Search found 385 matches

by conn11
Fri Aug 14, 2020 10:26 am
Forum: News
Topic: Friday Facts #360 - 1.0 is here!
Replies: 210
Views: 104490

Re: Friday Facts #360 - 1.0 is here!

Factorio is the perfect example of how a game should be made. You guys keeping it up for 8 years are amazing.

To take a break now is as stopping the fff understandable, but maybe there is an option to continue them once something new (expansion like) is on the horizon.
by conn11
Fri Aug 14, 2020 9:23 am
Forum: Releases
Topic: Version 1.0.0
Replies: 130
Views: 99460

Re: Version 1.0.0

Congratulation! Finally the best game ever can claim it's well deserved stable release!
by conn11
Fri Aug 14, 2020 9:19 am
Forum: Releases
Topic: Version 1.0.0
Replies: 130
Views: 99460

Re: Version 1.0.0

FactorioBot wrote:
Fri Aug 14, 2020 9:05 am
Features
  • Added Spidertron and Spidertron remote.
  • Added Freeplay crash site.
I knew it
I knew it
DB849093-2560-48EE-B8DA-E890BA09EF3B.gif (1.83 MiB) Viewed 54377 times
:D
by conn11
Sat Aug 08, 2020 7:16 am
Forum: Resolved Problems and Bugs
Topic: [0.18.45] Crash: BoundingBox::distance
Replies: 6
Views: 3191

Re: Version 0.18.45

infantryman4life wrote:
Sat Aug 08, 2020 6:58 am
is anybody factorio client crashing after a save?

i never had it happen to me in the previous version of factorio.
this is something for the Bug Report Subforum.
Little advice on the format.
by conn11
Fri Aug 07, 2020 11:40 am
Forum: News
Topic: Friday Facts #359 - Crash site: The beginning
Replies: 95
Views: 104869

Re: Friday Facts #359 - Crash site: The beginning

Giving the freeplay a little bit of introduction is a wonderful idea.
Since spawning those structures can be deactivated, will there be a checkbox in those entities to protect them from accidental mining?
by conn11
Fri Aug 07, 2020 9:11 am
Forum: Releases
Topic: Version 0.18.43
Replies: 8
Views: 8924

Re: Version 0.18.43

The credits are stylistically a little bit underwhelming. Functional enough maybe for the rather seldomly visited credit tab in the main menu. But have you guys ever considered adding in a credit roll, starting after finishing the game? I’m referring for example to the Minecraft credits (and of cour...
by conn11
Fri Aug 07, 2020 7:30 am
Forum: Duplicates
Topic: [0.18.43] crash on loading savegame
Replies: 1
Views: 624

[0.18.43] crash on loading savegame

probably duplicate with this and this.
Updated to 0.18.43 and got a crash while trying to open a modded file last saved in 0.18.40.
modded game, disabling mods didn't resolve the issue
modded game, disabling mods didn't resolve the issue
crash.JPG (77.66 KiB) Viewed 624 times
by conn11
Mon Aug 03, 2020 11:36 am
Forum: Ideas and Suggestions
Topic: Electricity kickstart / blackout recovery mechanic
Replies: 2
Views: 1265

Re: Electricity kickstart / blackout recovery mechanic

E.g. Accumulators powers by solar panels, intermittently operating coal miners and steam engines or stored steam in barrels or tanks.
All doable by applying a little bit of circuit network.
by conn11
Mon Aug 03, 2020 5:56 am
Forum: News
Topic: Friday Facts #358 - Alien decoratives & Polluted water
Replies: 71
Views: 33318

Re: Friday Facts #358 - Alien decoratives & Polluted water

(...) It would be lovely if we could make grass or decoratives die too, but that's something way too technically complicated for now. A great idea for post 1.0 could be gradual desertification and buildup of smog (maybe indicated by a slight saturation loss). Both should be more than pure cosmetics...
by conn11
Sun Aug 02, 2020 4:01 pm
Forum: News
Topic: Friday Facts #358 - Alien decoratives & Polluted water
Replies: 71
Views: 33318

