Search found 114 matches

by MicFac
Fri Aug 24, 2018 1:05 pm
Forum: News
Topic: Friday Facts #257 - NPE/Campaign update
Replies: 111
Views: 27672

Re: Friday Facts #257 - NPE/Campaign update

https://www.factorio.com/blog/post/fff-257 I think the shallow water looks a little bit weird in its current state. I am really looking forward to the new tech and recipe changes. With Rocket Control Units being necessary for atomic bombs, it might make sense to have some more control over the rock...
by MicFac
Fri Aug 10, 2018 7:56 pm
Forum: News
Topic: Friday Facts #255 - Construction tools
Replies: 140
Views: 27435

Re: Friday Facts #255 - Construction tools

ChildishGiant wrote:This is amazing! I'm so glad that the construction planner is being added as a vanilla functionality and I'm also really happy that the research queue isn't dead. When could we expect these features to be added to stable?
Some time if you really mean stable. 0.17 isn't even out in experimental.
by MicFac
Fri Jul 27, 2018 2:54 pm
Forum: Ideas and Suggestions
Topic: Peripheral control via Circuit Network
Replies: 5
Views: 871

Re: Peripheral control via Circuit Network

wouldnt that be a security risk? Why? Cause someone could create a circuit that generated a hypnotic pattern on user's keyboard, putting the player into a trance and leaving him with horrifying posthypnotic suggestions. :-) What about using this system to punch unauthorized people in the face befor...
by MicFac
Fri Jul 27, 2018 12:30 pm
Forum: Ideas and Suggestions
Topic: Peripheral control via Circuit Network
Replies: 5
Views: 871

Re: Peripheral control via Circuit Network

nuhll wrote:wouldnt that be a security risk?
Why?
by MicFac
Fri Jul 27, 2018 11:10 am
Forum: Ideas and Suggestions
Topic: Peripheral control via Circuit Network
Replies: 5
Views: 871

Peripheral control via Circuit Network

TL;DR A way to control real-life (RGB-) peripherals using the Circuit Network would be very nice, if possible. What ? I suggest a way to control peripherals (like the color an RGB mouse glows in or which keys glow in a specific color on a keyboard) using the circuit network. This could for example ...
by MicFac
Sun Jul 22, 2018 9:12 am
Forum: Gameplay Help
Topic: Multiple Offshore Pumps to 1 pipeline
Replies: 10
Views: 5721

Re: Multiple Offshore Pumps to 1 pipeline

If you want more detailed info on pipe throughput here's a great reddit post from u/bam13302:
https://www.reddit.com/r/factorio/comme ... s_for_015/
by MicFac
Sun Jul 22, 2018 9:04 am
Forum: Gameplay Help
Topic: Train outline change with train stations
Replies: 4
Views: 845

Re: Train outline change with train stations

Off-topic, Sorry. Although the problem you had was already fixed I wanted to point out that you can make the setup much more efficient by shifting the beacons or furnaces 1 tile vertically (so that they are misaligned by 1 tile). This way each beacon that's not on the edge covers 2 more furnaces and...
by MicFac
Fri Jul 20, 2018 1:12 pm
Forum: News
Topic: Friday Facts #252 - Sound design & Map editor
Replies: 93
Views: 25900

Re: Friday Facts #252 - Sound design & Map editor

It's great that you started work on new sound design. I think this will increase the immersion a lot!
I also like the HR enemy base concept.
by MicFac
Fri Jul 13, 2018 4:30 pm
Forum: Mod portal Discussion
Topic: Option to list deprecated mods
Replies: 1
Views: 899

Option to list deprecated mods

in the latest Friday Facts at https://factorio.com/blog/post/fff-250 it says that deprecated mods will be hidden from public searches to keep people ffrom finding outdated mods. I suggest a feature to make deprecated mods visible in case one is purposefully searching for a discontinued mod. This cou...
by MicFac
Fri Jun 29, 2018 9:20 pm
Forum: News
Topic: Friday Facts #249 - Dead end exploration
Replies: 206
Views: 36216

