Search found 380 matches
- Wed Nov 06, 2019 7:20 am
- Forum: Ideas and Suggestions
- Topic: Blueprint editor / Design whiteboard
- Replies: 14
- Views: 5746
Re: Blueprint editor / Design whiteboard
I am very much in favor of this proposition, modifying blueprints currently is highly annoying, because the necessity of manually having to change the name an icons. A update feature is needed, the obvious side effect is the ability to create blueprints in the editor from the ground up. Implementing...
- Fri Nov 01, 2019 6:24 pm
- Forum: News
- Topic: Friday Facts #319 - New T-shirts & Lua event filtering
- Replies: 35
- Views: 13416
Re: Friday Facts #319 - New T-shirts & Lua event filtering
Automation seems to be still locked at 86%, the new designs are certainly a nice addition.
- Fri Oct 25, 2019 3:28 pm
- Forum: News
- Topic: Friday Facts #318 - New Tooltips
- Replies: 118
- Views: 39479
Re: Friday Facts #318 - New Tooltips
I do very much like the new style and the cleaned up informations, looking forward how they do fit in the overall game. Maybe by linking related tooltips (e.g. roboport and powerarmor) we can establish some kind of in game factoriopedia for uninterrupted factory growth.
- Thu Oct 17, 2019 3:23 pm
- Forum: Releases
- Topic: Version 0.17.70
- Replies: 32
- Views: 16753
Re: Version 0.17.70
Following the recent notable increase in consumption of walls and laser turrets, the biters seems to stress my defenses adaequatly more. I guess I'll have to play without biters starting from now, or at least to tune them significantly down - and hurry to get the achievements I lack before I upgrad...
- Wed Oct 16, 2019 10:30 pm
- Forum: Releases
- Topic: Version 0.17.70
- Replies: 32
- Views: 16753
Re: Version 0.17.70
Following the recent notable increase in consumption of walls and laser turrets, the biters seems to stress my defenses adaequatly more. I guess I'll have to play without biters starting from now, or at least to tune them significantly down - and hurry to get the achievements I lack before I upgrad...
- Wed Oct 16, 2019 2:44 pm
- Forum: Releases
- Topic: Version 0.17.70
- Replies: 32
- Views: 16753
Re: Version 0.17.70
Following the recent notable increase in consumption of walls and laser turrets, the biters seems to stress my defenses adaequatly more. Should a further update fix the decreased frozen Biter issue even more, we will have a noteworthy adversary in the game.
- Wed Oct 09, 2019 4:41 am
- Forum: Ideas and Suggestions
- Topic: Blueprint Book is not enough for me
- Replies: 18
- Views: 4935
Re: Blueprint Book is not enough for me
+1 blueprints are such an important gameplay element and at least for me replacing single entity placement to a high degree. The possibility of a simple programmable deconstruction/ bp-chain could put much more emphasis on design in outposting, rather than more or less manually repeating the process...
- Fri Sep 27, 2019 11:01 am
- Forum: News
- Topic: Friday Facts #314 - 0.17 stable
- Replies: 105
- Views: 40249
- Tue Sep 24, 2019 9:14 pm
- Forum: News
- Topic: Factorio version 0.17 - Now stable
- Replies: 33
- Views: 16729
Re: Factorio version 0.17 - Now stable
Congratulations, reading about the major (not to mention the countless not explicitly described) changes again, just shows, how much work and effort you guys put into .17. The result is worth it, great work!
- Fri Sep 20, 2019 4:23 pm
- Forum: News
- Topic: Friday Facts #313 - Light at the end of the bug tunnel
- Replies: 58
- Views: 22197
Re: Friday Facts #313 - Light at the end of the bug tunnel
„Professional game journalism“ a contradiction in term.
- Fri Sep 20, 2019 9:21 am
- Forum: Ideas and Suggestions
- Topic: Feature request: Upgrade planner + blueprint books
- Replies: 2
- Views: 890
Re: Feature request: Upgrade planner + blueprint books
it's not only feasible but already possible.
