Search found 870 matches
- Fri Dec 14, 2018 3:53 pm
- Forum: News
- Topic: Friday Facts #273 - Cutscene controller & Localisation plan
- Replies: 79
- Views: 50031
Re: Friday Facts #273 - Cutscene controller & Localisation plan
Why does the rail clock clear all segments on transition and not only this needed to be cleared?
There is plently room for optimisationalso as the transitions take ages.
Because it's much easier that way.
Feel free to send a pr when 0.17 is out :v
I don’t know how difficult is to translate ...
- Thu Dec 13, 2018 12:29 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 356652
Re: Friday Facts #266 - Cleanup of mechanics
It is unfortunate reality of early access games - you might see the game as something else than what developers see it as and end up being disappointed when the development progresses and the game gets closer to vision of developers rather than what you have thought it is going to be. So I feel ...
- Wed Dec 12, 2018 7:19 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1445814
Re: [0.16] Sea Block Pack 0.2.17
(bad english)
Good modpack, because hard.
Some notes:
1. Techonology "Blue chest" requere yellow and pink flasks. But this flask is high tiers. Available in end game. But middle game very needs blue chests. I long time manualy created pink and gold flask. Only for this technology.
2. May be add ...
- Sat Dec 08, 2018 3:07 pm
- Forum: News
- Topic: Friday Facts #272 - Mod GUI
- Replies: 78
- Views: 49941
Re: Friday Facts #272 - Mod GUI
I hope that you will tie the mod also to the saves.....
I ply currently with some mods, but when i want to do the Lazy-Bastard-mod i need to start a clean game without any mods (which is just fine)
But when i want to switch back to my 'usual' save-game i need to remember all the used mod ...
- Fri Dec 07, 2018 7:27 pm
- Forum: News
- Topic: Friday Facts #272 - Mod GUI
- Replies: 78
- Views: 49941
Re: Friday Facts #272 - Mod GUI
I hope that you will tie the mod also to the saves.....
I ply currently with some mods, but when i want to do the Lazy-Bastard-mod i need to start a clean game without any mods (which is just fine)
But when i want to switch back to my 'usual' save-game i need to remember all the used mod and ...
- Fri Dec 07, 2018 12:22 pm
- Forum: News
- Topic: Friday Facts #272 - Mod GUI
- Replies: 78
- Views: 49941
Re: Friday Facts #272 - Mod GUI
Do i understand correctly from mockup, that dependcies are clickable links, which will take me to dependency mod?
i still miss option to download dependencies automatically, tho'.
but i like new interface, not sure how it look on small display tho'. (like those hdready notebook displays wtih ...
i still miss option to download dependencies automatically, tho'.
but i like new interface, not sure how it look on small display tho'. (like those hdready notebook displays wtih ...
- Wed Nov 28, 2018 9:11 pm
- Forum: Technical Help
- Topic: Adjusting Mod Startup Settings in Headless Server
- Replies: 5
- Views: 11287
Re: Adjusting Mod Startup Settings in Headless Server
So there is no way to adjust startup settings without writing our own .dat parser, or figuring out how to use the proof-of-concept?
That is unfortunate, but thank you.
Not tested, but I think you could probably adjust the settings on a normal (ie GUI) single player client, then just copy ...
- Tue Nov 27, 2018 8:01 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3804
- Views: 2309681
Re: Development and Discussion
while such idea is appealing, and even will make sense, such linear scaling will not make much sense, also there is issue with graphic, just enlarged classic assembler to 6x6 will look fugly. (and i don't think about pixelating, if you use lowres sprite, i'm talking about fact, that current ...
- Tue Nov 27, 2018 12:15 am
- Forum: News
- Topic: Friday Facts #270 - HR Substation & Save/Load overview
- Replies: 99
- Views: 60780
Re: Friday Facts #270 - HR Substation & Save/Load overview
if you can make it before HL3 is out, it will be niceposila wrote: Mon Nov 26, 2018 8:40 pmSoon. Sign up for closed alpha access: https://www.satisfactorygame.com/ (or play now? https://store.steampowered.com/app/2542 ... t_Evolved/)
- Mon Nov 26, 2018 8:36 pm
- Forum: News
- Topic: Friday Facts #270 - HR Substation & Save/Load overview
- Replies: 99
- Views: 60780
Re: Friday Facts #270 - HR Substation & Save/Load overview
:o I hope I didn't give you any new ideas. I mean I think it could probably be done. What the operating system is doing during COW is not much more than a simple memory copy. If you do that manually you should be more efficient. You'd just have to use an allocator for everything relevant for the ...
