Search found 530 matches

by hitzu
Sun Dec 17, 2017 12:27 pm
Forum: Duplicates
Topic: [0.16.4] Crash on loading the save.
Replies: 3
Views: 413

Re: [0.16.4] Crash on loading the save.

For me it loads just fine. Try it without mods please? Anyone else crashes on it? Mods are disabled. Well, I actually I haven't updated mods from 0.15 and left them as is, so not actually disabled but not loaded either. UPD: with mods disabled the crash still occurs. Thanks for the report. This has...
by hitzu
Sun Dec 17, 2017 12:23 pm
Forum: News
Topic: Friday Facts #221 - 0.16 is out
Replies: 155
Views: 33205

Re: Friday Facts #221 - 0.16 is out

Aside from the compression holywar I would like to talk about the NEW PAVEMENT First of all: I really like those new textures, they are great and wonderful. The game gets better and prettier every major update and that's great! So here is my feedback: I cannot give you visual examples 'cause my save...
by hitzu
Sun Dec 17, 2017 11:26 am
Forum: Duplicates
Topic: [0.16.4] Crash on loading the save.
Replies: 3
Views: 413

[0.16.4] Crash on loading the save.

How to reproduce: load the savefile, get 100% and boom.
by hitzu
Thu Dec 14, 2017 1:23 pm
Forum: News
Topic: Friday Facts #219 - Cliffs
Replies: 191
Views: 49360

Re: Friday Facts #219 - Cliffs

Image
It's not optimal, but it works.
by hitzu
Tue Dec 12, 2017 8:10 pm
Forum: Ideas and Requests For Mods
Topic: FARB: Fully Automated Road Builder?
Replies: 7
Views: 1433

Re: FARB: Fully Automated Road Builder?

It's not perfectly what you want, but close enough to fulfill your needs. https://mods.factorio.com/mods/DaveMcW/ ... blueprints
by hitzu
Sun Dec 10, 2017 1:17 pm
Forum: News
Topic: Friday Facts #220 - The best Friday Facts ever
Replies: 197
Views: 42916

Re: Friday Facts #220 - The best Friday Facts ever

Cliffs to water transitions?
by hitzu
Sun Dec 03, 2017 5:50 pm
Forum: News
Topic: Friday Facts #219 - Cliffs
Replies: 191
Views: 49360

Re: Friday Facts #219 - Cliffs

Blowing cliffs away is a weird and not a very fun idea in my mind. Since cliffs are basically walls it would be better to make a special "cliff door" thing, like a drawbridge or something like this. But if you want to make space flat, it would be a lot more fun and challenging to move clif...
by hitzu
Thu Nov 30, 2017 2:31 pm
Forum: Ideas and Suggestions
Topic: 3d Factorio
Replies: 30
Views: 5670

Re: Any chance to have elevated terrains in future versions?

Hello I was wondering if there's any plan for the future to add elevated terrain in Factorio, just like in Starcraft maps,where ground is divided on multiple levels and you can only climb on certain ramps / points. From https://www.reddit.com/r/factorio/comments/6e6tkw/im_the_founder_of_factorio_ko...
by hitzu
Wed Nov 22, 2017 11:32 pm
Forum: Ideas and Suggestions
Topic: 3d Factorio
Replies: 30
Views: 5670

Re: 3d Factorio

The devs seem to have a working demo of height working for their own purposes but clearly haven't added it to the game. Sometimes it can be hard to visualize what effect changing the noise will have on the resulting map. To give a somewhat more intuitive feel to how the 'elevation' of the noise is ...
by hitzu
Wed Nov 22, 2017 6:32 pm
Forum: General discussion
Topic: Small annoying things in Factorio
Replies: 33
Views: 6549

Re: Small annoying things in Factorio

-Aliens move onto the railway tracks after a single one of them touches a train. After evolution factor reaches over 0.9, they can stop and destroy trains. You have to wall in all your tracks. There totally should be a vanilla solution for this. At the moment you can use any vehicle grid mod and eq...
by hitzu
Tue Nov 21, 2017 11:09 pm
Forum: General discussion
Topic: Small annoying things in Factorio
Replies: 33
Views: 6549

