Search found 359 matches

by DanGio
Mon Jun 22, 2020 2:41 pm
Forum: News
Topic: Friday Facts #352 - New website
Replies: 83
Views: 23131

Re: Friday Facts #352 - New website

Any chance, that there will be bluepints section on it? (clone of mods section would do the trick) - maybe with BP library overhaul (search for BP from game itself) after 1.0 ? I doubt it... Remember the "controversial" FFF ? https://factorio.com/blog/post/fff-309 There's a paragraph by T...
by DanGio
Fri Jun 19, 2020 9:57 pm
Forum: News
Topic: Friday Facts #352 - New website
Replies: 83
Views: 23131

Re: Friday Facts #352 - New website

while we have a lot to look forward to with Factorio development
Mmmh yeah, tell us more? :)
part of me feels a bit sad knowing this chapter of the game is drawing to a close.
What a great journey.
by DanGio
Tue Jun 16, 2020 11:03 am
Forum: Releases
Topic: Version 0.18.32
Replies: 36
Views: 18213

Re: Version 0.18.32

Pretty cool update. One issue I found is that modules on the beacon skin (not overlay ones) tend to flicker when zoomed out and running. It's not always obvious but noticeable at night, when running diagonal.
beaconflicker.gif
beaconflicker.gif (6.74 MiB) Viewed 12749 times
by DanGio
Mon Jun 15, 2020 4:57 pm
Forum: News
Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Replies: 199
Views: 42192

Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing

irbork wrote:
Mon Jun 15, 2020 4:50 pm
Please, if we need mod to see alt mode beacon feedback, give us back ability to earn steam achievements with such non-intrusive mods.
posila wrote:
Fri Jun 12, 2020 4:30 pm
AntiElitz wrote:
Fri Jun 12, 2020 4:27 pm
I hope you reconsider alt mode for beacons! :)
There will be an option
by DanGio
Sun Jun 14, 2020 8:45 am
Forum: News
Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Replies: 199
Views: 42192

Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing

Very nice. I'm personnally OK with hiding module overlay for beacons, so it's good that it remains at the player choice. Connecting beacons seems to be popular, but although the connected beacons visual created by Oxyl looks nice, I can't imagine the "mess of cable" zone of the new beacon ...
by DanGio
Tue Jun 09, 2020 1:07 pm
Forum: News
Topic: Friday Facts #350 - Electric mining drill redesign
Replies: 104
Views: 34618

Re: Friday Facts #350 - Electric mining drill redesign

Illiou wrote:
Tue Jun 09, 2020 11:49 am
how steady and predictable they were, always outputting while at the ends for example.
they don't, I checked :)
by DanGio
Mon Jun 08, 2020 2:47 pm
Forum: News
Topic: Friday Facts #350 - Electric mining drill redesign
Replies: 104
Views: 34618

Re: Friday Facts #350 - Electric mining drill redesign

The old miner doesn't look like it can reach a 5*5 area either. The new miner doesn't even try to look like it can and he's right to do so : 5*5 mining area is a vital gameplay mechanic and noone wants it to disappear, although it's not very logic : 2 miners mining the same tiles ? they should break...
by DanGio
Tue Jun 02, 2020 9:19 pm
Forum: News
Topic: Friday Facts #349 - The 1.0 plan
Replies: 59
Views: 20529

Re: Friday Facts #349 - The 1.0 plan

bobingabout wrote:
Tue Jun 02, 2020 8:04 pm
I have only 1 question.

what is Cyberpunk 2077?
It's Factorio but with more power armor stuff and people keep eating the science packs
by DanGio
Mon Jun 01, 2020 6:00 pm
Forum: Releases
Topic: Version 0.18.29
Replies: 32
Views: 13472

Re: Version 0.18.29

What i do mind is how slowdown capsules are smaller than poison capsules......... but apparently nobody else noticed this?? I thought these 2 icons were made different size to help people to see the difference. Just a random assumption. In any case, I don't think it's problematic to have 1 icon sma...
by DanGio
Wed May 27, 2020 7:50 am
Forum: Releases
Topic: Version 0.18.27
Replies: 65
Views: 21663

