Search found 883 matches
- Sun Jan 13, 2019 9:43 am
- Forum: Implemented Suggestions
- Topic: Realtime Clock / Timer to pause game / On Screen Display which displays current system-time
- Replies: 24
- Views: 14764
Re: Realtime Clock / Timer to pause game / On Screen Display which displays current system-time
With Factorio's inofficial name beeing Cracktorio, i can understand, why people want a clock showing meatspace time in the hud of Factorio. But i doubt, that it would actually help preventing sleep deprivation and missing your shedules. Better use your wrist watch or smartphone to set a timer pullin...
- Sat Jan 12, 2019 10:00 am
- Forum: News
- Topic: Friday Facts #277 - GUI progress update
- Replies: 101
- Views: 43077
Re: Friday Facts #277 - GUI progress update
I like, that the team found a development cycle suited for UI with mockups, documentation, polishing stages... Whatever the UI looks and feels like - looks and feel better be consistent over the whole application. So take your time, don't release before its done. Not releasing this month is fine. I ...
- Sat Jan 12, 2019 9:43 am
- Forum: Ideas and Suggestions
- Topic: Recipe tree UI
- Replies: 19
- Views: 11439
Re: ADD TO ROADMAP: Recipe tree GUI improvements
P.S.: there is also that mod that puts a green/yellow/red dot depending on whether machines receive ideal or near-ideal input. That would be nice to be in vanilla. The concept is so NECESSARY that even other factory type games --- including SMALL FOLLOWING ones, get a mod like this pretty early. Bo...
- Fri Jan 11, 2019 12:56 pm
- Forum: General discussion
- Topic: Did no one else notice massive nerf of tank in 0.17?
- Replies: 102
- Views: 35374
Re: Did no one else notice massive nerf of tank in 0.17?
Little off-topic. My sons (lvl 13) favourite game is Minecraft. Minecraft got about 50+ snapshots/releases during 2018. I wonder, how Mojang, wich is owned by the tiny company Microsoft (you might have heared of them because they also make an OS called Windows wich tries to compete with MacOS and L...
- Fri Jan 11, 2019 10:20 am
- Forum: Implemented Suggestions
- Topic: There are no trains
- Replies: 9
- Views: 3983
Re: There are no trains
The real bug is that the forum search ignored the most important word of your query. I always wondered why forum search in general has to suck that hard. The problem is not specific to Factorio or gaming forums. You can go to any forum on the internets and their search function will just suck hard. ...
- Fri Jan 11, 2019 10:09 am
- Forum: Balancing
- Topic: Stronger Vanilla Locomotives
- Replies: 15
- Views: 4300
Re: Stronger Vanilla Locomotives
+1bobingabout wrote: βThu Jan 10, 2019 11:48 am1. Backwards facing locomotives should contribute their power to moving the train.
- Thu Jan 10, 2019 7:49 pm
- Forum: General discussion
- Topic: feedback: train signals are hard
- Replies: 30
- Views: 12594
Re: feedback: train signals are hard
If think if you highlight a train on the map, it should make its rail path glow. If it can't travel a path then that segment of rail won't glow. That'd make diagnosing train paths super easy. If it can't travel that segment, it does not path through it and therefore all other segments that belong s...
- Wed Jan 09, 2019 9:11 pm
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 1002882
- Wed Jan 09, 2019 9:09 pm
- Forum: News
- Topic: Friday Facts #276 - Belt item spacing & Script rendering
- Replies: 155
- Views: 64662
Re: Friday Facts #276 - Belt item spacing & Script rendering
There are mods for adding more complexity to every aspect of the game.KlauzWayne wrote: βWed Jan 09, 2019 5:37 pmBy dampening the ratios to fit to each other you might kill the need for the last level.
