Search found 100 matches
- Wed Apr 12, 2017 1:18 am
- Forum: News
- Topic: Friday Facts #185 - Progress report
- Replies: 93
- Views: 48601
Re: Friday Facts #185 - Progress report
Regarding this: / IMG To be honest, when I first saw this image without reading the text beforehand, i thought you made the terrain look like died out (grey and just dead) where theres oily machinery nearby. A Reactive Environment is certainly one step closer to more drastic variations in terrain -...
- Fri Mar 31, 2017 6:38 pm
- Forum: News
- Topic: Friday Facts #183 - Aiming for the release date
- Replies: 145
- Views: 69266
Re: Friday Facts #183 - Aiming for the release date
Some thoughts after reading the conversation between factoriouzr and Harkonnen. I haven't played many games, just really long ones but I can see where not having the full benefits of blueprint early-ish game would get tiresome really quickly. If blueprints (from the sound of it) are going to be inte...
- Fri Mar 31, 2017 1:08 am
- Forum: News
- Topic: Friday Facts #183 - Aiming for the release date
- Replies: 145
- Views: 69266
Re: Friday Facts #183 - Aiming for the release date
For those with issues pasting really large blueprints, I find using this or a larger number works well "/c game.player.zoom = 0.15". Easy enough to still see where blueprints overlap over preexisting buildings if lining things up. (reminder that it stops achievements)
- Fri Mar 31, 2017 12:55 am
- Forum: News
- Topic: Friday Facts #183 - Aiming for the release date
- Replies: 145
- Views: 69266
Re: Friday Facts #183 - Aiming for the release date
Some thoughts Add a prefix option to Station Names Just started using combinators to create easy to see percentages of my ore buffers via map/normal view (smart display mod) and realised how useful it would be to include a solution to this on the actual stations on outposts in vanilla! It wouldn't c...
- Sun Mar 12, 2017 10:51 pm
- Forum: Mods
- Topic: [MOD 0.13] Progressive running
- Replies: 50
- Views: 22921
Re: [MOD 0.13] Progressive running
I find that 90% of the time I want to use my default (modded) super fast running speed (especially when attacking bases) - without progressively speeding up. I don't want to start at a slow pace again each time I stop holding down that key movement key. But when implementing changes within a factory...
- Tue Mar 07, 2017 9:41 pm
- Forum: News
- Topic: Friday Facts #180 - Map interaction
- Replies: 161
- Views: 67196
Re: Friday Facts #180 - Map interaction
Best FFF in a while, I am very enthusiastic about anything related to information aesthetics/graphics and I feel the map is an area that has been lacking and would really benefit from some revamps both in supplying a lot more useful information and adding new ways to interact - all to greatly increa...
- Mon Dec 19, 2016 3:09 am
- Forum: Mods
- Topic: [MOD 0.15] Satellite Uplink Station 1.1.1
- Replies: 106
- Views: 96669
Re: [MOD 0.14] Satellite Uplink Station 1.0.6
Navigation Speed, Map integration I just started playing with this today and can certainly see advantages compared to other mods that let you manipulate remote viewing. The major disadvantage/frustration I have with this mod is it takes sooo long to navigate between points in a large map. In my opin...
- Fri Sep 02, 2016 8:10 pm
- Forum: News
- Topic: Friday facts #154 - Challenge us
- Replies: 61
- Views: 30043
Re: Friday facts #154 - Challenge us
Can hardly wait for the hi res update. My only concern is what specs this update is going to require -- and if my computer will be able to run it. On testing WaiTex, the fps slowed to an unplayable level.. sooo, although super excited, it may not be possible to actually use it .
- Tue Aug 30, 2016 12:07 am
- Forum: Releases
- Topic: Version 0.14.1
- Replies: 21
- Views: 23833
Re: Version 0.14.1
I'm glad that someone mentioned the Steam beta status was reset - hadnt played in a while and noticed my steam version had been reset to "NONE-Opt out of all beta's". No problems changing it but still was not expected.
- Tue Aug 16, 2016 4:12 am
- Forum: Mods
- Topic: [MOD 0.13] Score Extended - rocket score replacement
- Replies: 94
- Views: 36849
Re: [MOD 0.13] Score Extended - rocket score replacement
Just installed. Wow, this mod is awesome. Two things I love about it the most. 1 Hides the rockets launched window - I like to know how many I launched but seriously, with a lot of mod windows open, it was always in the way -- so this is awesome plus the autohide! 2 The auto launch. I am always? get...
