Search found 242 matches

by Durabys
Fri Nov 13, 2020 1:50 pm
Forum: News
Topic: Friday Facts #363 - 1.1 is getting close
Replies: 178
Views: 123379

Re: Friday Facts #363 - 1.1 is getting close

Not exactly happy with the removal of the Character tab. Not happy at all.
by Durabys
Fri Oct 30, 2020 12:50 pm
Forum: News
Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Replies: 141
Views: 100166

Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button

A little sad the Devs didn't mention this Mad Lad:
https://www.reddit.com/r/factorio/comme ... d/gaavdty/
Oh. He did a thing...in 3 moths he just rewrote the game from scratch to allow for Multi-Threaded/Multi-Core 64bit Multiplayer.
by Durabys
Thu Oct 01, 2020 8:03 am
Forum: Pending
Topic: [1.0.0] Logitech LED Controller does not work
Replies: 5
Views: 7793

Re: [1.0.0] Logitech LED Controller does not work

Okay. News. Found out what it is: G-Hub with G203 Prodigy doesn't work on Factorio. The problem is with G-Hub.
This is related:
https://www.reddit.com/r/factorio/comme ... led_issue/

It is with G-Hub. Is there an option to contact Logitech about this?
by Durabys
Wed Sep 30, 2020 3:44 pm
Forum: Pending
Topic: [1.0.0] Logitech LED Controller does not work
Replies: 5
Views: 7793

Re: [1.0.0] Logitech LED Controller does not work

Rseding91 wrote: Wed Sep 30, 2020 3:10 pm Thanks for the report however there's nothing for us to do around this. The log file shows it started up correctly:
Logitech LED Controller initialized.
and it works correctly on the keyboards we have.

Therefor the issue has to be on your end with your software install.
Thanks for the help.
by Durabys
Wed Sep 30, 2020 1:11 pm
Forum: Pending
Topic: [1.0.0] Logitech LED Controller does not work
Replies: 5
Views: 7793

[1.0.0] Logitech LED Controller does not work

G213 Prodigy Logitech RGB LED's not working their 'magic', or, at all , during Loading Screen when I tick on for the game to Enable Logitech Support in Others sub-menu of Options. A year and a half ago it worked. Now it shuts down.
The keyboard is dark as long as Factorio is a process in the task ...
by Durabys
Fri Aug 14, 2020 12:22 pm
Forum: News
Topic: Friday Facts #360 - 1.0 is here!
Replies: 210
Views: 142844

Re: Friday Facts #360 - 1.0 is here!

Musím vám poblahopřát, kluci/holky zlatí. Skvělá práce. Jenom smutné že FFF skončilo. Možná by to šlo nahradit něčím méně častým.
I have to congratulate you, guys/girls,. Good job. Just sad that the FFF is over. Maybe it could be replaced by something less frequent.

"Factorio Fluky Facts"?

:lol:
by Durabys
Fri Jul 03, 2020 1:56 pm
Forum: News
Topic: Friday Facts #354 - Launch party and HR power switch
Replies: 33
Views: 23717

Re: Friday Facts #354 - Launch party and HR power switch

We also got promised the HR versions of the Assembling machines last year.
by Durabys
Thu Jun 18, 2020 6:03 pm
Forum: News
Topic: Friday Facts #349 - The 1.0 plan
Replies: 59
Views: 38569

Re: Friday Facts #349 - The 1.0 plan

So guys? Now that Cybepunk follows its rule of delaying the release, will you have the free time post 1.0 to start woking on fluid dynamics for 1.1?
by Durabys
Fri May 29, 2020 3:22 pm
Forum: News
Topic: Friday Facts #349 - The 1.0 plan
Replies: 59
Views: 38569

Re: Friday Facts #349 - The 1.0 plan

The sooner the better

The general feeling in the office is that the game is pretty much done, and that we want to get it released as soon as possible. The sooner we get some closure on version 1.0, the sooner we can start thinking about fun and exciting new things.
By fun and exciting things I ...
by Durabys
Fri Mar 20, 2020 3:04 pm
Forum: News
Topic: Friday Facts #339 - Beacon HR + Redesign process
Replies: 216
Views: 119731

Re: Friday Facts #339 - Beacon HR + Redesign process

It is ugly. Posters provided better alternatives in this thread.
by Durabys
Sat Mar 14, 2020 7:16 pm
Forum: News
Topic: Friday Facts #338 - The (real) Character GUI
Replies: 89
Views: 65203

Re: Friday Facts #338 - The (real) Character GUI



I would rather you fixed liquids and pipes mechanics than make Spidertron. Better to fix internal mechanics than adding new unbalanced content just before the release.



what's left to fix?

