Search found 705 matches

by SHiRKiT
Mon Mar 18, 2019 12:23 pm
Forum: News
Topic: Friday Facts #286 - Pollution cleanup
Replies: 72
Views: 33106

Re: Friday Facts #286 - Pollution cleanup

This was a very interesting read!
by SHiRKiT
Sat Feb 02, 2019 2:17 am
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 88331

Re: Friday Facts #280 - Visual Feedback is the king

Every week I come back and every week I'm amazed how you keep making your game better and better. This is some awesome GUI updates, keep up the good work!
by SHiRKiT
Fri Dec 28, 2018 2:38 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 153500

Re: Friday Facts #275 - 0.17 Science changes

I loved the changes. Some of those changes were already being introduced by mods (the name convention), and simplifying the military science is a must, since, even for me, an experienced player, got frustrated on the damage bonus on combat robots (I always had to use the Bonuses tab to actually unde...
by SHiRKiT
Sat Dec 01, 2018 3:26 pm
Forum: News
Topic: Friday Facts #271 - Fluid optimisations & GUI Style inspector
Replies: 122
Views: 50530

Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector

4 years later and I still come back every week to read you. I never miss an update!
by SHiRKiT
Sat Nov 24, 2018 12:12 am
Forum: News
Topic: Friday Facts #270 - HR Substation & Save/Load overview
Replies: 99
Views: 38884

Re: Friday Facts #270 - HR Substation & Save/Load overview

Honestly the new Substation looks a bit of a drawing. I personally don't like, although I will get used to it. Not to mention it looks like a Big Electric Pole
by SHiRKiT
Sun Nov 04, 2018 2:47 pm
Forum: News
Topic: Friday Facts #267 - Experiments, Explosives & Extended tags
Replies: 120
Views: 47432

Re: Friday Facts #267 - Experiments, Explosives & Extended tags

Interactive tags seems like a great thing for Mods to further evolve. I'm sure map ping art is not final, right? And construction bots building 3 inserters? Huuuuummm, that actually changes a lot, and kinda makes sense. But what would happen if their cargo capacity is 20 and you place like 20 insert...
by SHiRKiT
Tue Oct 23, 2018 1:42 pm
Forum: News
Topic: Friday Facts #265 - Nomenclature & Steam networking
Replies: 121
Views: 54136

Re: Friday Facts #265 - Nomenclature & Steam networking

I think that the naming inconsistencies are so hard on this game that even the color standards. Belts vs Inserters is an old issues science packs having no proper naming and assembling machines with different colors as well. For instances, burner Inserters and burner miners are black. Black assembli...
by SHiRKiT
Fri Aug 31, 2018 12:54 pm
Forum: News
Topic: Friday Facts #258 - New autoplace
Replies: 145
Views: 60338

Re: Friday Facts #258 - New autoplace

I really think you are great developers by thinking about the NPE so much, and I think you guys are right about it. A lot of the players that are more "hardcore" are already playing the game, and you've already got a lot of more "casual" players, and this all aims on making a bet...
by SHiRKiT
Fri Jul 06, 2018 11:45 pm
Forum: News
Topic: Friday Facts #250 - Dead end conclusion
Replies: 142
Views: 55411

Re: Friday Facts #250 - Dead end conclusion

Please, whatever you do, allow SEARCH
by SHiRKiT
Sat Jun 30, 2018 7:46 pm
Forum: News
Topic: Friday Facts #249 - Dead end exploration
Replies: 206
Views: 70078

Re: Friday Facts #249 - Dead end exploration

My opinion is that all of those solutions doesn't solve all the problems. Lemme give some considerations first: First, I think that any kind of limitation in the amount of blueprints we currently have is not nice. I and many other players I know have several hundreds blueprints across more than 30 b...
by SHiRKiT
Fri Jun 08, 2018 1:48 pm
Forum: News
Topic: Friday Facts #246 - The GUI update (Part 3)
Replies: 161
Views: 61193

