Search found 1068 matches
- Fri Jan 18, 2019 1:24 pm
- Forum: News
- Topic: Friday Facts #278 - The new quickbar
- Replies: 176
- Views: 65827
Re: Friday Facts #278 - The new quickbar
I am definitely waiting for this release like never before!
- Fri Jan 18, 2019 10:58 am
- Forum: Ideas and Suggestions
- Topic: Train station skipping conditions
- Replies: 143
- Views: 64353
Re: Train station skipping conditions
Add "Depot" station name with "iddle" condition. It means train should go to "Depot" station when no other valid destinations in list. Exit condition may be empty because nowhere to move anyway. But may be used for fuelling purpose for example. You don't even necessari...
- Fri Jan 11, 2019 7:06 pm
- Forum: News
- Topic: Friday Facts #277 - GUI progress update
- Replies: 101
- Views: 42818
Re: Friday Facts #277 - GUI progress update
0.17 looks lika a crap ton of work. Good job guys!
But I personally am looking forward map generation the most - all the bells and whistles are only the shell of a core mechanics (and mapgen certainly is).
So I am looking at you TOGoS
But I personally am looking forward map generation the most - all the bells and whistles are only the shell of a core mechanics (and mapgen certainly is).
So I am looking at you TOGoS
- Tue Jan 08, 2019 3:26 pm
- Forum: This Forum
- Topic: Re: Friday Facts #266 Censorship/Moderation Behaviour
- Replies: 15
- Views: 7292
Re: Friday Facts #266 Censorship/Moderation Behaviour
Mods on this forum have steel nerves. And you managed to escalate it up to Wube guys themselves. I would say - calm down and stop this. Your ideas or your personal opinion is not the pinnacle of human thinking so just get on with it. People get your point from one post and if they do not accept it t...
- Fri Jan 04, 2019 3:09 pm
- Forum: News
- Topic: Friday Facts #276 - Belt item spacing & Script rendering
- Replies: 155
- Views: 64198
Re: Friday Facts #276 - Belt item spacing & Script rendering
Oh my you just gave me a braingasm
8 spacing - so welcome!
This is why I do wait for FFFs every week since I met Factorio - Wube never stops amazing!
8 spacing - so welcome!
This is why I do wait for FFFs every week since I met Factorio - Wube never stops amazing!
- Sun Dec 30, 2018 1:00 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 153894
Re: Friday Facts #275 - 0.17 Science changes
Overall awesome stuff as always. I will point out several concerns I got about it all. Blue science pack recipe still takes unnecessarily too long compared to all other packs. This does not impact resource consumption but just results in huge lines Space science pack still requires military in resea...
- Fri Dec 21, 2018 2:17 pm
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 999306
Re: Factorio Roadmap for 0.17 & 0.18
Totally unrelated. @theolderbeholder was refering to this fix , after this update broke train signalling, and trains started colliding all over the place. Also, while I wouldn'd mind even if all our private conversation was posted here, I find it rather undelicate, as it's ... well ... private (and...
- Fri Dec 21, 2018 2:00 pm
- Forum: News
- Topic: Friday Facts #274 - New fluid system 2
- Replies: 166
- Views: 71924
Re: Friday Facts #274 - New fluid system 2
Awesome job guys! I am glad to see TheYeast's model implemented in the game as I did consider it being the most appropriate during discussion. But more to that, we can once more witness the greatness of Wube devs. I can not name any other dev team which would take so much from community and implemen...
- Mon Dec 17, 2018 8:26 am
- Forum: Ideas and Suggestions
- Topic: Abandoned colonies/urban areas to explore ][Huge map proof of concept included with preview and download][ WIP
- Replies: 11
- Views: 3636
Re: Abandoned colonies/urban areas to explore ][Huge map proof of concept included with preview and download][ WIP
Not sure about this level of complexity. But I am pretty sure that dropping random structures (or combination of them) sometimes intact and sometimes partially (or completely) destroyed would be really nice. Like our factorian is not the only one successfully landed on the planet. But he is the only...
- Mon Dec 17, 2018 8:19 am
- Forum: Ideas and Suggestions
- Topic: Concrete gives HP/armour bonus to buildings
- Replies: 3
- Views: 1750
Re: Concrete gives HP/armour bonus to buildings
Oh my, Dune 2 reinvented
But yeah it makes sense. Buildings placed on a solid base are actually more damage resistant.
But yeah it makes sense. Buildings placed on a solid base are actually more damage resistant.