Basically only that to my knowledge. Nuclear reactors, large oil setups and anything related to pipes ...
by Durabys
Sat Mar 14, 2020 5:52 pm
Forum: News
Topic: Friday Facts #338 - The (real) Character GUI
Replies: 89
Views: 65203

Re: Friday Facts #338 - The (real) Character GUI



No recipe found for "spidertr", does this mean the search function doesn't do wildcards or partial words?

I know you got the Spidertrons hidden away back there


No, that's just Twinsen thinking he's memeing, but actually setting us up for overwhelmingly disappointing 1.0 release. :geek:

I ...
by Durabys
Fri Nov 01, 2019 4:37 pm
Forum: News
Topic: Friday Facts #319 - New T-shirts & Lua event filtering
Replies: 35
Views: 20971

Re: Friday Facts #319 - New T-shirts & Lua event filtering

Conclave wrote: Fri Nov 01, 2019 2:33 pm Is shipping to asia possible? Taiwan more precisely.
Just checked the country tab in the shipping options. Yup, it is possible.
by Durabys
Sat Oct 12, 2019 11:35 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 496330

Re: [MOD 0.17] Industrial Revolution

I was thinking. Every Assembler Tier is diametrally better than the last one.
Tier 1 Assembler needs coal for its internal steam powerplant to function.
Tier 2 needs just external electricity to work.
Tier 3 should have an internal fusion core working on plain hydrogen (from H2O that it can ...
by Durabys
Fri Sep 20, 2019 3:26 pm
Forum: News
Topic: Friday Facts #313 - Light at the end of the bug tunnel
Replies: 58
Views: 32835

Re: Friday Facts #313 - Light at the end of the bug tunnel

I am starting to think the PC Games article was a hit piece commissioned by EA Games or Take 2k.
by Durabys
Sun Sep 08, 2019 6:58 am
Forum: News
Topic: Friday Facts #311 - New remnants 3
Replies: 52
Views: 33732

Re: Friday Facts #311 - New remnants 3



For me, the complete must would be:
- Mods enabled per-map not per installation. So you can have multiple sets of mods for multiple maps.
- Mods downloaded when connecting to the server, so anyone can always play without installing anything.


Factorio already does this. There's a "Sync mods ...
by Durabys
Sat Sep 07, 2019 2:08 pm
Forum: News
Topic: Friday Facts #311 - New remnants 3
Replies: 52
Views: 33732

Re: Friday Facts #311 - New remnants 3

Klonan wrote: Sat Sep 07, 2019 10:42 am
Tomik wrote: Sat Sep 07, 2019 10:38 am
Klonan wrote: Fri Sep 06, 2019 7:15 pm
Gergely wrote: Fri Sep 06, 2019 7:11 pm Links don't work.
Fixed. Thanks
Btw. Steam hasn't put up the new FFF Blog post in the client or on their site.
I see it there as normal, what browser are you using?
My Steam client.
by Durabys
Sat Sep 07, 2019 10:38 am
Forum: News
Topic: Friday Facts #311 - New remnants 3
Replies: 52
Views: 33732

Re: Friday Facts #311 - New remnants 3

Klonan wrote: Fri Sep 06, 2019 7:15 pm
Gergely wrote: Fri Sep 06, 2019 7:11 pm Links don't work.
Fixed. Thanks
Btw. Steam hasn't put up the new FFF Blog post in the client or on their site.
by Durabys
Fri Jun 07, 2019 9:30 am
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 396
Views: 340684

Re: [0.17+] Space Exploration WIP

Planning on any integration with Angel and Bob in the future? Because I am a masochist. :lol: :twisted:
by Durabys
Sun May 12, 2019 3:47 pm
Forum: Ideas and Suggestions
Topic: Ropeway conveyor above the factory...
Replies: 95
Views: 60439

Re: Ropeway conveyor above the factory...

So. I was watching Satisfactory news and found out they plan/already implemented this type of system in the game. We should really consider making something like at least as a mod.

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