use fluids in nearby storage tank to manually craft things, that require fluids. Also, please, give internal battery to exoskeleton -...
by RobertTerwilliger
Wed Aug 17, 2016 5:19 pm
Forum: News
Topic: Friday facts #151 - The plans for 0.14
Replies: 196
Views: 60028

Re: Friday facts #151 - The plans for 0.14

going direct to a pool type molten sodium reactors isn't a little bit overkill? starting with a simpler BWR or PWR is a little easier don't you think? Indeed. I had quite little time, so I simply forgot to suggest modular upgrading from basic to genIV. Simple suggestion would be using water directl...
by RobertTerwilliger
Sun Aug 14, 2016 3:37 pm
Forum: News
Topic: Friday facts #151 - The plans for 0.14
Replies: 196
Views: 60028

Re: Friday facts #151 - The plans for 0.14

Nuclear power plant should be inspired by IRL one. It also should be somewhat complex build, otherwise it'll be just mindless super-puper-item plonking. I believe it should consist of 2-3 stages piped together (like steam power plant, but more complex) e.g.: Double thermal circuit system (Inspired b...
by RobertTerwilliger
Sat Aug 06, 2016 6:38 pm
Forum: News
Topic: Friday Facts #150 - New Terrain Experiments
Replies: 57
Views: 27871

Re: Friday Facts #150 - New Terrain Experiments

hitzu wrote:
New_Dune_biome
That one's nice, especially considering we already have hostile giant worms : D
by RobertTerwilliger
Fri Aug 05, 2016 8:05 pm
Forum: News
Topic: Friday Facts #150 - New Terrain Experiments
Replies: 57
Views: 27871

Re: Friday Facts #150 - New Terrain Experiments

New biome promises some new fresh variety (only aesthetic though, however aesthetics is also quite important thing) This will probably cause some rewriting of map generator, 'cause snow will look VERY odd close to desert. Not sure if we can have forest up to desert now, but I almost positive we can,...
by RobertTerwilliger
Fri Jul 29, 2016 6:52 pm
Forum: News
Topic: Friday Facts #148 - Optimizations for 0.14
Replies: 49
Views: 22207

Re: Friday Facts #148 - Optimizations for 0.14

Another thought about belt segments: you'll have to have some limit on segment length, finding "golden middle" between maximum performance gain from merging belts into segments at one hand, and on other hand, not having big lags when editing segments (as you probably know, we already have ...
by RobertTerwilliger
Thu Jul 28, 2016 5:23 pm
Forum: News
Topic: Friday Facts #148 - Optimizations for 0.14
Replies: 49
Views: 22207

Re: Friday Facts #148 - Optimizations for 0.14

This is part of the plan (and reason this will be effective). This is what was meant by the sentence in the FFF: Instead of moving every item in the segment, we can just change the overall segment offset as long as the belt exit is not blocked Ooops, I have to read more carefully :oops: Okay, an am...
by RobertTerwilliger
Wed Jul 27, 2016 4:30 pm
Forum: News
Topic: Friday Facts #148 - Optimizations for 0.14
Replies: 49
Views: 22207

Re: Friday Facts #148 - Optimizations for 0.14

Regarding the belt/pipe segment improvement. Have you guys thought about making those segments as long as they can be until the split or make a connection? So that means that pipes are treated as one segment until they attach to a machine or until they split to 2 or more pipes? For belts that would...
by RobertTerwilliger
Sun Jul 10, 2016 9:01 pm
Forum: News
Topic: Friday facts #146 - The GFX workflow
Replies: 42
Views: 19105

Re: Friday facts #146 - The GFX workflow

We already have barrels for oil. So, why don't we add water barrels and add the option to "craft" empty barrel from water barrels by filling the water into trains. Maybe one should also be able to "craft" water barrels by using an offshore pump or the new pump station while have...
by RobertTerwilliger
Sat Jul 09, 2016 8:11 pm
Forum: News
Topic: Friday facts #146 - The GFX workflow
Replies: 42
Views: 19105

