Search found 193 matches

by FasterJump
Fri Jul 31, 2020 9:46 am
Forum: Minor issues
Topic: [0.17.43] Weird corner pipe hitboxes
Replies: 10
Views: 3040

Re: [0.17.43] Weird corner pipe hitboxes

I just ran into the same problem, I don't remember having this problem in 1.16...

I would suggest a simple fix that shouldn't break anything: Instead of reducing pipes hitbox, why not reduce only underground pipes hitbox?
by FasterJump
Fri Jul 31, 2020 8:48 am
Forum: Releases
Topic: Version 0.18.37
Replies: 33
Views: 17839

Re: Version 0.18.37

I love this new blueprint library, but I just have few comments: -I though that "Select new content" for a blueprint was to add new content, not to replace current content by new content. -I tried to press C to cancel it... But this is not a cancel button... I suggest: -Rename the "Se...
by FasterJump
Sat Jul 25, 2020 8:27 am
Forum: News
Topic: Friday Facts #357 - Nuke
Replies: 96
Views: 44715

Re: Friday Facts #357 - Nuke

Very excited about the blueprint grid. Mirroring blueprint would be great. I often have to open my browser and go to this specific third party tool to mirror my blueprint, having it ingame (Ctrl-C, Ctrl-M) would be easier. But if I remember correctly, this suggestion has been rejected in the past be...
by FasterJump
Sat May 30, 2020 3:25 am
Forum: News
Topic: Friday Facts #349 - The 1.0 plan
Replies: 59
Views: 30290

Re: Friday Facts #349 - The 1.0 plan

Hype for a new updated trailer! The current trailer is amazing, even with old graphics. It looks row, mechanical. We can feel the brute force of logistic and automation. Do you plan to change it entirety? If it's too polished (like with too smooth camera moves, or map too big), it might not be as go...
by FasterJump
Sat Apr 18, 2020 12:34 am
Forum: News
Topic: Friday Facts #343 - Environmental particle effects
Replies: 51
Views: 21433

Re: Friday Facts #343 - Environmental particle effects

You don't have to respawn the vegetation every tick. You could apply the calculation just once every "day", I think it would be barely noticeable.
by FasterJump
Sat Feb 01, 2020 3:34 am
Forum: Show your Creations
Topic: [0.16] / [0.18] My 1000 science per minute casual "megabase"
Replies: 10
Views: 22491

Re: [0.16] My 1000 science per minute casual "megabase"

Hi there, with the speed change of belts in [0.17+], blue belts move 45 items/sec now instead of 40 in [0.16]. This improved throughput creates the new challenge of supplying fully compressed belts of items. To creates new blueprints, I used a custom set of rules and objectives: • Production of full...
by FasterJump
Sun Jan 26, 2020 1:10 am
Forum: News
Topic: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
Replies: 142
Views: 62519

Re: Friday Facts #331 - 0.18.0 release & Train pathfinder changes

Could we have a clarification on the fluids mechanics in a further FFF? A lot of things were announced if previous FFF, and it seems that almost everything is cancelled. What is going to happens to fluids now that Dominik, the author of FFF#260 - New fluid system has left the team? About the Campaig...
by FasterJump
Wed Jan 22, 2020 4:17 am
Forum: Releases
Topic: Version 0.18.0
Replies: 87
Views: 76967

Re: Version 0.18.0

Thanks for the water, trees, fixed color (+sliders), Inserter/belt performance, heat pipe performance, fluid pipe performance (even though I'm a bit confused about what is already updated, what will be updated soon/later/never) Can't wait to get in the game again! I also wanted to raise the issue of...
by FasterJump
Fri Dec 13, 2019 10:28 pm
Forum: News
Topic: Friday Facts #325 - New Explosions and Particles
Replies: 54
Views: 23982

Re: Friday Facts #325 - New Explosions and Particles

All of this looks very good to me. It helps with the feeling interacting with the terrain and entities. Although some previous comments makes a point, just remember that destruction doesn't happens often in an average game. All those new graphics, even if not perfect yet, looks good enough to me. In...
by FasterJump
Sat Nov 23, 2019 2:26 am
Forum: News
Topic: Friday Facts #322 - New Particle system
Replies: 58
Views: 29272

Re: Friday Facts #322 - New Particle system

Always happy to read your FFF. The 3 things I'm waiting for to continue playing: -Color update -New UI (at least character inventory menu, and others very used menus) -Fluid improvement Anyone knows when each of those could be ready? (few weeks / few months) Also, what have been updated yet with the...
by FasterJump
Thu Nov 21, 2019 9:59 am
Forum: General discussion
Topic: Does anyone else build multiple quad Nuclear Reactors rather than one big one?
Replies: 35
Views: 11048

Re: Do anyone else build multiple quad Nuclear Reactors rather than one big one?

