Search found 242 matches
- Fri Oct 26, 2018 5:06 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 288829
Re: Friday Facts #266 - Cleanup of mechanics
@bilka
Will you preserve all these internal mechanics you are removing in the base code for modders to use? E.g. the pickaxe slot and pickaxes in general and mining efficiency? Those are core part of Bob's and Angel's mods.
As the FFF states
[W]e completely removed mining tools from the game ...
- Fri Oct 26, 2018 4:41 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 288829
Re: Friday Facts #266 - Cleanup of mechanics
@bilka
Will you preserve all these internal mechanics you are removing in the base code for modders to use? E.g. the pickaxe slot and pickaxes in general and mining efficiency? Those are core part of Bob's and Angel's mods.
Will you preserve all these internal mechanics you are removing in the base code for modders to use? E.g. the pickaxe slot and pickaxes in general and mining efficiency? Those are core part of Bob's and Angel's mods.
- Fri Oct 12, 2018 6:50 pm
- Forum: News
- Topic: Friday Facts #264 - Texture streaming
- Replies: 108
- Views: 58116
Re: Friday Facts #264 - Texture streaming
https://www.factorio.com/blog/post/fff-264
No wonder, scenes heavy on smoke or trees can tank FPS, especially in 4K. Maybe we should do something about that...
FUCK YES MR. OBVIOUS YOU SHOULD HAVE DONE SOMETHING ABOUT THAT!!!
We have been screaming at you for the last two years to do ...
- Fri Oct 12, 2018 3:13 pm
- Forum: News
- Topic: Friday Facts #264 - Texture streaming
- Replies: 108
- Views: 58116
Re: Friday Facts #264 - Texture streaming
https://www.factorio.com/blog/post/fff-264
No wonder, scenes heavy on smoke or trees can tank FPS, especially in 4K. Maybe we should do something about that...
FUCK YES MR. OBVIOUS YOU SHOULD HAVE DONE SOMETHING ABOUT THAT!!!
We have been screaming at you for the last two years to do ...
- Mon Oct 08, 2018 11:38 am
- Forum: News
- Topic: Friday Facts #263 - Trains in blueprints
- Replies: 99
- Views: 48753
Re: Friday Facts #263 - Trains in blueprints
There is a very easy solution: Make special Loading and Unloading structures specifically for train wagons (like in Real Life) that can only use Belt Loader/Unloader to get stuff in or out of wagons and disable the ability of inserters to pull things directly out of wagons.
Done!
Yeah, but ...
- Sun Oct 07, 2018 11:58 am
- Forum: News
- Topic: Friday Facts #263 - Trains in blueprints
- Replies: 99
- Views: 48753
Re: Friday Facts #263 - Trains in blueprints
>blueprintable cargo trains
are you trying to make the belts obsolete?
cause you're damn close to it
There is a very easy solution: Make special Loading and Unloading structures specifically for train wagons (like in Real Life) that can only use Belt Loader/Unloader to get stuff in or out of ...
- Sat Oct 06, 2018 11:30 am
- Forum: News
- Topic: Friday Facts #263 - Trains in blueprints
- Replies: 99
- Views: 48753
Re: Friday Facts #263 - Trains in blueprints
I am surprised Xterminator or Nilaus haven't made a comment yet. I would have expected them to squeal from joy and go all dreamy with this update.
- Tue Oct 02, 2018 8:47 am
- Forum: Angels Mods
- Topic: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals
- Replies: 133
- Views: 100659
Re: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals
Pictures in your OP got corrupted when the server transferred to the newer Forum OS.
- Fri Sep 14, 2018 4:22 pm
- Forum: News
- Topic: Friday Facts #260 - New fluid system
- Replies: 292
- Views: 155709
Re: Friday Facts #260 - New fluid system
Also. How is this system going to react to someone making a super long pipe across the map from an oil field and putting ten pumps at intervals into the pipeline? Would the entry into and exit out of a pump count as a junction?
So as long as you don’t do crazy stuff like making pipe grids and keep ...
So as long as you don’t do crazy stuff like making pipe grids and keep ...
- Mon Sep 10, 2018 7:23 pm
- Forum: Mods
- Topic: [MOD 0.15.31+] Supportive Weapons v0.3.1 - Fixed bug
- Replies: 29
- Views: 16932
Re: [MOD 0.15.31+] Supportive Weapons v0.3.1 - Fixed bug
Can someone please adopt Supportive Weapons, please?
- Fri Sep 07, 2018 12:49 pm
- Forum: News
- Topic: Friday Facts #259 - Scan-codes, Prototype IDs, HR worm
- Replies: 99
- Views: 53409
Re: Friday Facts #259 - Scan-codes, Prototype IDs, HR worm
So? Can we know when can we generally expect 0.17? Still in September? October? November? Just asking.