- Fri Aug 05, 2016 1:02 am
- Forum: Releases
- Topic: Version 0.13.12
- Replies: 43
- Views: 26084
Re: Version 0.13.12
I STILL have not found a fix for the screen tearing from this release (I have a Radeon R9 200 series, drivers are fully updated). Removing the Vsync totally ruined this game for me. I can revert back to .13.11 and play, but then I cannot play with friends on their server. So, I am presented with tw...
- Sun Jul 31, 2016 2:14 am
- Forum: Releases
- Topic: Version 0.13.12
- Replies: 43
- Views: 26084
Re: Version 0.13.12
I was shocked to find this also happened to me just as described. I'm still unsure why it was disabled in the first place. IMO: In its current state this makes the game unplayable. A WORK AROUND So after failing to find a force v-sync option for my hardware (I'm using the new Radeon Settings/advance...
- Mon Jul 18, 2016 5:45 am
- Forum: Won't fix.
- Topic: [0.13.9] Possible to get stuck in walls
- Replies: 6
- Views: 2357
[0.13.9] Possible to get stuck in walls
Although perhaps rare, its possible to get stuck between walls if centered with the wall to be placed and have pushed up against it. Its also possible to not get stuck and be able to walk away from being inbetween walls. Factorio_Bug-StuckInWalls.jpg 1. centered along wall 2. wall cant be placed abo...
- Fri Jul 15, 2016 1:23 pm
- Forum: Ideas and Suggestions
- Topic: Expeditionary Tank
- Replies: 8
- Views: 3870
Re: Expeditionary Tank
I second this, The tank as well as some other components in vanilla have always felt too weak later game.. which means I often don't bother to craft them at all. A change to fix one of these problem items is now finally the flamethrower which I found used to be useless - but (post 0.13) I often use ...
- Thu Jul 14, 2016 12:31 pm
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 999360
Re: Factorio Roadmap for 0.12 + 0.13
Awesome ideas guys, thanks for the inspiration. In a related post (https://forums.factorio.com/viewtopic.php?f=6&t=28545&p=184238#p184238), I wrote about some ideas based on enhancements (partly related to the recent posts above), which I very honestly can imagine being included into the rea...
- Thu Jul 14, 2016 12:24 pm
- Forum: Ideas and Suggestions
- Topic: Customize your map (M/minimap, not map generation)
- Replies: 7
- Views: 3546
Re: Customize your map (M/minimap, not map generation)
MAP CONCEPTS You guys have some great ideas. Map enhancements have always been something I have craved (additional features/control) in map view. Also, as someone who has mild colour blindness, I imagine custom control over map colours would be advantageous to me. PART 1 Map view - think in terms o...
- Mon Jul 11, 2016 3:58 pm
- Forum: Ideas and Suggestions
- Topic: [0.13] Mining Lock-In
- Replies: 3
- Views: 1304
Re: [0.13] Mining Lock-In
How much do you mine and needs to change mining target? I always run for drills to do everything without me working, so I don't need such features and I believe many others too. It would be useful, but there are more important things and this wouldn't be used often I guess. Its mainly for early gam...
- Mon Jul 11, 2016 3:44 pm
- Forum: Won't fix.
- Topic: [0.13.6] alt+tab doesn't work while factorio is loading
- Replies: 10
- Views: 3774
Re: [0.13.6] alt+tab doesn't work while factorio is loading
*Edit - OK, slightly different ... but similar enough to combine with this thread? I'm still testing whether Alt+Tab actually seems to fail for me like stated above I have a bad habit of being impatient when games load so always Alt+Tab immediately after launching most games.. With Factorio this has...
- Mon Jul 11, 2016 3:35 pm
- Forum: Ideas and Suggestions
- Topic: [0.13] Mining Lock-In
- Replies: 3
- Views: 1304
[0.13] Mining Lock-In
I am sure I have seen this or something similar suggested before but can't find the reference... I just started a new game (where obviously efficiency is more important because everything takes so long -- including Mining) and I realised how useful it would be to have the mining Lock In to whatever ...
- Mon Jul 11, 2016 2:55 pm
- Forum: Releases
- Topic: Version 0.13.7
- Replies: 38
- Views: 26568
Re: Version 0.13.7
As always, Awesome work guys, loving the updates!!
Great to see "Holding the "drop item" key will keep dropping items." was implemented, as it will make testing setups and potential bugs by manually dropping a steam of items much easier - thanks!
Great to see "Holding the "drop item" key will keep dropping items." was implemented, as it will make testing setups and potential bugs by manually dropping a steam of items much easier - thanks!