Re: Version 0.18.27

The new sounds are pretty good, but who missed this equipment grid bs lol I play at 125% interface size because I can't see shit otherwise. I cannot confirm this. Maybe some mods you use are not adapted to 0.18.27 yet and mess up the UI? With vanilla Factorio 0.18.27 on 125% interface scale it look...
by DanGio
Tue May 26, 2020 5:00 pm
Forum: Releases
Topic: Version 0.18.27
Replies: 65
Views: 21663

Re: Version 0.18.27

Also, I think they've marked it as 'no default upgrade' on Steam. I had to explicitly ask for 0.18.27 to get it. I think that was to allow mod developers time to play with the new version and make changes before everybody gets it. Which I think is a good choice. It will make it really hard to compl...
by DanGio
Tue May 26, 2020 4:51 pm
Forum: Releases
Topic: Version 0.18.27
Replies: 65
Views: 21663

Re: Version 0.18.27

I pretty much love most of the new things in 0.18.27. Here's the 2 things that struck me when playtesting for 15 minutes : - it's become more difficult for me to differentiate modules tiers at a glance : modules 1826.jpg modules.jpg - has construction sound volume (placing belts etc...) been lowered...
by DanGio
Tue May 26, 2020 4:31 pm
Forum: Releases
Topic: Version 0.18.27
Replies: 65
Views: 21663

Re: Version 0.18.27

Heya, When is the Steam update pushed? when i really want to test a new version as soon as possible, i select it manually in the beta versions list (right click on the game in your Steam library, properties, beta). It appears to be selectable manually before automatic update happens. Just remember ...
by DanGio
Fri May 22, 2020 10:56 pm
Forum: News
Topic: Friday Facts #348 - The final GUI update
Replies: 143
Views: 32693

Re: Friday Facts #348 - The final GUI update

High scale fish ! :O 1 thought about sound : the 2nd video show that pipette tool now produces a sound like other ghost actions. I don't feel like it should, because no order is being issued to bots when using pipette. If a sound is to be added to pipette, I guess there should also be a sound for em...
by DanGio
Wed May 20, 2020 9:49 pm
Forum: Resolved Problems and Bugs
Topic: [18.25] small discrepancy in tutorial description
Replies: 5
Views: 1783

Re: [18.25] small discrepancy in tutorial description

well i just finished them... I think they can remove the word "short" as well :D
by DanGio
Wed May 20, 2020 9:23 pm
Forum: News
Topic: Friday Facts #347 - New hope demo levels
Replies: 54
Views: 16086

Re: Friday Facts #347 - New hope demo levels

And then we draw the rest of the owl. Fix places where the automated cloning hasn’t been good enough, add more ruins to be explored, tweak the gameplay and we will have a finished scenario. Klonan, how sad are you that, so far, noone read careful enough to notice this masterpiece? :lol: I noticed ;)
by DanGio
Wed May 20, 2020 7:30 pm
Forum: Resolved Problems and Bugs
Topic: [18.25] small discrepancy in tutorial description
Replies: 5
Views: 1783

[18.25] small discrepancy in tutorial description

due to your recent work, there's now more than three levels in the tutorial serie :)
three.jpg
three.jpg (586.85 KiB) Viewed 1783 times
by DanGio
Sat May 09, 2020 12:42 pm
Forum: Balancing
Topic: Belt layout affects transport speed
Replies: 6
Views: 1718

Re: Belt layout affects transport speed

https://en.wikipedia.org/wiki/Pythagorean_theorem This doesn't apply here, Factorio world being structured in tiles, the setup is more like this : triangle.jpg There is the same amount of red squares & blue squares so both items should arrive together. However, as "item travel time"' ...
by DanGio
Sat May 02, 2020 5:21 pm
Forum: News
Topic: Friday Facts #345 - Unit group collision mask & Artillery shell particle
Replies: 48
Views: 12650

Re: Friday Facts #345 - Unit group collision mask & Artillery shell particle

Because of this FFF I'm a little bit confused. I thought that biters can't cross water. But in the FFF water biters were mentioned and shown. I just started a new world with a starting area nearly surrounded by water. I wanted to defend only the land bridges until I expand later. Will this be enoug...

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