Search found 141 matches
- Sat Mar 16, 2019 6:41 pm
- Forum: News
- Topic: Friday Facts #286 - Pollution cleanup
- Replies: 72
- Views: 33016
Re: Friday Facts #286 - Pollution cleanup
So glad that pollution is finally getting some love. The entire premise of the game is based upon you landing on an alien planet, and the only reason why the aliens care is because you're generating pollution. They don't care if you chop down trees, they don't care that you build stuff all over the ...
- Sat Mar 02, 2019 1:46 am
- Forum: Releases
- Topic: Version 0.17.3
- Replies: 42
- Views: 29305
Re: Version 0.17.3
[BATCH workflow suggestion] Hmm, wouldn't just copying the whole Factorio folder be even easier ? (Might even put notes about its specific settings in the root...) I know that this seems overkill, but SSD's are pretty fast, and with considerable space these days, and Factorio is not *that* big... (...
- Fri Mar 01, 2019 6:47 pm
- Forum: Releases
- Topic: Version 0.17.3
- Replies: 42
- Views: 29305
Re: Version 0.17.3
TL/DR: it would be really nice to be able updating factorio itself and also mods without the need to start the entire game which can't be started unless i disable several or all mods first. thus i would appreciate to have an updater (not launcher) that can be run instead of the normal game (only) i...
- Fri Mar 01, 2019 6:35 pm
- Forum: Releases
- Topic: Version 0.17.3
- Replies: 42
- Views: 29305
Re: Version 0.17.3
Hi Bob, I think you just need to get some rest. I can definitely understand that you're frustrated from having to work around some of the oddities of the game, but keep in mind that the updating part affects such a small percentage of people. It's not game breaking, and it's part of an update that h...
- Fri Mar 01, 2019 3:37 pm
- Forum: Releases
- Topic: Version 0.17.3
- Replies: 42
- Views: 29305
Re: Version 0.17.3
My game still isn't even telling me that updates are available. When is this going to be fixed? This is actually a good reason why the game NEEDs a launcher... For people like me who don't play on steam, it would allow players to check for updates and do it without having to load the game to find I...
- Fri Feb 15, 2019 6:36 pm
- Forum: News
- Topic: Friday Facts #282 - 0.17 in sight
- Replies: 186
- Views: 84045
Re: Friday Facts #282 - 0.17 in sight
Amazing work guys! Normally I post if there is something I'd like to add feedback about. I don't really have anything to add, this FFF is solid from start to finish and I love how these changes ended up working out. This definitely makes me much more excited to give 0.17 a try. I was going to wait a...
- Fri Feb 08, 2019 5:12 pm
- Forum: News
- Topic: Friday Facts #281 - For a Few Frames More
- Replies: 85
- Views: 43246
Re: Friday Facts #281 - For a Few Frames More
Signals on the outside indicate they're using a Right hand drive setup, if they're on the inside then they're Left hand drive. The more you know! SNIP.. I have to think about this even more. I'm fairly sure that Factorio the signal always will be on the right of the train when heading forward, so y...
- Fri Feb 08, 2019 5:00 pm
- Forum: News
- Topic: Friday Facts #281 - For a Few Frames More
- Replies: 85
- Views: 43246
Re: Friday Facts #281 - For a Few Frames More
In general I am really looking forward for 0.17. My only concern is that if due to this rendering system overhaul I will still be able to run Factorio on High textures at 60 FPS on my MBP with integrated Intel Iris Plus graphics like I am now with 0.16. Hopefully the game won't get optimizations on...
- Fri Feb 08, 2019 3:52 pm
- Forum: News
- Topic: Friday Facts #281 - For a Few Frames More
- Replies: 85
- Views: 43246
Re: Friday Facts #281 - For a Few Frames More
I was going to point out that it would be helpful on the graphs to show a line at 16.66ms, but the last line kind of covers it. Basically the most important take away from those graphs are that the GTX 660 and R7 250 went from having slow downs to should run at a steady frame rate. The Intel HD 5500...
- Sun Jan 20, 2019 5:54 pm
- Forum: General discussion
- Topic: Did no one else notice massive nerf of tank in 0.17?
- Replies: 102
- Views: 34887
Re: Did no one else notice massive nerf of tank in 0.17?
