Search found 33 matches

by Mathematician
Wed Feb 27, 2019 11:32 am
Forum: Not a bug
Topic: [abregado][0.17.1] Tutorial Campaign - Compilatron remembers subsequent plays
Replies: 7
Views: 2443

Re: [abregado][0.17.1] Tutorial Campaign - Compilatron remembers subsequent plays

Works with the command. Then I wait the 5-10 seconds it takes Compi to decide that you are unsure what to do, and it moves to the wreck below. Well, it actually works also without command if I wait long enough but it's 27-28 seconds . Definitely too long, given that on first run it was normal. EDIT:...
by Mathematician
Wed Feb 27, 2019 10:04 am
Forum: Ideas and Suggestions
Topic: Colorful labs
Replies: 2
Views: 1563

Colorful labs

TL;DR Change working lab color based on researched science tier. What ? When starting NPE tutorial we have this new lab for our research: 20190227104428_1.jpg At first I though it was a suprise from developers unmentioned in any FFF. :o I expected to later in game see labs changing colors to: -gree...
by Mathematician
Wed Feb 27, 2019 8:26 am
Forum: Not a bug
Topic: [abregado][0.17.1] Tutorial Campaign - Compilatron remembers subsequent plays
Replies: 7
Views: 2443

[abregado][0.17.1] Tutorial Campaign - Compilatron remembers subsequent plays

After clicking restart during mission compilatron wont proceed from the initial WSAD control section. It just stays in its starting spot after saying 'engineer operational' line. Restarting game doesn't help either. After the point which hasn't been seen yet it works normally but in next play it won...
by Mathematician
Sun Feb 24, 2019 10:45 am
Forum: News
Topic: Friday Facts #283 - Prepare to Launch
Replies: 341
Views: 154430

Re: Friday Facts #283 - Prepare to Launch

There are many ways how to define the step between green and blue. Complexity and resource requirements for example. Or space. Tight spot campaign; blue science mission: Space required to setup electric mining drill is about 15% of the map while solid fuel requires just a chem. plant(s) going out o...
by Mathematician
Sat Feb 23, 2019 9:47 am
Forum: News
Topic: Friday Facts #283 - Prepare to Launch
Replies: 341
Views: 154430

Re: Friday Facts #283 - Prepare to Launch

Then, I could put an alarm/horn and make sounds at 90, 95, 98, 99% so I would not miss the launch. Try this: 0eNrVWEtu2zAQvUrBZWsFkvyt0fYEzaborggEWhrbRChSJSknRuAD9CC9WE/SGcrxT7Iju0nabhJJnB/nzXui/MAmsoTCCOXY+IGJVCvLxt8emBUzxSU9c8sC2JgJBznrMMVzujM6vQUXWCE1W3WYUBncs3G0uukwUE44AVUYf7NMVJlPwKBBY4AOK7RFH...
by Mathematician
Fri Feb 22, 2019 7:05 pm
Forum: News
Topic: Friday Facts #283 - Prepare to Launch
Replies: 341
Views: 154430

Re: Friday Facts #283 - Prepare to Launch

The new rocket silo looks good, but it would be even better if the lights kept flashing all the time (and maybe a bit slower, to feel more "heavy"). Also the abrupt linear upwards movement and stopping of the rocket looks a bit fake, like it doesn't have any weight. Would it be possible t...
by Mathematician
Fri Feb 22, 2019 9:23 am
Forum: General discussion
Topic: I Miss Alien Artifacts!
Replies: 27
Views: 9268

Re: I Miss Alien Artifacts!

Factorio exists with the system enemies, therefore the system enemies must be considered as integral part of Factorio. Well, I would not say that every system existing in game must be integral. This quote for example (from FFF-275): This makes it even more clear that the Military science pack is a ...
by Mathematician
Wed Feb 20, 2019 11:16 am
Forum: General discussion
Topic: Who brought you to factorio?
Replies: 30
Views: 9708

Re: Who brought you to factorio?

Somwhere around my starting months at university I decided to rewrite from zero my first/favourite game. I've treated it more as a programming excercises than actually planning to make it complete someday. Ever since then I usually spend few weeks a year pushing the project. You know - implementing ...
by Mathematician
Sat Feb 02, 2019 9:40 am
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 87858

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

Cobaltur wrote: ↑
Sat Feb 02, 2019 9:34 am
is the 2nd condition
- A or ( B and C )
- (A or B ) and C
It's 1st condition block (empty cargo and time) or 2nd condition block (passenger and inactivity and circuit).
AND always ties its condition and the one above
OR always creates new block and ties this block with preceding one
by Mathematician
Sat Feb 02, 2019 9:28 am
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 87858

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

First of all: thank you! Toggles I would like to see: 1) I'm joining to arleady suggested "switch train mode" 2) "switch night vision googles" 3) "hickjack train" that would stop next train passing nearby. For example when I'm standing within, say, 5 tiles from rail tra...
by Mathematician
Fri Jan 18, 2019 10:20 pm
Forum: Show your Creations
Topic: New to Factorio. First win.
Replies: 2
Views: 1968

Re: New to Factorio. First win.

So after a short train trip here we are again. Oil processing center. A bit less dense than main factory: 7A refinery.jpg Closeup on production area. Nothing special, I guess. Lot of experimentation took place here but result is not as scary as one could expect from a newbie. 7B refinery setup.jpg A...
by Mathematician
Fri Jan 18, 2019 10:18 pm
Forum: Show your Creations
Topic: New to Factorio. First win.
Replies: 2
Views: 1968

New to Factorio. First win.

Hello! I've just finished my first freeplay game. What about a tour around my very first factory? Let's start with overview of the area. All packed up around the starting area. Factory in the center. Oil refinery south. Mines around. 0 Ovewview.jpg Main factory. Power/labs on the left. Production se...

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