- Tue Sep 04, 2018 8:58 am
- Forum: News
- Topic: Friday Facts #258 - New autoplace
- Replies: 145
- Views: 77804
Re: Friday Facts #258 - New autoplace
Personally, although I agree with removing Uranium from the starting area, I disagree with removing oil.
However, this is looking at it from the point of view of my mod, looking at it from the point of view of vanilla, it does make sense to remove oil from the starting area, to give you an ...
However, this is looking at it from the point of view of my mod, looking at it from the point of view of vanilla, it does make sense to remove oil from the starting area, to give you an ...
- Mon Sep 03, 2018 2:48 pm
- Forum: News
- Topic: Friday Facts #258 - New autoplace
- Replies: 145
- Views: 77804
Re: Friday Facts #258 - New autoplace
I think that should be an option to exclude oil from the starting area
Two (off by default!) options to include oil and uranium in the starting areas would be nice indeed !
Seconding this, as I'd like to have oil close to my starting water but don't care about U as much!
Thirding this. It ...
Two (off by default!) options to include oil and uranium in the starting areas would be nice indeed !
Seconding this, as I'd like to have oil close to my starting water but don't care about U as much!
Thirding this. It ...
- Fri Aug 17, 2018 2:34 pm
- Forum: News
- Topic: Friday Facts #256 - The little things 3
- Replies: 111
- Views: 61605
Re: Friday Facts #256 - The little things 3
*BELT IMMUNITY EQ*Klonan wrote:https://www.factorio.com/blog/post/fff-256
YES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
- Fri Aug 03, 2018 6:04 pm
- Forum: News
- Topic: Friday Facts #254 - No research queue for you
- Replies: 223
- Views: 107436
Re: Friday Facts #254 - No research queue for you
WOW! We are well on our way to another "No Bots Anymore" clusterfuck. :o
https://www.factorio.com/blog/post/fff-254
I was there for the Monday afternoon LAN party two weeks ago. I talked to people there and they all had one big issue with research - specifically, the Endgame. From new players to ...
https://www.factorio.com/blog/post/fff-254
I was there for the Monday afternoon LAN party two weeks ago. I talked to people there and they all had one big issue with research - specifically, the Endgame. From new players to ...
- Fri Aug 03, 2018 1:18 pm
- Forum: News
- Topic: Friday Facts #254 - No research queue for you
- Replies: 223
- Views: 107436
Re: Friday Facts #254 - No research queue for you
Indeed. May your air-conditioning fail.
I have over 1500 hours in the game. I still love Vanilla gameplay. But after so many games...the tediousness of re-clicking the research tab is starting to get annoying. Please. Add the Research Queue as an option in the game options.
I have over 1500 hours in the game. I still love Vanilla gameplay. But after so many games...the tediousness of re-clicking the research tab is starting to get annoying. Please. Add the Research Queue as an option in the game options.
- Fri Jul 20, 2018 11:38 am
- Forum: News
- Topic: Friday Facts #252 - Sound design & Map editor
- Replies: 92
- Views: 54727
Re: Friday Facts #252 - Sound design & Map editor
If you add that the Biter Creep under the buildings grows to cover everything around a Biter settlement..on high biter maps you will have basically recreated the Zerg Swarm from Starcraft.Klonan wrote:https://www.factorio.com/blog/post/fff-252
Everything covered by CREEP!!!

- Wed Jul 18, 2018 8:02 pm
- Forum: News
- Topic: Friday Facts #251 - A Fistful of Frames
- Replies: 80
- Views: 44943
Re: Friday Facts #251 - A Fistful of Frames
Thanks!Klonan wrote:The library closes at 22:00, so it will have to end thenTomik wrote:How long will the LANfest take? Will it end before midnight or in the morning? When please. Thanks.Klonan wrote:https://www.factorio.com/blog/post/fff-251
I am not sure how long we will stay there
- Sun Jul 15, 2018 5:16 pm
- Forum: News
- Topic: Friday Facts #251 - A Fistful of Frames
- Replies: 80
- Views: 44943
Re: Friday Facts #251 - A Fistful of Frames
How long will the LANfest take? Will it end before midnight or in the morning? When please. Thanks.Klonan wrote:https://www.factorio.com/blog/post/fff-251
- Sun Jul 15, 2018 6:41 am
- Forum: News
- Topic: Friday Facts #251 - A Fistful of Frames
- Replies: 80
- Views: 44943
Re: Friday Facts #251 - A Fistful of Frames
I would like to know to how late will that LAN Party be open? You said 16:00 o'clock..but when is the ending time? I need to know if I should book a hotel in Prague for the 23rd or not.