Search found 395 matches
- Tue Mar 20, 2018 2:44 pm
- Forum: Ideas and Suggestions
- Topic: Circuit network: Electricity producer connection
- Replies: 8
- Views: 2503
Re: Circuit network: Electricity producer connection
the devs have stated that separate power grids aren't UPS friendly, so using power switches to isolate generators is likely not the preferred solution. I'm sure your suggestion of giving every single solar cell statistics and in and output would be far worse than some isolated power grids. I'm sure...
- Fri Mar 16, 2018 9:01 pm
- Forum: News
- Topic: Friday Facts #234 - Office pictures
- Replies: 79
- Views: 34314
Re: Friday Facts #234 - Office pictures
MojoD also posted a nice video of Saturday's battle, mixing his and cl0wnt0wn pov
https://youtu.be/VQcLZri3zjo
https://youtu.be/VQcLZri3zjo
- Fri Mar 16, 2018 8:15 pm
- Forum: News
- Topic: Friday Facts #234 - Office pictures
- Replies: 79
- Views: 34314
Re: Friday Facts #234 - Office pictures
Landmines are not OP in themselves.... the issue was that they were sprinkled like confetti throughout an enemy base. The most OP item was the PDL of Anti. These personal lasers were faster and more powerful that static lasers... illogical. PLD was buffed some time ago, because VS biters, they were...
- Tue Mar 13, 2018 1:40 pm
- Forum: General discussion
- Topic: Thank you (Make the dev-team happy today!)
- Replies: 571
- Views: 291493
Re: Thank you (Make the dev-team happy today!)
My friend got me a Factorio t-shirt for my birthday. I'm really happy with it. Shipment went fine. So yeah, boring story.
Thank you very much!
Thank you very much!
- Tue Feb 27, 2018 6:40 pm
- Forum: News
- Topic: Friday Facts #231 - Belt compression & Crash log uploading
- Replies: 89
- Views: 45533
Re: Friday Facts #231 - Belt compression & Crash log uploading
Or you could have made it opt in but also belt compression fix to be opt in, just below in the menu, forcing everyone to go check it at least once ! OK I leave
- Tue Feb 27, 2018 1:32 pm
- Forum: Releases
- Topic: Version 0.16.26
- Replies: 33
- Views: 21058
Re: Version 0.16.26
Haven't you forgotten about showing exact yield in huge rocks and sandy rocks tooltip in this changelog ? Or has it changed like a year ago and I noticed just now ?
- Fri Feb 23, 2018 9:09 pm
- Forum: News
- Topic: Friday Facts #231 - Belt compression & Crash log uploading
- Replies: 89
- Views: 45533
- Fri Feb 23, 2018 2:32 pm
- Forum: Ideas and Suggestions
- Topic: Solution To Biters Destroying Power Poles
- Replies: 39
- Views: 12603
Re: Solution To Biters Destroying Power Poles
This thread is literally about biters being annoying. Which is pretty much the point of an enemy. I strongly disagree. They're made to be challenging, which is not the same at all. CPU cost arguments I'm pretty sure that the initial suggestion doesn't cost any CPU or much dev time. :) Things have t...
- Fri Feb 23, 2018 12:42 pm
- Forum: Minor issues
- Topic: [0.16.25] [for 0.17] Only one speaker warning is shown
- Replies: 4
- Views: 1786
Re: Only one speaker warning is shown
I believe this is how they wanted to be, so, not a bug... I made a suggestion related to this :
viewtopic.php?f=6&t=46677
viewtopic.php?f=6&t=46677
- Fri Feb 23, 2018 11:47 am
- Forum: Ideas and Suggestions
- Topic: Extend logic combinator functionality
- Replies: 6
- Views: 1822
Re: Extend logic combinator functionality
Although it may be nice if the number of combinators necessary is lower, this would also increase the complexity (and the size of the GUI) of the individual combinators. I agree. On the other hand, combinators are already an advanced element of the game, and GUI is already getting refined in near f...