I'd prefer buffing the cannon to nerfing the MG. In real life, the effective range of a tank's main cannon is ballpark 4000m, while the machine gun maxes out around 600-1000m. So the cannon should have a much greater range IMHO, at least twice that of the MG. I just tested this out again, because I...
- Fri Jan 11, 2019 6:33 pm
- Forum: News
- Topic: Friday Facts #277 - GUI progress update
- Replies: 101
- Views: 42474
Re: Friday Facts #277 - GUI progress update
Here's my idea for wave defense. Why not have a contest using the new map editor to create static wave defense maps and fold the top N into the game? That will give some variety without worrying on RNG for maps. I kind of like this idea. I think it would be more beneficial to the wave defense if it...
- Fri Jan 11, 2019 6:20 pm
- Forum: News
- Topic: Friday Facts #277 - GUI progress update
- Replies: 101
- Views: 42474
Re: Friday Facts #277 - GUI progress update
Will the UI scaling have options to go smaller than 100% as well? Playing the game on a 720p monitor the UI is so huge you run out of screen real estate. Like someone said, It would be nice if there was a fairly large scaling option, like 25,50,75,100,125,150,175,200,250,300,400 percent. I'm kind of...
- Sun Dec 30, 2018 7:42 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 152834
Re: Friday Facts #275 - 0.17 Science changes
I'm not obsessed with UPS like so many people. And I don't care for theoretical nonsense like "the map is infinite". Just an example, to make one yellow belt of low density structures you need 320 AM3. With beacons and modules you cut that down to just 52 machines. That's an enormous savi...
- Sun Dec 30, 2018 6:09 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 152834
Re: Friday Facts #275 - 0.17 Science changes
The FFF has a ton of info on it. For the most part I don't think that I'm compelled one way or another about the changes. There is so much to digest at this point I'd certainty like to see it in action. The only parts I can comment on is that I don't think we need a pipe requirement for Logistic sci...
- Sun Dec 30, 2018 5:44 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 152834
Re: Friday Facts #275 - 0.17 Science changes
All in all I don't really like the module + beacon meta the game pushes on you. The builds all look the same with it. But even on somewhat smaller scales it's absolutely required. Take a calculator and look at the numbers for low density structures for example. Without beacons it's absolutely insan...
- Sun Dec 09, 2018 3:46 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 876
- Views: 530530
Re: [MOD 0.14] AAI Programmable Vehicles
Hi Erendel, We've found a game crashing bug in the current release of this. (Using aai-programmable-vehicles_0.4.8). Steps to reproduce: Open up the Path controller, click add new path. Click for a waypoint that is of vehicle type. (So the waypoint is assigned to a vehicle). Expand out the selection...
- Fri Nov 16, 2018 3:44 pm
- Forum: News
- Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
- Replies: 192
- Views: 83386
Re: Friday Facts #269 - Roadmap update & Transport belt perspective
I like the new underground pieces and the notch that allows the entities to go onto the belts. I'm a bit more reserved about the rollers under the belts though. I definitely get the advantage of having them, it does add depth to an otherwise flat entity. I'd like to see them on a much more complex m...
- Mon Oct 29, 2018 12:48 am
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 208872
Re: Friday Facts #266 - Cleanup of mechanics
The one other thing I was going to mention for the assembler discussion is the limits also make a whole lot of sense when you think about the actual limitations you'd encounter. Imagine putting down a square wall that is 25 x 25 tiles. That's the "inside" of your factory. If I told you to ...
- Mon Oct 29, 2018 12:28 am
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 208872
Re: Friday Facts #266 - Cleanup of mechanics
Burners and stone furnaces and then AM1 are exciting first steps on the long road to automation - although AM1 should be burner-powered , there should be burner labs , and electricity should be a much greater challenge . ... Factorio needs another tier of miners and smelters before bots. The miners...
- Sat Oct 27, 2018 1:16 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 208872
Re: Friday Facts #266 - Cleanup of mechanics
- Should pistols be removed from the game? Right now there's no reason to ever craft one. On a free game, you never really have to use them. In multiplayer games it's just something every player will pile up in random chests. I'd say yes, but I don't decide that. I've said for years pistols are wor...