- Thu Sep 19, 2019 7:41 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.69] Landfill color on minimap is still green
- Replies: 2
- Views: 2872
Re: [0.17.69] Landfill color on minimap is still green
...and different from the concept presented in the fff. Dose newly laid landfill look the same on this map?
Since landfill is and definitely was classified as just normal Terrain in previous versions, the minimap seems to behave nominally.
Since landfill is and definitely was classified as just normal Terrain in previous versions, the minimap seems to behave nominally.
- Thu Sep 19, 2019 6:01 pm
- Forum: Releases
- Topic: Version 0.17.69 - Stable 1
- Replies: 45
- Views: 30377
Re: Version 0.17.69
One step closer to stable, well done 
Rich text for save games, is a great QoL improvement.
Rich text for save games, is a great QoL improvement.
- Mon Sep 16, 2019 2:22 pm
- Forum: Balancing
- Topic: Make nightvision internal buffer bigger
- Replies: 22
- Views: 9508
Re: Make nightvision internal buffer bigger
Excellent idea, there is the gap of potentially using night vision on modular armor but having not researched batteries yet. For consistency reasons multi tired nv could be a thing. Mk I with generous internal buffer and the old greenish optic. Mk II as it is now.
- Mon Sep 16, 2019 4:09 am
- Forum: Ideas and Suggestions
- Topic: Add Game Difficulty setting in Vanilla - Easy/Normal/Difficult
- Replies: 8
- Views: 2135
Re: Add Game Difficulty setting in Vanilla - Easy/Normal/Difficult
Most of the suggested difficult options would be quite incompatible with the lower tiers and therefore make multiplayer matchmaking harder and more exclusive. I even think, that newer players would be more hinderd by such changes, too get in touch or learn from more expirienced players. Although hav...
- Fri Sep 13, 2019 3:48 pm
- Forum: News
- Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
- Replies: 144
- Views: 54436
Re: Friday Facts #312 - Fluid mixing saga & Landfill terrain
I do like the new landfill texture very much. Using just the grass before felt a little bit like a placeholder. Still undecided if the rectangular shape or the mocked up 45degree turned looks better. Since landfill looks different from normal terrain, shouldn’t it be handelt like other floors, esspe...
- Fri Sep 13, 2019 1:52 pm
- Forum: Ideas and Suggestions
- Topic: Rocket launch shouldn't be able to destroy science
- Replies: 24
- Views: 4195
Re: Rocket launch shouldn't be able to destroy science
I'm not arguing against usage of circuit networks in the least. Yet - as argued in the OP - the behaviour is inconsistent and against expectations (thus I consider the suggested things workarounds). And it is not good means to "encourage" usage circuit networks this way at this place in a...
- Fri Sep 13, 2019 10:40 am
- Forum: Ideas and Suggestions
- Topic: Rocket launch shouldn't be able to destroy science
- Replies: 24
- Views: 4195
Re: Rocket launch shouldn't be able to destroy science
I believe the OP has quite a valid point: the game behaves counter-intuitively in this case (even when it's reasonably edge-case). One would expect the rocket to simply not launch if the science pack storage inside the launch facility is full. Practical solution: allow the rocket to start and produ...
- Tue Sep 10, 2019 1:44 pm
- Forum: Ideas and Suggestions
- Topic: this may be often recommended but Technology hidden behind Boss battles?
- Replies: 8
- Views: 1706
Re: this may be often recommended but Technology hidden behind Boss battles?
One could go so far, to suggest resuing exactly those entities. The argumentation for (and against) a the underlying theme of adventure mode can be found in the controversial opinion blog.
- Tue Sep 10, 2019 1:09 pm
- Forum: Ideas and Suggestions
- Topic: this may be often recommended but Technology hidden behind Boss battles?
- Replies: 8
- Views: 1706
Re: this may be often recommended but Technology hidden behind Boss battles?
Sounds like something in the vicinity of the adventure mod from fff309 and therefore a big maybe in a post 1.0. release.