Search found 360 matches
- Fri May 29, 2020 1:32 pm
- Forum: Implemented Suggestions
- Topic: Download mods when joining servers automatically
- Replies: 10
- Views: 7605
Re: Download mods when joining servers automatically
oh brother a 2 year old comment being quoted, yes i know factorio has automatic mod syncing now and it was sorely needed, makes joining a modded game so much better now.
- Thu Apr 30, 2020 10:39 pm
- Forum: Releases
- Topic: Version 0.18.22
- Replies: 71
- Views: 36944
Re: Version 0.18.22
being on experimental and with the prep for a 1.0 release, expect changes that are going to break mods and change things that would previously have a full version update to change. v18 has already seen alot of mods break because of changes and modifications, expect this to continue as the devs clean...
- Fri Apr 24, 2020 5:57 pm
- Forum: News
- Topic: Friday Facts #344 - Tile transition collisions & Team Steelaxe speedrun record
- Replies: 59
- Views: 27778
Re: Friday Facts #344 - Tile transition collisions & Team Steelaxe speedrun record.
oh my anyone complaining about wanting their money back from it being too short, isn't playing it very well. as you so eloquently put it, it took 200 hours of planning to get that 1:15:21 speed run. that in and of it's self an quite a accomplishment, congratulations. as for the biters being able to ...
- Fri Apr 10, 2020 9:10 pm
- Forum: News
- Topic: Friday Facts #342 - The new old tutorial
- Replies: 38
- Views: 18319
Re: Friday Facts #342 - The new old tutorial
sad to see that all the hard work on the NPE is just going to be removed from the game, it would be nice if in some fashion it could remain in the game. perhaps it will be picked up by a mod, i recommend that the assets remain in the game so as to make the NPE re-add-able. although the custom assemb...
- Fri Mar 27, 2020 9:16 pm
- Forum: News
- Topic: Friday Facts #340 - Deep desyncs
- Replies: 82
- Views: 44814
Re: Friday Facts #340 - Deep desyncs
More NEW official content please, not just bugfixes for mods... We're done with new features. What's left is bug fixes, GUI work, high resolution sprites and icons. i believe this means that only bug fixes and some cosmetic work until 1.0 release, additional content will be relegated to mods, and a...
- Fri Feb 28, 2020 10:37 pm
- Forum: News
- Topic: Friday Facts #336 - Offshore pump redesign
- Replies: 51
- Views: 23688
Re: Friday Facts #336 - Offshore pump redesign
the look of the new pump is fine, imo the old pump was fine till the terrain changes then it looked like it was pumping off land if you looked at it with minimal water tiles, and once landfilled over they really looked weird. as for making them use power, or burn coal, i think the same reason they h...
- Sat Feb 22, 2020 12:54 am
- Forum: News
- Topic: Friday Facts #335 - Scenario changes, Damage effect filtering
- Replies: 57
- Views: 25953
Re: Friday Facts #335 - Scenario changes, Damage effect filtering
interesting DOT every 10 ticks instead of every, that should render a decent performance net. however if particle effects are affecting performance delta at such a rate, perhaps cutting their generation by a margin that is configurable by the user could be optional, personally i could use half or on...
- Wed Feb 19, 2020 12:59 am
- Forum: Releases
- Topic: Version 0.18.7
- Replies: 39
- Views: 21596
Re: Version 0.18.7
RE: new sounds I will revisit this again once all the new sounds have been worked out. but there is still a lot of work that needs adjusting as far as my experience has been, the offshore pumps are overly loud, the nuke heat pipes are also too loud, the assemblers are very mute, the belts are static...
- Fri Feb 14, 2020 5:24 pm
- Forum: News
- Topic: Friday Facts #334 - New poison cloud animation, flying robot dying effect
- Replies: 57
- Views: 28212
Re: Friday Facts #334 - New poison cloud animation, flying robot dying effect
humm poison is going from a cloud of radioactive green to a cotton candy blue, i would suggest that it remain the radioactive green color, for anyone that has played killingfloor2 their healing cloud is blue and the poison is green, i realize that is a small detail, but sharing my feedback.
- Tue Jan 28, 2020 8:03 pm
- Forum: Mods
- Topic: [MOD 0.15.x] Mining Space Industries
- Replies: 184
- Views: 85360
Re: [MOD 0.15.x] Mining Space Industries
hello, i was playing in 18.0 and 18.1 and the mod was working fine, but now in 18.2 on load giving error: Mods to disable:Failed to load mods: __Mining-Space-Industries__/data.lua:10: __Mining-Space-Industries__/prototypes/robots.lua:121: attempt to call global 'flying_robot_sounds' (a nil value) st...