- Mon Nov 26, 2018 1:13 pm
- Forum: Implemented Suggestions
- Topic: New types of rails (curves, s-curves ...)
- Replies: 30
- Views: 32785
Re: New types of rails (curves, s-curves ...)
If there will be z axis then not just land bridges (for crossings) will be possible, but also tunels. I enjoyed that a lot in transport tycoon, i will not work with fake elevation we have now, tho’. Although, since we have ug belts, why not ug rails? :)
Tunnels are different than bridges ...
- Mon Nov 26, 2018 1:11 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3804
- Views: 2309681
Re: Development and Discussion
I will probably re-invent the ingredient limit but more for the purpose of assembling machine of different size and speed, so you can produce stuff but you have to choose specific machines to do so. But it will be a buttload of work because I have to manually adjust crafting categories for ...
- Sun Nov 25, 2018 7:09 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3804
- Views: 2309681
Re: Development and Discussion
I will probably re-invent the ingredient limit but more for the purpose of assembling machine of different size and speed, so you can produce stuff but you have to choose specific machines to do so. But it will be a buttload of work because I have to manually adjust crafting categories for all ...
- Sun Nov 25, 2018 1:55 pm
- Forum: Implemented Suggestions
- Topic: New types of rails (curves, s-curves ...)
- Replies: 30
- Views: 32785
Re: New types of rails (curves, s-curves ...)
If there will be z axis then not just land bridges (for crossings) will be possible, but also tunels. I enjoyed that a lot in transport tycoon, i will not work with fake elevation we have now, tho’. Although, since we have ug belts, why not ug rails? 
- Sun Nov 25, 2018 12:02 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3804
- Views: 2309681
Re: Development and Discussion
I will probably re-invent the ingredient limit but more for the purpose of assembling machine of different size and speed, so you can produce stuff but you have to choose specific machines to do so. But it will be a buttload of work because I have to manually adjust crafting categories for all ...
- Sat Nov 24, 2018 6:02 pm
- Forum: News
- Topic: Friday Facts #270 - HR Substation & Save/Load overview
- Replies: 99
- Views: 60780
Re: Friday Facts #270 - HR Substation & Save/Load overview
dear Factorio Team,
I feel it is very fair and considerate of you to make migration of saves from previous versions possible. I think that considerations in this go a long way with people who played and supported the game from the beginning. I only ever joined at version 0.16.39 so when version 0 ...
- Fri Nov 23, 2018 7:59 pm
- Forum: News
- Topic: Friday Facts #270 - HR Substation & Save/Load overview
- Replies: 99
- Views: 60780
Re: Friday Facts #270 - HR Substation & Save/Load overview
tbh, i like old substation more, this one looks like bunker with pole, old one, looked like pole with capacitors, but at least you got impression of central energy point, from bunker, you don't get that feeling.
i would not mind pole sticking from transformer block, or pole with ground connections ...
i would not mind pole sticking from transformer block, or pole with ground connections ...
- Wed Nov 21, 2018 6:36 pm
- Forum: News
- Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
- Replies: 192
- Views: 130582
Re: Friday Facts #269 - Roadmap update & Transport belt perspective
all green, it's OKyblondinca wrote: Wed Nov 21, 2018 4:50 pm So now we have green circuits mixed on our uranium belt. Great job devs *twitch* lol
gross.jpg
- Wed Nov 21, 2018 1:14 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.51] Factorio fulscreen windows doesn't upsize when moving between displays with different resolution
- Replies: 12
- Views: 7485
Re: [0.16.51] Factorio fulscreen windows doesn't upsize when moving between displays with different resolution
this is weird, diablo 3 resize works for me both ways (UHD connected to 1050Ti, FHD - actually 1920x1200 - connected to onboard gpu).
i reported when there was that issue with having "empty" space from windows toolbar, after move ...
anyways, blizzard games support doesn't bellong here :mrgreen ...
i reported when there was that issue with having "empty" space from windows toolbar, after move ...
anyways, blizzard games support doesn't bellong here :mrgreen ...
- Wed Nov 21, 2018 12:11 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.51] Factorio fulscreen windows doesn't upsize when moving between displays with different resolution
- Replies: 12
- Views: 7485
Re: [0.16.51] Factorio fulscreen windows doesn't upsize when moving between displays with different resolution
hmm, i will send ticket to blizzard, have not played SC2 for a while.
i know, they fixed it for diablo, like year ago or so (before necro came out).
i know, they fixed it for diablo, like year ago or so (before necro came out).