Search found 282 matches
- Fri Mar 13, 2020 3:47 pm
- Forum: News
- Topic: Friday Facts #338 - The (real) Character GUI
- Replies: 89
- Views: 29474
Re: Friday Facts #338 - The (real) Character GUI
I love you platonically.
- Sat Feb 29, 2020 1:19 pm
- Forum: News
- Topic: Friday Facts #336 - Offshore pump redesign
- Replies: 51
- Views: 14062
Re: Friday Facts #336 - Offshore pump redesign
Nice design, hoped for burner offshore pump tho. There usually are mods for everything. With some luck , you can find one for this, too. ;.) Still, having a mod is not an excuse to have gaps in the base game. You could say this not a big deal because you don't have that many offshore pumps anyway. ...
- Fri Feb 21, 2020 5:58 pm
- Forum: News
- Topic: Friday Facts #335 - Scenario changes, Damage effect filtering
- Replies: 57
- Views: 14507
Re: Friday Facts #335 - Scenario changes, Damage effect filtering
You could also limit the number of particles per amount of damage done.
Particles would double as damage indicator, then.
Particles would double as damage indicator, then.
- Thu Feb 20, 2020 9:44 pm
- Forum: Ideas and Suggestions
- Topic: Set chain signals to red via circuit network
- Replies: 93
- Views: 14751
Re: Set chain signals to red via circuit network
wrong - I can throw red paint on that mirror and not see anything. Nice analogy. So, couldn't you change chain signals to relay the state of signals ahead only where they are not blocked by circuit? Allow to cover the mirror with a red curtain? EDIT: Or I guess, from a technical point of view, it c...
- Sat Feb 08, 2020 8:43 pm
- Forum: Ideas and Suggestions
- Topic: Set chain signals to red via circuit network
- Replies: 93
- Views: 14751
Re: Set chain signals to red via circuit network
Sorry but I have to disagree with pretty much everything you've just written. Honestly, it looks like you looking for excuse for why this feature shouldn't be implemented. Yes that would be a useful example. But your solution is too straight forward: you can imitate the chain signal here with a circ...
- Fri Jan 31, 2020 11:39 pm
- Forum: News
- Topic: Friday Facts #332 - More sounds & Map color tweaks
- Replies: 53
- Views: 13852
Re: Friday Facts #332 - More sounds & Map color tweaks
I like the new red and blue belt sounds. The yellow one sounds more like a computer fan than such a big mechanical contraption. I would add some clatter of metal parts or some screeching. (Although, screeching would probably be too annoying.) I really like the idea that blue belt is so silent. I mea...
- Sun Jan 19, 2020 3:19 pm
- Forum: Ideas and Suggestions
- Topic: Allow the "Q" picker over the "Crafting" items to select a ghost
- Replies: 15
- Views: 1872
Re: Allow the "Q" picker over the "Crafting" items to select a ghost
I support this notion!
- Sat Jan 18, 2020 8:49 pm
- Forum: News
- Topic: Friday Facts #327 - 2020 Vision
- Replies: 128
- Views: 32528
Re: Friday Facts #327 - 2020 Vision
I've just got the joke from the title.
WOW I'm fast!

WOW I'm fast!