- Fri Jan 24, 2020 9:00 pm
- Forum: News
- Topic: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
- Replies: 142
- Views: 69853
Re: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
i personally dont see anything wrong with the current character gui best wishes to dominik in his future endeavours I would hope that the fluid optimizations would make 1.0, i know it will be tough and time consuming, but i know you have the people with the skill to do it. boskid you have worked on ...
- Tue Jan 21, 2020 11:36 pm
- Forum: Releases
- Topic: Version 0.18.0
- Replies: 87
- Views: 81357
Re: Version 0.18.0
Because most mods should work without problems, this is how to "convert" them from 0.17 by yourself. this method is probably not going to work for many mods, however if this method is confusing for you i have done it with some mods by simply changing the info.json file inside the mod to c...
- Fri Jan 17, 2020 8:28 pm
- Forum: News
- Topic: Friday Facts #330 - Main menu and File Share Shenanigans
- Replies: 94
- Views: 42062
Re: Friday Facts #330 - Main menu and File Share Shenanigans
i am very interested in how the continue button would work, i would prefer continue in multiplayer as well as single player, making them a subset instead of at the top, thus i can continue my last single player game, or continue my last multiplayer server joined, i would like it if, it would also te...
- Fri Jan 10, 2020 10:28 pm
- Forum: News
- Topic: Friday Facts #329 - Campaign reassessment
- Replies: 78
- Views: 36876
Re: Friday Facts #329 - Campaign reassessment
oh my no story at all, well even a simple story, like the one you currently have, would be better than no story at all. that is man crashes on planet, and has to build a rocket to get off, though having an end animation bit where he get on the rocket and flys away to end would be nice to have. i kno...
- Fri Jan 03, 2020 8:16 pm
- Forum: News
- Topic: Friday Facts #328 - 2019 recap
- Replies: 20
- Views: 15382
Re: Friday Facts #328 - 2019 recap
oohh nice graphs
i can see when kavorex took time off, no commits on that time, hope you enjoyed your vacation, welcome back to work.
i can see when kavorex took time off, no commits on that time, hope you enjoyed your vacation, welcome back to work.
- Sat Dec 28, 2019 7:30 pm
- Forum: News
- Topic: Friday Facts #327 - 2020 Vision
- Replies: 128
- Views: 58146
Re: Friday Facts #327 - 2020 Vision
I am not sure why it was not stated clearly in the blog post itself, but by tutorial is meant the Introduction campaign in 0.17 (sometimes referred to as NPE - new player experience), and First Steps campaign in 0.16 and older versions. (I don't know if New Hope campaign will be added back also) my...
- Sat Dec 28, 2019 10:34 am
- Forum: News
- Topic: Friday Facts #327 - 2020 Vision
- Replies: 128
- Views: 58146
Re: Friday Facts #327 - 2020 Vision
congratulations on 2 million copies of the game sold, and yes i agree that the game is no longer "new" it is still being polished and made better, imo so long as you are still polishing the game, sales will remain steady at the rate you have, and it will probably take another 2.5years to m...
- Sat Dec 21, 2019 12:42 am
- Forum: News
- Topic: Friday Facts #326 - Particle emitter & Data cache
- Replies: 42
- Views: 22163
Re: Friday Facts #326 - Particle emitter & Data cache
i have a couple of things about the particles, i should share that i don't particularly like them (personal preference) 1. can i disable them, because they aren't for me or because i use a potato pc? 2. imo, particles are triggered, they go off, but aren't saved to the game state, if you save right ...
- Sat Dec 14, 2019 12:51 am
- Forum: News
- Topic: Friday Facts #325 - New Explosions and Particles
- Replies: 54
- Views: 26508
Re: Friday Facts #325 - New Explosions and Particles
congratulations on all the positive reviews, mine is in there somewhere... that is props to just how great of a game that you are making!
im not sure about the new effects, but i will reserve my opinions to after the game is released with the changes and i have sampled them
im not sure about the new effects, but i will reserve my opinions to after the game is released with the changes and i have sampled them
- Fri Dec 06, 2019 10:33 pm
- Forum: News
- Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
- Replies: 98
- Views: 49455
Re: Friday Facts #324 - Sound design, Animated trees, Optimizations
i look forward to seeing the optimizations that rseding is making, it's always nice to have a faster game once the base gets massive. :D I hope that along with the water, the tree's new features are optional. potato's still wandering around. or maybe we would prefer to not be distracted by them. ;)