Re: Friday Facts #358 - Alien decoratives & Polluted water

(...) It would be lovely if we could make grass or decoratives die too, but that's something way too technically complicated for now. A great idea for post 1.0 could be gradual desertification and buildup of smog (maybe indicated by a slight saturation loss). Both should be more than pure cosmetics...
by conn11
Sat Aug 01, 2020 4:01 pm
Forum: News
Topic: Friday Facts #358 - Alien decoratives & Polluted water
Replies: 71
Views: 33318

Re: Friday Facts #358 - Alien decoratives & Polluted water

(...) It would be lovely if we could make grass or decoratives die too, but that's something way too technically complicated for now. A great idea for post 1.0 could be gradual desertification and buildup of smog (maybe indicated by a slight saturation loss). Both should be more than pure cosmetics...
by conn11
Fri Jul 31, 2020 11:20 am
Forum: News
Topic: Friday Facts #358 - Alien decoratives & Polluted water
Replies: 71
Views: 33318

Re: Friday Facts #358 - Alien decoratives & Polluted water

Green water finally! I like the idea of using it as pollution indicator.
Also nice work on a bit of biter biome. So the next big run in 2 weeks seems to be set then.

It's unfortune to hear about the launch party, but it is probably a decision for the better.
by conn11
Tue Jul 28, 2020 3:36 pm
Forum: Ideas and Suggestions
Topic: Add concrete to Upgrade Planner
Replies: 34
Views: 7470

Re: Add flooring options to upgrade planner

Using the plain old blueprint for mass placing flooring or landfill should be much more easy with the awaited place from map feature.
Probably even easier than OP’s suggestion of using the upgrade planner.
by conn11
Sat Jul 25, 2020 9:52 am
Forum: News
Topic: Friday Facts #357 - Nuke
Replies: 96
Views: 44899

Re: Friday Facts #357 - Nuke

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 because some entities cannot be mirrored...
by conn11
Sat Jul 25, 2020 6:59 am
Forum: News
Topic: Friday Facts #357 - Nuke
Replies: 96
Views: 44899

Re: Friday Facts #357 - Nuke

Oh really? That's great. Does it also support swapping modules, e.g. from speed to prod or vice-versa? The upgrade planner is quite flexible considering modules; even in the current version. upgrade_planner.JPG Still don't understand how to upgrade assembly without modules to the one with modules. ...
by conn11
Fri Jul 24, 2020 2:43 pm
Forum: News
Topic: Friday Facts #357 - Nuke
Replies: 96
Views: 44899

Re: Friday Facts #357 - Nuke

On another topic, related to upgrade/downgrade planners, would love to be able to include modules in those. Already possible. Oh really? That's great. Does it also support swapping modules, e.g. from speed to prod or vice-versa? The upgrade planner is quite flexible considering modules; even in the...
by conn11
Fri Jul 24, 2020 2:26 pm
Forum: News
Topic: Friday Facts #357 - Nuke
Replies: 96
Views: 44899

Re: Friday Facts #357 - Nuke

EnerJi wrote:
Fri Jul 24, 2020 2:10 pm
On another topic, related to upgrade/downgrade planners, would love to be able to include modules in those.
Already possible.
by conn11
Fri Jul 24, 2020 12:13 pm
Forum: News
Topic: Friday Facts #357 - Nuke
Replies: 96
Views: 44899

Re: Friday Facts #357 - Nuke

Unfortunately there is one thing that I personally find unsettling: In the last video one can see that the scorch mark appears fully on impact. This just makes it look as if it scorched the ground (on the outer end of the mark) before the wave "rolled" over it. Though thermal radiation is...
by conn11
Fri Jul 24, 2020 10:50 am
Forum: News
Topic: Friday Facts #357 - Nuke
Replies: 96
Views: 44899

Re: Friday Facts #357 - Nuke

Also I just realized, that the new nuke behavior is practically a cliff explosive mark II with integrated deforestation tool. At least for later game purposes.
by conn11
Fri Jul 24, 2020 10:33 am
Forum: News
Topic: Friday Facts #357 - Nuke
Replies: 96
Views: 44899

Re: Friday Facts #357 - Nuke

It get‘s from good to better. Very nice finishing touches for the BPs. Maybe you should consider, having a toggle checkbox for the new additional explonations in the interface option menu. And as an additional feature letting the upgrade planer beeing used to fill entities with modules etc. from scr...

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