- Sat Jan 18, 2020 8:00 pm
- Forum: Outdated/Not implemented
- Topic: Electric network cable connections saved in the blueprint
- Replies: 47
- Views: 12549
Re: Electric network cable connections saved in the blueprint
This isn't going to happen. It simply doesn't work as anyone imagines it would. If a blueprint saved the connections when it was created when you built it, it would literally never connect to your existing network(s) because it was not connected to any of them when it was created. The idea is that ...
- Fri Jan 17, 2020 10:40 pm
- Forum: News
- Topic: Friday Facts #330 - Main menu and File Share Shenanigans
- Replies: 94
- Views: 22946
Re: Friday Facts #330 - Main menu and File Share Shenanigans
Personally, I think there should be two continue buttons for single- and multi- player. It is quite common to switch between these two modes. E.g. if you friend calls it a day and you want to play some more or if you just loading single-player for a moment to check something. Also, do you already ha...
- Mon Jan 13, 2020 8:28 pm
- Forum: News
- Topic: Friday Facts #329 - Campaign reassessment
- Replies: 78
- Views: 20058
Re: Friday Facts #329 - Campaign reassessment
I would like to play expanding map campaign just because it is something new and it would be fun to try it.
I wanted to write more but I'm too lazy.
I wanted to write more but I'm too lazy.
- Sun Dec 15, 2019 2:40 pm
- Forum: News
- Topic: Friday Facts #325 - New Explosions and Particles
- Replies: 54
- Views: 15231
Re: Friday Facts #325 - New Explosions and Particles
I'd like to say a word regarding randomized 'hit' particle on entity damage. Particles should really have a tendency to show up closer to entity sides that are closest to the source of incoming damage. I hope this won't be that much of an overcomplication in big O terms in exchange for tidier, more...
- Fri Dec 13, 2019 5:05 pm
- Forum: News
- Topic: Friday Facts #325 - New Explosions and Particles
- Replies: 54
- Views: 15231
Re: Friday Facts #325 - New Explosions and Particles
This particle box on the roboport makes it look like the character has Parkinson's disease.
- Sat Nov 09, 2019 11:19 am
- Forum: News
- Topic: Friday Facts #320 - Color correction
- Replies: 202
- Views: 45145
Re: Friday Facts #320 - Color correction
Yay! Factorio isn't monochrome anymore! I was waiting for this for a long time.
Now we only need some more upbeat music and maybe I won't require antidepressants anymore while playing.
Now we only need some more upbeat music and maybe I won't require antidepressants anymore while playing.
- Sun Sep 29, 2019 11:42 pm
- Forum: News
- Topic: Friday Facts #314 - 0.17 stable
- Replies: 105
- Views: 30542
Re: Friday Facts #314 - 0.17 stable
While I generally like being challenged, it strongly depends on the type of the challenge. We need to draw the line between a demanding task and a tedious one. You don't want your game to be tedious (or at least I assume so). For example having to design you nuclear power plants in a way that will p...
- Fri Sep 27, 2019 4:21 pm
- Forum: News
- Topic: Friday Facts #314 - 0.17 stable
- Replies: 105
- Views: 30542
Re: Friday Facts #314 - 0.17 stable
"Debugging is like being the detective in a crime movie where you are also the murderer and the victim."
- Fri Sep 20, 2019 8:18 pm
- Forum: News
- Topic: Friday Facts #313 - Light at the end of the bug tunnel
- Replies: 58
- Views: 16637
Re: Friday Facts #313 - Light at the end of the bug tunnel
My first thought after reading the title:


- Sun Aug 11, 2019 11:00 am
- Forum: Modding help
- Topic: Changelog tutorial
- Replies: 111
- Views: 28518
Re: Changelog tutorial
Anyway, the gist of the other thread is this: It's OK to apply very strict rules if you tell people what the rules are. In the beginning, the rules were too strict and undocumented. The developers won't ease the rules, but we have been promised that documentation will be improved. It's only OK to a...
- Sun Aug 11, 2019 12:34 am
- Forum: Modding help
- Topic: Changelog tutorial
- Replies: 111
- Views: 28518
Re: Changelog tutorial
This syntax is reaching a whole new, unknown before levels of being too strict. Why can't the parser just use some simple regexes to make things easier for modders if not actual game programmers of the game. I've written 6 simple regexes which would be fully compatible with the current syntax but el...
- Sun May 26, 2019 2:00 am
- Forum: News
- Topic: Friday Facts #296 - All kinds of bugs
- Replies: 58
- Views: 18315
Re: Friday Facts #296 - All kinds of bugs
NPE = Null Pointer Exception. In Java (and other Java Virtual Machine languages like Groovy, Scala, and Kotlin), there is a NullPointerException that is thrown when the object is null and you are trying to access a value/property or call a function on it. In C# (and other languages that run on the ...