I purchased immediately after seeing the most recent trailer (this one: https://www.youtube.com/watch?v=KVvXv1Z6EY8). That got me so damned excited I was tripping over myself to grab the CC.
I don't recall how I stumbled on it; probably stumbling around the steam store.
Search found 216 matches
- Wed Jun 08, 2016 10:51 pm
- Forum: General discussion
- Topic: What inspired you to buy Factorio?
- Replies: 29
- Views: 5860
- Wed Jun 08, 2016 10:45 pm
- Forum: General discussion
- Topic: Why I really hate/dislike the game
- Replies: 31
- Views: 11733
Re: Why I really hate/dislike the game
There's a campaign?! 

- Thu Jun 02, 2016 1:14 am
- Forum: Ideas and Suggestions
- Topic: 3D rendering
- Replies: 39
- Views: 11053
Re: 3D rendering
How about we keep the pressure on asking for basic multi threading before we get into the weeds of GPU computing? :D This is one of the few games keeping me on quad core parts for the few hundred extra Mhz. As for a 3d factorio, that'd be pretty damn sweet, but I think low priority at this stage rea...
- Fri May 20, 2016 10:29 pm
- Forum: Technical Help
- Topic: Revisiting Frame Rate Lock
- Replies: 6
- Views: 2782
Re: Revisiting Frame Rate Lock
Tl;DR A higher frame-rate cannot help an ~~archaic~~ low-quality LCD that blurs. ... The Dell U3011 is a 7ms IPS. IPS is generally not recommended for gaming but they make some special low-blur IPS monitors for gaming. This is most likely a design "defect" in the monitor that cannot be fi...
- Wed May 18, 2016 3:26 pm
- Forum: Technical Help
- Topic: Revisiting Frame Rate Lock
- Replies: 6
- Views: 2782
Re: Revisiting Frame Rate Lock
I am curious as to what this IPS glow effect is, since I do have an IPS screen myself. EDIT: I looked up IPS glow... apparently it's an issue with LED side-lights? Well, mine is an old fashioned IPS, it has a cold cathode backlight, cold being an ill-worded name for it, because it gets really damn ...
- Mon May 16, 2016 1:21 am
- Forum: Technical Help
- Topic: Revisiting Frame Rate Lock
- Replies: 6
- Views: 2782
Re: Revisiting Frame Rate Lock
Fairly certain. No blur on a LCD just isn't possible. Pick any object on screen, zoom in somewhat so it pans across the screen at a decent clip when you move, then move and try to track that object with your eyes as it moves across the screen. On any sample and hold style display the object will bec...
- Sun May 15, 2016 10:10 am
- Forum: Technical Help
- Topic: Revisiting Frame Rate Lock
- Replies: 6
- Views: 2782
Revisiting Frame Rate Lock
I may have accidentally ncero'd an older thread on this, so I deleted that reply and am just starting a new topic. I know the frame rate lock has been covered before, but I thought I'd bring it up once more with a different perspective. As some have said before, "Factorio is not CS:GO", an...
- Fri May 06, 2016 9:27 pm
- Forum: News
- Topic: Friday Facts #137 - The release scarecrow
- Replies: 197
- Views: 50789
Re: Friday Facts #137 - The release scarecrow
Unless something has changed (quite possible), a previous FF mentioned that all inserters would becoming smart inserters - so I personally would expect the "rapid" inserters (terrible name) to have smart-ness. I was marveling at the short memory myself. There's no need to worry about smar...
- Mon Apr 25, 2016 8:43 pm
- Forum: Mods
- Topic: RE Series Part 1: A wild LUA appears !
- Replies: 12
- Views: 5892
Re: RE Series Part 1: A wild LUA appears !
I could see this technique maybe being used to make something like Skyrim's SKSE for Factorio hooking into game functions from Lua to enhance the capabilities of mods.
- Mon Apr 25, 2016 7:42 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] Security Cameras
- Replies: 13
- Views: 25205
Re: [MOD 0.12.11+] Security Cameras
I'm no artist either, but I tried to come up with something. What do you think?
- Mon Apr 25, 2016 5:44 pm
- Forum: Mods
- Topic: [MOD 12.29+]Raven Metallurgy
- Replies: 5
- Views: 2589
Re: [MOD 12.29+]Raven Metallurgy
This looks pretty good. Do you have plans to also provide alternate chains for copper?
- Thu Apr 21, 2016 3:41 pm
- Forum: Questions, reviews and ratings
- Topic: General Compatibility Patch
- Replies: 3
- Views: 1907
Re: General Compatibility Patch
An interesting idea. There was no issue with adding inventory slots to the treefarms? I was under the impression furnaces needed a specific number of inventory slots. Also, did you apply this change to the mk2 fields as well? I'm still pretty new to modding this game so I was unaware of any potenti...
- Sun Apr 10, 2016 1:59 am
- Forum: Mods
- Topic: [MOD 0.12.x] Magnets, Motors, Transformers, and More!
- Replies: 9
- Views: 6028
Re: [MOD 0.12.x] Magnets, Motors, Transformers, and More!
I also noticed that Treefarm Lite ignores the new Resin minable resource in the games trees. I also made a patch to fix that in Treefarm Lite. See the following thread:
viewtopic.php?f=44&t=23417
viewtopic.php?f=44&t=23417
- Sun Apr 10, 2016 1:57 am
- Forum: Questions, reviews and ratings
- Topic: General Compatibility Patch
- Replies: 3
- Views: 1907
General Compatibility Patch
Hello, I was attempting to combine Treefarm Lite with the mod "Magnets, Motors, Transformers, and More!" which adds a 10% chance to mine Resin from trees, but I learned that both mods had issues working together. After delving into the Treefarm code I learned that the output of a tree farm...
- Sat Apr 09, 2016 11:31 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Magnets, Motors, Transformers, and More!
- Replies: 9
- Views: 6028
Re: [MOD 0.12.x] Magnets, Motors, Transformers, and More!
I noticed this mod conflicts with other mods that modify trees and iron ore. For me this included hard crafting and treefarm. I've developed a patch that will help avoid such conflicts by attempting to modify mining results in place instead of overwriting them. I also added treefarm lite and hard cr...
- Sat Apr 09, 2016 8:55 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Magnets, Motors, Transformers, and More!
- Replies: 9
- Views: 6028
Re: [MOD 0.12.x] Magnets, Motors, Transformers, and More!
In order to get the Monazite ore to appear you first must have the boblibrary mod loaded and functional. Then you must edit the file "prototypes/ores/monazite-ore.lua" file in this mod and change the line " enabled = false," to " enabled = true,". I'm unsure why it's di...