- Thu Feb 22, 2018 8:11 pm
- Forum: Ideas and Suggestions
- Topic: Solution To Biters Destroying Power Poles
- Replies: 39
- Views: 12603
Re: Solution To Biters Destroying Power Poles
I like this suggestion. The "protect your poles" argument is completely obsolete. In a "behind enemy lines outposts" base, outpost defenses can be automated (if you get millions of ore by exploiting it, then it's worth to build walls, turrets, roboport with repair packs, even aut...
- Mon Feb 19, 2018 9:22 pm
- Forum: Releases
- Topic: Version 0.16.25
- Replies: 72
- Views: 38583
Re: Version 0.16.25
Great! I'm happy with this choice, which removes a problem that was not really interesting to think about.
Thanks for another wonderful update
Thanks for another wonderful update
- Fri Feb 02, 2018 8:00 pm
- Forum: News
- Topic: Friday Facts #228 - High resolution turrets
- Replies: 135
- Views: 78231
Re: Friday Facts #228 - High resolution turrets
Fantastic. Although for once I would have liked to get sound attached to the video preview. Obviously these turrets are getting a new sound, hope it will be as good as the graphics :) Edit: thoughts on this new turret sound As the bzzzzzzz sound is commonly accepted by everyone as "The laser so...
- Fri Feb 02, 2018 9:45 am
- Forum: Resolved Problems and Bugs
- Topic: [0.16.18] Graphical artifacts when zoomed out.
- Replies: 6
- Views: 4417
- Thu Feb 01, 2018 11:16 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.18] Graphical artifacts when zoomed out.
- Replies: 6
- Views: 4417
Re: [0.16.18] Graphical artifacts when zoomed out.
Hi, I'm experiencing quite the same problem in 0.16.21, although not as bad as first posted here. I'm on windows, with a Nvidia Geforce GTX 770. I'm experiencing these graphical issues : - since first .16 version - only when zoomed out - almost unnoticeable on grass and dirt, but visible on sand and...
- Fri Jan 26, 2018 12:22 am
- Forum: Ideas and Suggestions
- Topic: Don't reset bottom inventory filters on armor removal/death
- Replies: 0
- Views: 339
Don't reset bottom inventory filters on armor removal/death
TLDR : On death or armor removal you lost the filters set on the bottom of your inventory. The game should memorize them. the May 19th FFF showed us a neat preview of inventory filtering. Setting shortcuts on the bottom of inventory is useful because it pulls the useful items out of the global mess....
- Tue Jan 23, 2018 11:16 am
- Forum: Releases
- Topic: Version 0.16.18
- Replies: 26
- Views: 18113
Re: Version 0.16.18
you guys <3
- Tue Jan 23, 2018 9:15 am
- Forum: Releases
- Topic: Version 0.16.17
- Replies: 53
- Views: 29628
Re: Version 0.16.17
I think splitters should gain their filtering abilities with Circuit network technology. I know it's early in the research tree, but it would totally make sense. I think this should be a separate technology and should apply to both splitters and inserters enabling this functionality on all existing...
- Fri Jan 12, 2018 8:15 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 370887
Re: Friday Facts #225 - Bots versus belts (part 2)
Hi there! Nice FFF! Can't even imagine you were talking about ending this blog few weeks ago...
My position on the subject is strongly neutral. I'm not a megabase guy, so...bots are OP, but if megabases need them well let them be, not my problem.
My position on the subject is strongly neutral. I'm not a megabase guy, so...bots are OP, but if megabases need them well let them be, not my problem.
- Tue Jan 09, 2018 1:38 pm
- Forum: Ideas and Suggestions
- Topic: Underground pipe fast replaces regular pipe
- Replies: 4
- Views: 1140
Re: Underground pipe fast replaces regular pipe
I think most of the time, we would get annoyed if every single pipe segment between two UG pipes segments was removed on construction. This would be *partially* avoided if only the pipes facing the same direction was affected, but afak pipes don't have rotation, only connection to neighboring pipes.