[...] Tileable reactor: reactor.png So I'm not the only one to use tileable nuclear setups. It's very similar to the one I built in my 1rpm base. In my thread you can find the blueprint for the "head" (the controller with very simple circuits) and the "body" parts (2x2). Pros: b...
by FasterJump
Wed Nov 20, 2019 4:06 am
Forum: News
Topic: Friday Facts #320 - Color correction
Replies: 202
Views: 73927

Re: Friday Facts #320 - Color correction

Thank you, this change is very welcomed. Before, I was forced to increase my monitor luminosity to 100% to have a clear view of my character's surroundings.

This change is not only graphical. For me, it's readability and it prevents headaches.

When will this change be effective?
by FasterJump
Tue Apr 30, 2019 11:33 pm
Forum: General discussion
Topic: Forts or walls
Replies: 28
Views: 8762

Re: Forts or walls

I don't use outposts and I don't use much walls. I just add laser towers in my rail pattern. Rail_.png 0eNqV111vgjAUBuD/cq7B0PKl/IzdLssC2rgmfKWUZcbw31fQqdsafM+VQe3Toz2HvJypqkfVG91aKs6k9107UPF6pkEf27Ke37OnXlFB2qqGAmrLZr4ypa5pCki3B/VFhZiCp0vqclAmtKMxyj4sldNbQKq12mp12Xq5OL23Y1Mp4+ybMFi37fHDhsvuAfXd4FZ1...
by FasterJump
Wed Mar 13, 2019 10:15 pm
Forum: General discussion
Topic: Productivity module issue
Replies: 5
Views: 2050

Re: Productivity module issue

Why not buff the productivity by 0.001%?

Productivity module 1: 4% bonus becomes 4.00004% bonus
Productivity module 3: 10% bonus becomes 10.00010% bonus
4x Productivity module 3: 40% bonus becomes 40.00040% bonus
by FasterJump
Wed Mar 13, 2019 9:59 pm
Forum: General discussion
Topic: [Poll] Battery graphics in 0.17
Replies: 19
Views: 5037

Re: [Poll] Battery graphics in 0.17

I think it's more difficult to see the batteries in a base. Check this screenshot, can you spot the battery lane as fast as you can spot the iron/copper/... lanes? belts_stuff2.png Maybe the problem is that the batteries (and the solid fuel by the way, is it a placeholder graphics?) have roughly the...
by FasterJump
Wed Mar 13, 2019 12:23 pm
Forum: General discussion
Topic: [Poll] Battery graphics in 0.17
Replies: 19
Views: 5037

[Poll] Battery graphics in 0.17

Nine month ago, the battery graphics was changed in 0.16.51 . Some people reacted to it because they didn't like the change. I would like to ask the players today: are you happy with the current battery design? Please vote without being influenced by other people's posts. You still can change your v...
by FasterJump
Mon Mar 11, 2019 10:21 pm
Forum: Releases
Topic: Version 0.17.10
Replies: 18
Views: 14631

Re: Version 0.17.10

Changes Changed landfilling result to be tile called "landfill" instead of tile called "grass-1". It looks the same for now, but it solves some unexpected behaviour. We might give it a custom graphics later on. (https://forums.factorio.com/67282) Existing blueprints containing &...
by FasterJump
Tue Mar 05, 2019 11:04 pm
Forum: Not a bug
Topic: [0.17.4] Belt Immunity always consume energy
Replies: 1
Views: 515

[0.17.4] Belt Immunity always consume energy

I saw that the belt immunity module still consume energy, even when I am not standing on a belt. I would expect that it consume energy only when standing on a belt, to compensate the movement. Others module items like exoskeleton, personal laser defense, shields and portable roboports only consume e...
by FasterJump
Thu Feb 28, 2019 1:11 am
Forum: Resolved Problems and Bugs
Topic: [0.17.1] There is inconsistency in research order
Replies: 6
Views: 4014

Re: [0.17.1] There is inconsistency in research order

:lol: :lol: :lol:
Anyway I think pickaxe and belt immulity images are probably placeholders and should be updated later
by FasterJump
Wed Feb 27, 2019 12:44 pm
Forum: Implemented Suggestions
Topic: [0.17.1] intro too hard
Replies: 104
Views: 33712

Re: [0.17.1] intro too hard

When I reach 65% of the research, I noticed that my ammo production was too low. I shut down all my base except ammo production. I produced ammo for 30 min but I produced exactly as much as I consumed. The pollution didn't drop at all. I managed to win by rushing the end of the research as biters br...

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