Re: Friday facts #146 - The GFX workflow

if we get a pump that can fill liquids into train wagons we also should get a steam locomotive It'll be a pain if one runs out of liquid (water for steam locomotive / liquid fuel for diesel locomotive) 'cause you'll have trouble refilling it. As well you won't be able to easily start rails while be...
by RobertTerwilliger
Tue Jun 14, 2016 5:49 am
Forum: News
Topic: Friday Facts #125 - Achievements
Replies: 119
Views: 75075

Re: Friday Facts #125 - Achievements

What I would like to see see is a customizable turret, basically you build the turret platform and you add what ever weapon you want, For example, you build the turret platform and you put a shotty onto it. or a rocket launcher. Sounds like RedAlert reference ; ) If talking about somehow realism: i...
by RobertTerwilliger
Tue Jun 07, 2016 1:50 pm
Forum: News
Topic: Friday Facts #141 - Mod Portal
Replies: 190
Views: 58041

Re: Friday Facts #141 - Mod Portal

Would also nice to have turret wagons - Death-on-da-Wheels! :D Not just that, but also tanker wagons for fluids and flatbeds for loading fitted vehicles onto. Fluid wagon is announced, but flatbed platform is also useful idea. Also would like to see train semi-automatic riding - i.e., set station t...
by RobertTerwilliger
Tue Jun 07, 2016 10:45 am
Forum: News
Topic: Friday Facts #141 - Mod Portal
Replies: 190
Views: 58041

Re: Friday Facts #141 - Mod Portal

https://i.gyazo.com/5e8214112b25c9807a8c4feb289b8dcc.png Exactly so must look a Train who is running through Enemy territory (or a Snow landscape)!!! YuokiTani (Best Graphic Designer in this forum) when you see this ... you have a new Job :D In fact, Factorio trains are running through conquered te...
by RobertTerwilliger
Tue Jun 07, 2016 6:23 am
Forum: News
Topic: Friday Facts #141 - Mod Portal
Replies: 190
Views: 58041

Re: Friday Facts #141 - Mod Portal

Lol you guys arguing over like/dislike or 5 star ratings. Either way, the better mods will have better ratings. Also, YouTube rating system isn't binary because you have a third option, which is not to rate at all There's always an option not to vote ; ) Most non-voters in YT are people who just do...
by RobertTerwilliger
Mon Jun 06, 2016 6:05 am
Forum: News
Topic: Friday Facts #141 - Mod Portal
Replies: 190
Views: 58041

Re: Friday Facts #141 - Mod Portal

My two cents about mod portal Not sorted, just random order. Instead of 5-star-rating?! 5-star-rating was invented for hotels and the rating is an objective, reproducibly test . It works for hotels, cause not everybody can give stars. With this in sense, what are those objective measurements for a ...
by RobertTerwilliger
Sun Jun 05, 2016 2:55 pm
Forum: News
Topic: Friday Facts #141 - Mod Portal
Replies: 190
Views: 58041

Re: Friday Facts #141 - Mod Portal

Wow, train looks really somewhat "handmade" : ) However it looks probably too fragile for hostile planet - I'd add armor plates to keep precious cargo safe ; ) http://eu4.factorio.com/assets//img/blog/fff-141-mod-portal-1.png Another thing is this "Factorio mods" logo text looks ...
by RobertTerwilliger
Thu Jun 02, 2016 7:29 pm
Forum: News
Topic: Friday Facts #140 - Soon
Replies: 144
Views: 45279

Re: Friday Facts #140 - Soon

Factorio bugs are usually very specific and multiplayer or mod related. Considering very big chunk of update work was dedicated to multiplayer - I believe MP will have much less bugs. I hope you're right, but historically, Factorio's tende to have a lot of crash bugs fixed soon after release: https...
by RobertTerwilliger
Thu Jun 02, 2016 5:34 am
Forum: News
Topic: Friday Facts #137 - The release scarecrow
Replies: 197
Views: 50712

Re: Friday Facts #137 - The release scarecrow

it's not inuitive, it's poorly explained Disagree. It is explained good enough. Dunno in your localization - I play English version, living in non-english speaking country. The only thing in whole game, that was not completely clear for me is difference between active and passive provider chests, b...

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