Search found 242 matches

by Durabys
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 ...
by Durabys
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.
by Durabys
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 ...
by Durabys
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 ...
by Durabys
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 ...
by Durabys
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 ...
by Durabys
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.
by Durabys
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.
by Durabys
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 ...
by Durabys
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?
by Durabys
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.
by Durabys
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 ...
by Durabys
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 ...
by Durabys
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*

YES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
by Durabys
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 ...
by Durabys
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.
by Durabys
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.

Everything covered by CREEP!!! :o
by Durabys
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

Klonan wrote:
Tomik wrote:
How long will the LANfest take? Will it end before midnight or in the morning? When please. Thanks.
The library closes at 22:00, so it will have to end then

I am not sure how long we will stay there
Thanks!
by Durabys
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.
by Durabys
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.

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