Search found 58 matches
- Fri Aug 14, 2020 11:25 am
- Forum: News
- Topic: Friday Facts #360 - 1.0 is here!
- Replies: 210
- Views: 104853
Re: Friday Facts #360 - 1.0 is here!
Thanks for all your hard work! I really aprecciate everything you did for us, you really created something special here! Thanks again, and good luck in your future beginnings!
- Wed Aug 12, 2020 8:25 pm
- Forum: News
- Topic: Friday Facts #359 - Crash site: The beginning
- Replies: 95
- Views: 104999
- Mon Aug 10, 2020 8:46 pm
- Forum: Won't fix.
- Topic: [0.18.46] Upper part of electric mining drill drawn above character
- Replies: 1
- Views: 1061
[0.18.46] Upper part of electric mining drill drawn above character
Running into upper part of drill drawn over character. And I think that gap between drills still can be misleading.
- Fri Jul 31, 2020 1:07 pm
- Forum: News
- Topic: Friday Facts #358 - Alien decoratives & Polluted water
- Replies: 71
- Views: 33424
Re: Friday Facts #358 - Alien decoratives & Polluted water
I think brown water would be better, green is kinda ugly too much)
- Sat Jun 13, 2020 12:20 pm
- Forum: News
- Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
- Replies: 199
- Views: 73729
Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Wonderful ideas and I look forward to both. May the devs forgive me, but I have to ask: 1. Can the pipe flushing be automatic when pipes are disconnected from all fluid sources (such as Offshore Pumps, Refineries, Chemical Plants, and Fluid Tanks)? 2. Can pipe flushing be conditionally circuited? 3...
- Sat Jun 13, 2020 6:34 am
- Forum: News
- Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
- Replies: 199
- Views: 73729
Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Well, that's better design. One but though, I prefer to have alt-mode (Modules not always visible without it), and I never want to use mods (It's personal, I prefer to play games as they were intended to be played)
- Fri Feb 14, 2020 8:17 pm
- Forum: News
- Topic: Friday Facts #334 - New poison cloud animation, flying robot dying effect
- Replies: 57
- Views: 26064
- Fri Feb 07, 2020 5:23 pm
- Forum: News
- Topic: Friday Facts #333 - Terrain scrolling
- Replies: 40
- Views: 19791
Re: Friday Facts #333 - Terrain scrolling
That's why I respect you guys and believe you will do everything right! Keep up the good work.
- Sun Feb 02, 2020 5:09 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.3] Animation bug - Train cars not closing if connected when train moving.
- Replies: 4
- Views: 2982
Re: [0.18.3] Animation bug - Train cars not closing if connected when train moving.
Well it IS in manual mode, I was driving it)someone1337 wrote: βSun Feb 02, 2020 4:59 pmWhy is this even possible? Dont trains switch to manual mode, if they are modified like this?
- Sat Feb 01, 2020 4:55 pm
- Forum: Releases
- Topic: Version 0.18.3
- Replies: 48
- Views: 26187
Re: Version 0.18.3
Train sounds now kinda meh (Not good, not bad), but at least it's not electric train anymore) Belts is better, I can tolerate them now. Belt sounds wasn't pleasant to begin with, I mean pre 0.18 version, so I guess there's some work about it that has to be done.
- Fri Jan 31, 2020 10:32 am
- Forum: Releases
- Topic: Version 0.18.3
- Replies: 48
- Views: 26187
Re: Version 0.18.3
Since 0.18.2, whenever a player is killed by biters, they continue playing their new sound on loop (which starts to overlap and get distorted) for the full ten seconds of the respawn countdown, even on single-player when there's nothing else around. I'm not sure if that's intentional, but it's odd ...
- Thu Jan 30, 2020 9:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.3] Animation bug - Train cars not closing if connected when train moving.
- Replies: 4
- Views: 2982
[0.18.3] Animation bug - Train cars not closing if connected when train moving.
I noticed that train cars have wrong animation if they were connected to moving train, bug fixes itself after train stops. On turns cars appear closed, but when train goes straight, they're still open. I captured bug on video, so there's more details on how it looks: https://www.youtube.com/watch?v=...
- Thu Jan 30, 2020 8:54 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding] [0.18.2] bot sound loops itself
- Replies: 4
- Views: 2870
Re: [0.18.2] bot sound loops itself
Sounds like the volumes for those are just way too loud (most things have a cycling sound) or there's no cooldown... or it isn't respected. A temporary workaround would be to lower the volume in the entity prototypes. (I think I want to do that for the research completed sound, I thought there was ...
- Wed Jan 29, 2020 7:15 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding] [0.18.2] bot sound loops itself
- Replies: 4
- Views: 2870
Re: [0.18.2] bot sound loops itself
I have something similar with biters... =/
Whenever I'm close to biters nest, biter sounds loop itself, it can be around three biter sounds looping at the same time, it's pretty bad.
https://www.youtube.com/watch?v=eKi-Qop ... e=youtu.be
Whenever I'm close to biters nest, biter sounds loop itself, it can be around three biter sounds looping at the same time, it's pretty bad.
https://www.youtube.com/watch?v=eKi-Qop ... e=youtu.be
- Wed Jan 29, 2020 1:16 pm
- Forum: Releases
- Topic: Version 0.18.2
- Replies: 61
- Views: 28813
Re: Version 0.18.2
New belt sounds is awful (Only yellow is fine), I hope they do something about them. (At least make them quieter or something) They're drilling into my ears, really reminds about dentist :shock: I don't like them too much γ½(οΎΠοΎ)οΎ. And train sound is more like a toy now, doesn't feel like heavy train...
- Sun Dec 29, 2019 9:32 am
- Forum: News
- Topic: Friday Facts #327 - 2020 Vision
- Replies: 128
- Views: 53076
Re: Friday Facts #327 - 2020 Vision
Oh, getting rid of bad ideas sometimes painful, especially if conciderable amount of work put in it, but it's still better than trying to fix it. And it's not like all this time was for nothing, some ideas and sprites could be used in old tutorials. :mrgreen: P.S. I'm not a fan of new tutorial, it w...
- Sat Nov 23, 2019 12:47 pm
- Forum: News
- Topic: Friday Facts #322 - New Particle system
- Replies: 58
- Views: 29478
Re: Friday Facts #322 - New Particle system
This guys... They never ceases to amaze me.
- Sat Nov 16, 2019 2:58 am
- Forum: News
- Topic: Friday Facts #321 - Countdown
- Replies: 71
- Views: 34845
Re: Friday Facts #321 - Countdown
When game is ready for release even more than any AAA title years after release, and they still take another year to polish it... Dayumn maaaaaaaan... Best Developers ever. XD
https://www.youtube.com/watch?v=TAGokcw1ajk
https://www.youtube.com/watch?v=TAGokcw1ajk
- Fri Nov 15, 2019 4:46 pm
- Forum: Off topic
- Topic: [photos] Factorio in real life
- Replies: 153
- Views: 296717
Re: [photos] Factorio in real life
That's oil refinery in our city!
- Fri Nov 15, 2019 4:36 pm
- Forum: Campaign / Scenario suggestions
- Topic: Campaign is too hard
- Replies: 2
- Views: 2330
Re: Campaign is too hard
I played the new Campaign - Arrival - a few times; I realised that it is way to hard, I failed with 1800hrs ingame and in my eyes a newbie would not be able to complete it. On youtube the most people survive while their base is currently destroyed, so pure luck; Every time I finished it it was the ...