Search found 752 matches

by Drury
Mon Dec 03, 2018 6:17 pm
Forum: News
Topic: Friday Facts #271 - Fluid optimisations & GUI Style inspector
Replies: 122
Views: 24551

Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector

Splitting networks only has effect if you aren't yet loading all cores. Most systems have at most 8 logical cores, and the example refinery setup already has 5 fluid systems. Add the lubricant and sulphuric acid systems and the non-fluid thread and you're already at 8. Presumably with further optim...
by Drury
Sun Nov 18, 2018 4:35 pm
Forum: News
Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
Replies: 192
Views: 47028

Re: Friday Facts #269 - Roadmap update & Transport belt perspective

luc wrote:
Sun Nov 18, 2018 3:12 pm
HammerPiano wrote:
Fri Nov 16, 2018 3:15 pm
What about the spidertron?
:!:
spidertron got cancelled in favor of much superior catron
ohbp9136uny11.jpg
ohbp9136uny11.jpg (138.7 KiB) Viewed 2648 times
by Drury
Sat Nov 17, 2018 11:48 am
Forum: News
Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
Replies: 192
Views: 47028

Re: This game sucks and you are bad devs.

Your update said to let us know what you think on the forum so there it is. I think you released an alpha that was an interesting little game but seriously lacked content, gameplay, and direction, which is normal for an alpha. But then you got turned into millionaires because you got lucky going vi...
by Drury
Fri Nov 16, 2018 9:31 pm
Forum: News
Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
Replies: 192
Views: 47028

Re: Friday Facts #269 - Roadmap update & Transport belt perspective

@V453000: Btw, would it be possible to include built-in support for tinting (i.e. have the arrows on a seperate layer)? So that mods can easily make new colors of belts without having to copy the whole sprite sheet and manually edit it in $paint. Would also save some VRAM if not every mod had it's ...
by Drury
Fri Nov 16, 2018 8:41 pm
Forum: News
Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
Replies: 192
Views: 47028

Re: Friday Facts #269 - Roadmap update & Transport belt perspective

As a bonus, the underground belt structure has a variant which shows a hole when you side-load into the underground belt. No! The underground belt structure should always have the side-load hole. Otherwise how are new players ever going to figure it out? The hole is quite an edge case that you rare...
by Drury
Fri Nov 16, 2018 5:46 pm
Forum: News
Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
Replies: 192
Views: 47028

Re: Friday Facts #269 - Roadmap update & Transport belt perspective

1.gif
1.gif (15.87 KiB) Viewed 2870 times
by Drury
Fri Nov 16, 2018 5:00 pm
Forum: News
Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
Replies: 192
Views: 47028

Re: Friday Facts #269 - Roadmap update & Transport belt perspective

If you come up with a unique texture for the barrier, you could put it on the side of the underground belt cover to make it more obvious that it too blocks items.
by Drury
Fri Nov 16, 2018 4:11 pm
Forum: News
Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
Replies: 192
Views: 47028

Re: Friday Facts #269 - Roadmap update & Transport belt perspective

Gergely wrote:
Fri Nov 16, 2018 4:09 pm
Awww.... what is this?!
Factorio.PNG
just a brotherly hug
by Drury
Fri Nov 16, 2018 3:52 pm
Forum: News
Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
Replies: 192
Views: 47028

Re: Friday Facts #269 - Roadmap update & Transport belt perspective

Although maybe the hole in the side of an undeground belt cover should be visible always, maybe even somehow made visually important? So that, as a new player, even if you don't attach a belt to it, you can look at it and think "hmm, does this mean that if I attach a belt to the side of this, o...
by Drury
Fri Nov 16, 2018 3:48 pm
Forum: News
Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
Replies: 192
Views: 47028

Re: Friday Facts #269 - Roadmap update & Transport belt perspective

Man that's just the bees knees, well done. Adds so much to the immersion. Absolutely loving it.
by Drury
Fri Nov 09, 2018 8:10 pm
Forum: News
Topic: Friday Facts #268 - The modern Biter
Replies: 115
Views: 24061

Re: Friday Facts #268 - The modern Biter

I think that to feel some guilt there should be neutral biters in the nest. No attackers, or things like "the family" ... responsible for breeding the "warriors" of the nest ... maybe. Like an ant colony. Maybe they could have little hardhats and build little biter-factories so ...
by Drury
Fri Nov 09, 2018 7:31 pm
Forum: News
Topic: Friday Facts #268 - The modern Biter
Replies: 115
Views: 24061

Re: Friday Facts #268 - The modern Biter

No one is going to feel bad for slaughtering biters after the first few waves, no matter how you dress them up. Graphical improvements are great, but not as good as functional improvements. Well it's a good thing then that Wube has a dedicated graphics department so they can do both functional and ...
by Drury
Fri Nov 09, 2018 6:50 pm
Forum: News
Topic: Friday Facts #268 - The modern Biter
Replies: 115
Views: 24061

Re: Friday Facts #268 - The modern Biter

hate to say it but those are even more creepy than before

would rather expect something more along these lines

Image

Image
by Drury
Thu Oct 25, 2018 10:07 pm
Forum: Off topic
Topic: Some recognition
Replies: 2
Views: 4325

Re: Some recognition

Legends say Kovarex built the prototype on an abandoned Prague metro station terminal in Baltík.
by Drury
Tue Oct 23, 2018 9:16 pm
Forum: News
Topic: Friday Facts #265 - Nomenclature & Steam networking
Replies: 116
Views: 24548

Re: Friday Facts #265 - Nomenclature & Steam networking

Regarding nomenclature: I just noticed that the description of locomotives (the one displayed when hovering over a locomotive or its icon) is not optimal. Currently, it reads "Runs automated schedules and pulls cargo wagons." Actually, it is used to move not only cargo, but also fluid and...
by Drury
Fri Sep 28, 2018 4:26 pm
Forum: News
Topic: Friday Facts #262 - Hello my name is: Compilatron
Replies: 126
Views: 27742

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

Hopefully less annoying though ;)
by Drury
Fri Sep 14, 2018 2:29 pm
Forum: News
Topic: Friday Facts #260 - New fluid system
Replies: 292
Views: 57764

Re: Friday Facts #260 - New fluid system

Could we apply this system to the electric network when we employ the following changes? The high voltage network (big masts) are sparsely connected. Like they are already now. The new fluid system is applied to the high voltage network. Transformers actually act as transformers between the high an...
by Drury
Sat Sep 01, 2018 8:27 am
Forum: News
Topic: Friday Facts #258 - New autoplace
Replies: 145
Views: 33471

Re: Friday Facts #258 - New autoplace

Please, rethink the "no oil in starting area" part : pushing the closest oil in biter territory would greatly hinder the ability to go the flamethroer route without before searching for trains+fluid wagons. Moreover, the pumpjack's pollution would attract more biters, earlier, and force t...
by Drury
Fri Aug 17, 2018 2:58 pm
Forum: News
Topic: Friday Facts #256 - The little things 3
Replies: 111
Views: 26246

Re: Friday Facts #256 - The little things 3

in 0.17 if you do end up spilling your beans, they won't land on your spaghetti
you should get a promotion for this
by Drury
Sat Jun 16, 2018 12:03 am
Forum: News
Topic: Friday Facts #247 - Pricing and its exploits
Replies: 141
Views: 36357

Re: Friday Facts #247 - Pricing and its exploits

Cheap russian keys being resold for profit is a tale old as time, I'm surprised it took this long to hit Factorio. That's really the mystery worth solving here :D I thought about the no sales policy, I think it's a good fit for a game like Factorio - rather expensive for an indie game, but also of m...

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