- Mon Dec 17, 2018 8:03 am
- Forum: Balancing
- Topic: Make mk 1 power armour 6 x 8 instead of 7 x 7
- Replies: 11
- Views: 3827
Re: Make mk 1 power armour 6 x 8 instead of 7 x 7
Actually 6x8 is just times more useful than 7x7. However with current options for power generation it is really not much as you will most likely fill it with PSPs anyway.
- Fri Dec 07, 2018 8:28 am
- Forum: Ideas and Suggestions
- Topic: Notifications System
- Replies: 37
- Views: 13612
Unified alerting system
So we have got a lot of different issues in the game that need alerts. Some of issues got an icon over the object (static or blinking), some have flying text (like train no path), some have a toolbelt alert icon etc. I would like to propose a unified alerting system to be implemented that would have...
- Fri Dec 07, 2018 8:13 am
- Forum: Ideas and Suggestions
- Topic: Train related alerts
- Replies: 3
- Views: 1380
Train related alerts
Most of these features are covered by FAT controller mod. However they are really useful and are easy to implement in the vanilla game. I am not sure if some of them are covered in upcoming patches but they were relevant when I was playing the game. There are several critical train related issues th...
- Fri Nov 02, 2018 3:07 pm
- Forum: Ideas and Suggestions
- Topic: Steam age
- Replies: 25
- Views: 8945
Re: Steam age
Totally. Unless I misunderstood, this thread is discussing the idea of a new mod. We're not suggesting a change to vanilla. The topic is in "Ideas and suggestions", not in "request for a mod" subforum. Plus the OP never talks of a mod, so I understand his suggestion is for vanil...
- Fri Nov 02, 2018 3:01 pm
- Forum: News
- Topic: Friday Facts #267 - Experiments, Explosives & Extended tags
- Replies: 120
- Views: 47654
Re: Friday Facts #267 - Experiments, Explosives & Extended tags
My god the game is getting so much coolness!
Rich text is just blowing up my pants
With on-hover tooltips on both entities and rich text Factorio starts looking so mature!
Well done guys!
Rich text is just blowing up my pants
With on-hover tooltips on both entities and rich text Factorio starts looking so mature!
Well done guys!
- Wed Oct 31, 2018 6:24 pm
- Forum: Ideas and Suggestions
- Topic: Steam age
- Replies: 25
- Views: 8945
Re: Steam age
Also I see this steam age a nice strategy for copperless start. The only thing that erroneously used copper in this steam age start is Offshore Pump which requires green chip if I remember right. But that can be fixed as well. However the electric age will require Copper for everything - poles, gene...
- Wed Oct 31, 2018 7:50 am
- Forum: Ideas and Suggestions
- Topic: Normalize crafting time tooltips (New Player Experience)
- Replies: 11
- Views: 4167
Re: Normalize crafting time tooltips (New Player Experience)
I do totally agree with this point. I would also vote for making Assembler 1 with a crafting speed of 1 as waaay many newcomers wonder why assembler produces slower than recipe states. Actually all basic machines should have a speed of 1 and upgrades go for multiples of that so you could clearly see...
- Wed Oct 31, 2018 7:27 am
- Forum: Ideas and Suggestions
- Topic: make hand-crafting only possible when stationary
- Replies: 20
- Views: 6307
Re: make hand-crafting only possible when stationary
I think the real problem here is not the mere existance of handcrafting but the speed of it. A player can actually handcraft faster than tier2 machine can do it which is rediculous. A player should understand that automating stuff even with 1 assembler will be beneficial to him compared to handcraft...
- Wed Oct 31, 2018 7:20 am
- Forum: Ideas and Suggestions
- Topic: Hold to fill in blueprint from inventory
- Replies: 3
- Views: 5857
Re: Hold to fill in blueprint from inventory
This idea is old. Several years old.
It was mentioned many times that the game needs early game blueprinting capabilities preceding bots.
Even I did a similar suggestion once (mostly all oldschool factorians did)
Early game blueprint placement - PACK
Other topics are plentiful
It was mentioned many times that the game needs early game blueprinting capabilities preceding bots.
Even I did a similar suggestion once (mostly all oldschool factorians did)
Early game blueprint placement - PACK
Other topics are plentiful
- Wed Oct 31, 2018 7:08 am
- Forum: Ideas and Suggestions
- Topic: Disable a rail piece
- Replies: 17
- Views: 3578
Re: Disable a rail piece
There is an option to add functionality to a signal to add pathfinding penalty to it. While not totally preventing this path from being considered it will then be considered last for example. I know no situation when I would want to totally disable a path in automatic mode (eg not reconstructing rai...