- Wed Jan 09, 2019 7:51 pm
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 1002882
Re: Factorio Roadmap for 0.17 & 0.18
I can confirm that for my projects.Amarula wrote: βWed Jan 09, 2019 6:53 pmRules of software estimating, learned back in my first job as a software developer in 1982:
1) Figure out how long you (the dev) think it is going to take: e.g., 3 weeks.
2) Multiply by 2: 6 weeks
3) Add one: 7 weeks
4) Shift to the next higher unit: 7 months
- Tue Jan 08, 2019 11:36 pm
- Forum: General discussion
- Topic: 0.17 Hype?
- Replies: 130
- Views: 52891
- Mon Jan 07, 2019 11:22 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 155004
Re: Friday Facts #275 - 0.17 Science changes
Coal liquefaction could be an early game thing to delay the need for expansion to the first oil patch if it would be available early enough and woukld work without the oil bootstrapping. But in its current state i see no use case for it. I never used coal liqefaction in my multiple modded and unmodd...
- Mon Jan 07, 2019 12:41 pm
- Forum: Ideas and Suggestions
- Topic: Recipe tree UI
- Replies: 19
- Views: 11439
Re: ADD TO ROADMAP: Recipe tree GUI improvements
I don't know, what FNEI means, but the linked ingredient tree is nice to have. So would like to see it as a low priority roadmap item for 0.18 if they got time to burn and insist on not implementing the spidertron (but would still prefer the spidertron over this).
- Mon Jan 07, 2019 5:59 am
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 211935
Re: Friday Facts #266 - Cleanup of mechanics
The hardest test for any liberal community is someone like featherwinglove. The ones who do censor stuff, have so much an easier time dealing with ankle-biters and trolls...
- Sat Jan 05, 2019 1:45 pm
- Forum: News
- Topic: Friday Facts #276 - Belt item spacing & Script rendering
- Replies: 155
- Views: 64662
Re: Friday Facts #276 - Belt item spacing & Script rendering
Regarding belts too fast to see the items move: I would like to have a belt tier, wich is too fast to be directly inserted or picked up from by inserters. That tier would be an expressway for items to be used in buses only. You would have to merge/split from/to lower belt tiers to add/remove items t...
- Fri Jan 04, 2019 4:27 pm
- Forum: News
- Topic: Friday Facts #276 - Belt item spacing & Script rendering
- Replies: 155
- Views: 64662
Re: Friday Facts #276 - Belt item spacing & Script rendering
+1 for the belts buff and finally having integer throughput numbers.
Also like the new graphics API. Will it support sprite animations, so that the Oil Refinery flame animation could be fixed by a mod?
Also like the new graphics API. Will it support sprite animations, so that the Oil Refinery flame animation could be fixed by a mod?
- Fri Jan 04, 2019 4:03 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 155004
Re: Friday Facts #275 - 0.17 Science changes
"Prefabricated concrete section" sounds a lot like "wall segment" to me. Maybe they should change walls to use concrete instead of bricks.Schallfalke wrote: βFri Jan 04, 2019 4:01 pmIt could be something like 10 stone + 1 iron stick + 1 steel plate + anything -> 1 prefabricated concrete section.
- Fri Jan 04, 2019 3:53 pm
- Forum: News
- Topic: Friday Facts #274 - New fluid system 2
- Replies: 166
- Views: 72325
Re: Friday Facts #274 - New fluid system 2
Guys, seriously? Half of you wanted fluid teleportation. But the other half wants water hammers killing refineries if not building water hammer arresters at the right locations (minimal exaggeration). Personally i would like that too. I am fine with such stuff not making it into vanilla though. Tha...
- Fri Jan 04, 2019 3:05 am
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 155004
- Wed Jan 02, 2019 11:48 am
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 155004
Re: Friday Facts #275 - 0.17 Science changes
Problem not solved: I research titanium axe and *poof* instant mining speed upgrade. I haven't made a single titanium plate, which is not a trivial thing in Bob's, and maybe I haven't even mined a single piece of rutile ore. Make the research need titanium, ez :lol: That's an instant circular depen...