Search found 233 matches
- Mon Feb 25, 2019 8:56 pm
- Forum: News
- Topic: Friday Facts #283 - Prepare to Launch
- Replies: 341
- Views: 134374
Re: Friday Facts #283 - Prepare to Launch
Thanks, I’ll pass it on (he likes Factorio too-so he will actually be happy someone from the forums wished him a happy b-day). Best whishes to him and I hope he likes the birthday cake made in an electric furnace ;) EDIT: Baah, never noticed that electric furnace might be a perfectly usable synonym...
- Tue Feb 19, 2019 2:41 pm
- Forum: News
- Topic: Friday Facts #282 - 0.17 in sight
- Replies: 186
- Views: 72856
Re: Friday Facts #282 - 0.17 in sight
I always mark the cargo wagons of trains with filtered spaces. That way, it helps stop contamination of the lines, and if it should accidentally stop at some other station it won't fill up with junk. Is there a way to do that in one stroke? I did not find a way other than doing it cell by cell and ...
- Mon Feb 18, 2019 3:09 pm
- Forum: News
- Topic: Friday Facts #282 - 0.17 in sight
- Replies: 186
- Views: 72856
Re: Friday Facts #282 - 0.17 in sight
So TOGoS messaged me the old maps will keep using 0.16 generator (with some tweaks), so there won't be so sudden transitions as in previous map generator updates. Great. This probably means the 0.16 generator is in as a game option too, right? If not, count me in as one who would like that to happe...
- Mon Feb 04, 2019 5:55 pm
- Forum: News
- Topic: Friday Facts #280 - Visual Feedback is the king
- Replies: 243
- Views: 73679
Re: Friday Facts #280 - Visual Feedback is the king
Can someone explain to me the use-case for disabling the exosceleton?
- Mon Feb 04, 2019 3:36 pm
- Forum: News
- Topic: Friday Facts #280 - Visual Feedback is the king
- Replies: 243
- Views: 73679
Re: Friday Facts #280 - Visual Feedback is the king
Excellent FFF. I don't understand all the fuss about fuel and refueling. It's no big deal to place fuel as part of the main stations. It's convenience. And effectiveness. Effectiveness is one goal of playing the game. Should the computer play the game or you? 1. I very much hope that trains will hav...
- Fri Jan 04, 2019 4:06 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 126722
Re: Friday Facts #275 - 0.17 Science changes
I don't want to be negative, but I thought the goal of 0.17 was to polish for launch. These changes "should" take another year of testing. As you're essentially making a new tech tree. A new tech tree out of 99% old techs. Changing some values in a table. If the software can't handle that...
- Fri Dec 28, 2018 1:13 pm
- Forum: News
- Topic: Friday Facts #274 - New fluid system 2
- Replies: 166
- Views: 61540
Re: Friday Facts #274 - New fluid system 2
My guess is that the adjacent limitation may have been done mainly for a simpler UI but effectively it is now part of the puzzle. Sure, there are mega-factory builders who are not interested in such puzzles anymore and want "cheap" limitations removed. But it is one of the entry problems f...
- Thu Nov 22, 2018 5:39 pm
- Forum: News
- Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
- Replies: 192
- Views: 72579
Re: Friday Facts #269 - Roadmap update & Transport belt perspective
I'm not sure how I feel about seeing the reverse belt for the entire length of the belt. Sure, it's cool to see that as opposed to the belt "disappearing" into the dirt/concrete/even-harder-material, but this change has a side effect that you see a reverse belt even when there shouldn't b...
- Mon Nov 19, 2018 1:42 pm
- Forum: News
- Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
- Replies: 192
- Views: 72579
Re: Friday Facts #269 - Roadmap update & Transport belt perspective
I would have found it more convincing when then undergound belt is only half the size of it tile so no special gfx needed and it is then clear at first view that it could be loaded ...... Exactly. Visually it would give a hint to new players (and even to some old, I avoided using sideloading for a ...
- Sat Nov 17, 2018 3:41 pm
- Forum: News
- Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
- Replies: 192
- Views: 72579
Re: This game sucks and you are bad devs.
...and you basically abandoned the game at that point. ...Yet you spend year after year working on it. I must throw away my dictionary. In EA the word "abandonement" is always used in a way that is absolutely incompatible with the definition in it. ;) the potential to add some real gamepl...
- Fri Nov 16, 2018 5:04 pm
- Forum: News
- Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
- Replies: 192
- Views: 72579
Re: Friday Facts #269 - Roadmap update & Transport belt perspective
Mmmh, the picture links on the FF seem broken. The links are to eu1.factorio.com, but the pictures seem to be stored on eu2.factorio.com.
- Sat Nov 10, 2018 2:09 pm
- Forum: News
- Topic: Friday Facts #268 - The modern Biter
- Replies: 115
- Views: 39165
Re: Friday Facts #268 - The modern Biter
That the last post of the devs about making peace with the aliens seems to be from 2014 is not a good sign. A bit strange because there seems to be everything already in the game to make it work in a very basic form: All you need is a formula similar to X= A / B with A the time since the last alien ...
- Thu Nov 08, 2018 1:49 pm
- Forum: News
- Topic: Friday Facts #267 - Experiments, Explosives & Extended tags
- Replies: 120
- Views: 40268
Re: Friday Facts #267 - Experiments, Explosives & Extended tags
"It'll be ready when it's ready, there is no date set." That's what worries me. They seem to pile feature upon feature and hope to be done "soon" and when they think they are ready they start to see the loose ends and need to rework some interaction things which brings up more l...
- Sat Nov 03, 2018 7:07 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 176584
Re: Friday Facts #266 - Cleanup of mechanics
The difference is probably that arguments then convinced them. Which in this case did not happen.
- Thu Nov 01, 2018 3:33 am
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 176584
Re: Friday Facts #266 - Cleanup of mechanics
2) Armor can be swapped to provide different bonuses, for example the combat armor with many shields and personal defense and the builder armor with 2 roboports and exoskeletons. Oh noes. The tiniest subset of players who care enough to have a whole two module loadouts would find their game experie...
- Thu Nov 01, 2018 1:32 am
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 176584
Re: Friday Facts #266 - Cleanup of mechanics
OPEN QUESTION TO SANDBOXERS / POWER PLAYERS What part of Factorio's current sandbox mode fails to meet your needs and leads to your desire to change the vanilla "game" into another "sandbox" mode? Maybe there's a simple solution that can make us both happy. You do realize that i...
- Thu Nov 01, 2018 1:24 am
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 176584
Re: Friday Facts #266 - Cleanup of mechanics
Now to beat on the pickaxe topic just a little more. All the rationale for ditching the pickaxe can be applied to armor. No, not all. 1) Armor is expensive to build. This expense can apply again if you are killed and can't retrieve your backpack. 2) Armor can be swapped to provide different bonuses...
- Tue Oct 30, 2018 6:34 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 176584
- Tue Oct 30, 2018 6:18 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 176584
Re: Friday Facts #266 - Cleanup of mechanics
So, dropping the burner phase is rather easy and does not need new graphics. But a crashed space ship and some shiny rocks could help make the early phase less boring. I don't have any fear they will remove burners. Why should they? it is a nice and slow "entry level" for beginners (slow ...
- Tue Oct 30, 2018 5:22 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 176584
Re: Friday Facts #266 - Cleanup of mechanics
To make the pickaxe thing as blunt as possible: A pickaxe is a tool that is meant to help you do something. It's not an end unto itself. Crafting a pickaxe first thing is telling the player that you craft things to achieve a goal in Factorio. But crafting a building first thing says that making a b...