Re: Friday Facts #249 - Dead end exploration

I love that you guys put so much thought into every part of the game! I personally like proposal 3 best, as it's only problem could be worked around easily: You could just have some hotkey to switch to the blueprint bar, similar to pressing x to change between the two quickbars. As having a 3rd quic...
by MicFac
Wed Jun 27, 2018 9:57 pm
Forum: Ideas and Suggestions
Topic: Better connections for diagonal walls
Replies: 1
Views: 592

Better connections for diagonal walls

TL;DR I suggest the edges of diagonally placed walls to actually look diagonal What ? Factorio_walls.PNG The edge of these walls looks rather blocky, I suggest them connecting diagonally, similarly to concrete or stone bricks placed down. Factorio_diag_concrete.PNG Why ? This looks better (in my op...
by MicFac
Wed Jun 27, 2018 9:47 pm
Forum: Ideas and Suggestions
Topic: Better connections for Thick walls
Replies: 1
Views: 498

Better connections for Thick walls

TL;DR I suggest a different way for multi-layer walls to connect. What ? Factorio_walls.PNG Instead of only partly connecting with holes in between, these walls should form a coherent thicker wall. Something like that could look similar to concrete ore stone bricks placed down. Why ? This looks bet...
by MicFac
Wed Jun 27, 2018 8:59 pm
Forum: Development Proposals
Topic: Peace with Aliens
Replies: 201
Views: 159962

Re: Peace with Aliens

I think this would still be a great addition to the game!
by MicFac
Sat May 05, 2018 10:39 pm
Forum: News
Topic: Friday Facts #241 - New player experience
Replies: 117
Views: 25249

Re: Friday Facts #241 - New player experience

If you had to pick one entity that represents the game to you the most, which one would it be? Like many others said already it's the inserter. I first thought about rails, belts, bots but insterters are always needed. For automation there's furnaces, assemblers, chemical plants and more, for trans...
by MicFac
Fri Apr 06, 2018 8:27 pm
Forum: News
Topic: Friday Facts #237 - Rich & interactive text
Replies: 72
Views: 22244

Re: Friday Facts #237 - Rich & interactive text

As many people are saying here, they didn't expect that but just like them I think this could be a really nice feature!
Having some way of just dragging items/ blueprints or even recipes and technologies into a text, in the chat for example, would make this much more practical and convenient though.
by MicFac
Sat Feb 03, 2018 12:06 pm
Forum: News
Topic: Friday Facts #228 - High resolution turrets
Replies: 135
Views: 55925

Re: Friday Facts #228 - High resolution turrets

posila wrote:
noobhead99 wrote:THIS IS SUPPOSED TO BE RELIASTIC!?!?!?
Wait... what?
Well, its still not completely realistic. Correct me if Im wrong but in reality You would only see a laser point on the enemy but like this it looks way cooler ;)
by MicFac
Sat Feb 03, 2018 11:58 am
Forum: News
Topic: Friday Facts #228 - High resolution turrets
Replies: 135
Views: 55925

Re: Friday Facts #228 - High resolution turrets

It looks like there is terrain altitude in that screenshot? That's not something I've seen before, is that something they've talked about? As steinio said, it's the new cliffs. Have you updated to 0.16? If you dont know how to, right click factorio in your steam library, go to properties > betas, o...
by MicFac
Fri Jan 19, 2018 10:55 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 200425

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

I generally like the ideas and conclusions you came to. However, I think UPS needs to get improved as nerfing bots to belt level would mean that the highest throughput you could get would be at belt level. So when you try to build Megabases or Gigabases that you dont perfectly optimize with belts yo...
by MicFac
Thu Jan 04, 2018 10:55 pm
Forum: Resolved Problems and Bugs
Topic: [v453000] [0.16.5] rail split block visualization graphical glitch
Replies: 14
Views: 3759

Re: [v453000] [0.16.5] rail split block visualization graphical glitch

Koub wrote:But it is fixed for the next version of 0.16 :)
So 0.16.14? Sorry but the bug still occurs in that version for me :?

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