Re: Small annoying things in Factorio

- Cobblestone pavement visually is under the concrete. It should be vice versa. Logic is: cobblestone is a sidewalk and should be raised above the road pavement (concrete). - 90-degree rail turns are not perfectly circular. - Not be able to make a symmetrical working rail X-crossover (double/diamond...
by hitzu
Sat Nov 18, 2017 2:49 pm
Forum: News
Topic: Friday Facts #217 - Just another Friday Facts
Replies: 84
Views: 20616

Re: Friday Facts #217 - Just another Friday Facts

My two cents:
Mixed ores when overlapped except in the starting area.
A nuclear-like explosion and an impact crater with ship debris on start to visually justify the bare spot.
by hitzu
Wed Nov 15, 2017 1:09 pm
Forum: News
Topic: Friday Facts #216 - Paving a path for the GUI update
Replies: 57
Views: 18573

Re: Friday Facts #216 - Paving a path for the GUI update

Fortunately, Factorio has Unicode support. Unfortunately, the Factorio font doesn't support Cyrillic characters. Can the font be exchanged by mods? If so, an international font mod might be a good idea. There are free fonts out there that include a lot of the scripts supported by Unicode. If someon...
by hitzu
Mon Nov 13, 2017 5:59 pm
Forum: News
Topic: Friday Facts #216 - Paving a path for the GUI update
Replies: 57
Views: 18573

Re: Friday Facts #216 - Paving a path for the GUI update

Ανδ τηις ις πρεττυ μθcη ηοω Ρθσσιανς ηαvε το σπεακ ωιτη εαcη οτηερ ιν μανυ γαμες. Νοτ ωιτη Γρεεκ λεττερς οφ cοθρσε, βθτ φορ υοθ τηευ πλαυ τηε ρολε οφ Λατιν λεττερς φορ Ρθσσιανς. :) Ор, Ай кулд райт ин Инглиш виз Сириллик леттерз ин ордер ту беттер демонстрейт зе эффект от транслитерейшн, бат ай бет ...
by hitzu
Sun Nov 12, 2017 11:33 am
Forum: News
Topic: Friday Facts #216 - Paving a path for the GUI update
Replies: 57
Views: 18573

Re: Friday Facts #216 - Paving a path for the GUI update

As far as I know, making an R2L support basically means doubling the work to be done. You basically have to duplicate every GUI element. Taking into account very small Hebrew audience and good knowledge of English among Israeli people relative to the amount of work to be done, there is a high probab...
by hitzu
Thu Oct 12, 2017 1:36 pm
Forum: News
Topic: Friday Facts #209 - Optimisation is a way of life
Replies: 95
Views: 34341

Re: Friday Facts #209 - Optimisation is a way of life

https://eu3.factorio.com/assets/img/blog/fff-209-stone-path.png How does the stone interact with the concrete? Now the stone looks sunken. New graphics with border stones give the impression it should be raised above the concrete. http://media.mmo-champion.com/images/news/2010/september/tradedistri...
by hitzu
Sat Jul 15, 2017 10:03 am
Forum: News
Topic: Friday Facts #199 - The story of tile transitions
Replies: 51
Views: 17236

Re: Friday Facts #199 - The story of tile transitions

I guess the obvious trick would be to try to maintain a "fault line," which has uniform color/shading/etc, in precisely the same place, across all the terrain-transition tile geometries supported. How about making all water edges from sand? Sandy Shores would be acceptable, I think :D The...
by hitzu
Sun Jul 02, 2017 11:58 pm
Forum: Implemented Suggestions
Topic: Change UI paradigm from Toolbelt to Toolbar
Replies: 37
Views: 9320

Re: Change UI paradigm from Toolbelt to Toolbar

Image
Designres vs engeneers. Engeneers, let designers make their work. They're better in UI.
Make toolbar a thing. It has a lot more advantages, than the current design invented by Notch.
by hitzu
Sun Jul 02, 2017 8:29 am
Forum: Implemented Suggestions
Topic: [0.15.5] No confirmation prompt on deleting a blueprint book
Replies: 54
Views: 9123

Re: [0.15.x] Blueprint book deletion issue.

We feel that the fact it's red (no other buttons are red) and has a trash can icon is enough to convey the fact that it's going to delete the book/blueprint/deconstruction planner you have open. But there is no information on this button that it will delete exactly what you want to delete . That's ...
by hitzu
Thu Jun 29, 2017 7:09 pm
Forum: Mods
Topic: [MOD 0.14] Text Plates
Replies: 91
Views: 22732

Re: [MOD 0.14] Text Plates

Here's an idea - glowing green uranium text plates! :geek:

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