Re: Friday Facts #246 - The GUI update (Part 3)

Since we are at the discussion of GUI, I must remember that when anyone slides a slider all the way to the left, if there's no indication, one would assume that it would disable that specific setting, which is clearly not the case here.
by SHiRKiT
Fri Jun 01, 2018 5:56 pm
Forum: News
Topic: Friday Facts #245 - Campaign concept
Replies: 167
Views: 60651

Re: Friday Facts #245 - Campaign concept

I certainly think that science packs need to be rethink, but don't know what is the best solution. But I think this:

Whatever you do, please make construction robots available ASAP.
by SHiRKiT
Mon May 07, 2018 11:41 pm
Forum: News
Topic: Friday Facts #241 - New player experience
Replies: 117
Views: 45645

Re: Friday Facts #241 - New player experience

Keep in mind that at the end, we will go through the list and delete anything obscene or offensive, plus anything we find inappropriate, at our own discretion. Could you move to a list of blocked and let them change one last time? Some people may not be able to change in time, due to IRL stuff (wor...
by SHiRKiT
Mon Jan 15, 2018 2:54 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 372944

Re: Friday Facts #225 - Bots versus belts (part 2)

Early-Access development is different. You have a community helping you but you also have to keep it happy. Wube seems, compared to other EA companies, especially intent on keeping the community happy but that hinders them to change already established features or violate backwards compatibility. A...
by SHiRKiT
Sat Jan 13, 2018 3:13 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 372944

Re: Friday Facts #225 - Bots versus belts (part 2)

The main thing about Factorio is that there are two separated games: - Modded games with lots of items - Vanilla like game What many of the older players have tried or started playing is a playthrough with many additional items. Once you go into a game that's heavily modded, things are exponentially...
by SHiRKiT
Sun Jan 07, 2018 9:10 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 345537

Re: Friday Facts #224 - Bots versus belts

I say a couple of things about bots vs belts: - Factorio is just too complex for Logistics Bots not exist. It becomes tiresome later on the game needing tons and tons of long belts for higher throughput. - Mods like Bob's mods adds TONS of items and recipes. Belts becomes INSANELY hard to build a bi...
by SHiRKiT
Sat Jul 22, 2017 2:26 pm
Forum: Logistic Train Network
Topic: Desyncs on large MP base
Replies: 2
Views: 2001

Re: Desyncs on large MP base

Massive Desyncs after upgrading... On my community map we are playing a bit Bob/Angel/LTN map, which is heavily reliant on LTN. Today it has caused endless desyncs for us, which is a shame since this is a server run for 80 hours with many players contributing to it. I am now wondering if this is ca...
by SHiRKiT
Thu Jul 20, 2017 5:55 pm
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 298951

Re: [MOD 0.15] SmartTrains 2.0.5

Is it possible to make a Round Robin dropoff station? Let's say I have 3 stations: - 1 station named A to pickup Iron plates - 2 stations named B to dropoff Iron plates Now, let's pretend that the B that's closest to A is consuming all the plate it receives, so it never backlogs. I need the trains t...
by SHiRKiT
Sat May 20, 2017 3:57 am
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 149723

Re: Friday Facts #191 - Gui improvements

IMO the overall look and feel from Factorio UI is just unpleasant. Besides that, CONSISTENCY is a must in game UI. You are proposing increasing the consistency of the game, so I LOVE your ideas Twinsen. But please do: F1- Crafting, F2-Logistics and F3- Character. 95% of the time is in the crafting m...
by SHiRKiT
Tue Apr 25, 2017 11:35 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.0] Kovarex enrichment with productivity modules
Replies: 13
Views: 23395

Re: [0.15.0] Kovarex enrichment with productivity modules

Thanks for the report, I didn't think of this one :) The solution is a simple one. This recipe was just removed from those that can be used with the productivity modules. Fixed for 0.15.2 To be honest, I don't think that's a good solution at all. I think this should be addressed in some other angle.

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