Search found 207 matches
- Fri Dec 15, 2017 9:53 pm
- Forum: News
- Topic: Friday Facts #221 - 0.16 is out
- Replies: 155
- Views: 64455
Re: Friday Facts #221 - 0.16 is out
Underground belts should NOT compress belts. (doesn't make sense) Side loading belts SHOULD compress belts. (makes sense, they are being forced into there) I'm not sure about inserters. On one hand it makes sense that they would compress it (in a similar fashion as side loading). But on the other ha...
- Fri Dec 15, 2017 1:45 am
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][0.16.2] Lamps no longer stagger
- Replies: 27
- Views: 13395
[Twinsen][0.16.2] Lamps no longer stagger
In prior versions, lamps would turn off/on one at a time randomly. I thought this was nice. In the latest version, all the lamps turn off at the same time. For one, this doesn't look as nice as it was before. And second, it highly resembles that of a brown out. Every time it turns day, I almost shit...
- Thu Dec 14, 2017 7:36 pm
- Forum: Resolved Problems and Bugs
- Topic: [Dominik] [16.1] Strange position of progress bar in update window
- Replies: 6
- Views: 4151
Re: Odd update dialogue layout
Stole this from the Internet somewhere, but you can see behind the error message what the dialogue is suppose to look like:
- Thu Dec 14, 2017 7:33 pm
- Forum: Resolved Problems and Bugs
- Topic: [Dominik] [16.1] Strange position of progress bar in update window
- Replies: 6
- Views: 4151
Re: Odd update dialogue layout
The progress bar is on the right half of the dialogue instead of underneath the "downloading core...update.zip" message.
- Thu Dec 14, 2017 7:27 pm
- Forum: Resolved Problems and Bugs
- Topic: [Dominik] [16.1] Strange position of progress bar in update window
- Replies: 6
- Views: 4151
[Dominik] [16.1] Strange position of progress bar in update window
Maybe this is intentional? I think not:
- Thu Dec 14, 2017 6:07 am
- Forum: Ideas and Suggestions
- Topic: Increase the time a chunk stays visible in map
- Replies: 0
- Views: 516
Increase the time a chunk stays visible in map
This is mainly for artillery turrets/trains, but it would be nice if the chunk you just loaded with the round would stay visible for longer. Maybe just doubling it would be good.
- Thu Dec 14, 2017 6:05 am
- Forum: Ideas and Suggestions
- Topic: Artillery turret crosshairs should blink when fullfilled
- Replies: 0
- Views: 489
Artillery turret crosshairs should blink when fullfilled
The issue is once a shell is fired, the cross hairs disappear. This makes it difficult to tell what's going to be hit and what's not. I suggest that once a target request has been fulfilled, the cross hairs should blink (or change colour or something) to indicate that a round is on it's way. And onl...
- Thu Dec 14, 2017 5:38 am
- Forum: Ideas and Suggestions
- Topic: Connecting radars to circuit and logistic networks
- Replies: 43
- Views: 21568
Re: Enable RADAR compatibility with circuit network
+1
As mentioned above, it would be good if you could adjust the range it scans in.
As mentioned above, it would be good if you could adjust the range it scans in.
- Fri Dec 08, 2017 11:07 pm
- Forum: News
- Topic: Friday Facts #220 - The best Friday Facts ever
- Replies: 197
- Views: 84933
Re: Friday Facts #220 - The best Friday Facts ever
Atrillary train looks awesome! however, I think some imprecision needs to be added. So players are discouraged from sniping small 1/2 spawner bases from 500 blocks away. the imprecision would still allow you to easily clear most of a big base, because if you miss your target,t heres another target ...
- Fri Dec 08, 2017 11:05 pm
- Forum: News
- Topic: Friday Facts #220 - The best Friday Facts ever
- Replies: 197
- Views: 84933
Re: Friday Facts #220 - The best Friday Facts ever
While I enjoy this new train cannon (super cool!), I was under the impression that the point of an artillery train would be to defend train tracks against biters. This way we wouldn't have to surround tracks with walls or the such. With this, it would require a player to drive the train around and s...
- Sun Dec 03, 2017 5:14 am
- Forum: Resolved Problems and Bugs
- Topic: Inconsistent mining productivity naming
- Replies: 1
- Views: 817
Inconsistent mining productivity naming
Inside the research window, the bonus for "Mining productivity" reads "Mining drill productivity bonus: +2%". While on the bonuses screen, it reads "Mining bonus: +16%" IMO, the research bonus should be renamed to "Mining bonus: +2%" because pumpjacks aren't d...
- Fri Dec 01, 2017 9:46 pm
- Forum: News
- Topic: Friday Facts #219 - Cliffs
- Replies: 191
- Views: 92969
Re: Friday Facts #219 - Cliffs
I'm really excited about these cliffs. When you say they're basically like walls, does this mean that turrets can still shoot over them, even though logically, the projectiles should be hitting the ground? If we're going to be getting some spiders and water monsters (late game with lots of pollution...
- Fri Nov 17, 2017 1:17 pm
- Forum: News
- Topic: Friday Facts #217 - Just another Friday Facts
- Replies: 84
- Views: 38123
Re: Friday Facts #217 - Just another Friday Facts
What are the controls like on the tank? Can the driver control the wheels while the passenger controls the cannon? That would be super cool!
- Sat Oct 28, 2017 12:00 am
- Forum: Ideas and Suggestions
- Topic: Underground pipes should peak out of ground
- Replies: 0
- Views: 720
Underground pipes should peak out of ground
I think it would be cool if underground pipes would peak out of the ground. The ground would still be flat, but the dirt would be slightly removed and the pipe raised up to expose it. This would make it easier to see where a pipe was going without having to hover over the ends of it. Things could st...
- Fri Oct 27, 2017 4:37 pm
- Forum: News
- Topic: Friday Facts #214 - Concrete rendering
- Replies: 129
- Views: 72038
Re: Friday Facts #214 - Concrete rendering
While I do like the texture of this concrete, it doesn't look like concrete. I liked the old texture, not only because I could run fast, but that it made the background feel more flat and structured than the dirt/grass does. It also had the grid pattern which was VERY nice for counting and stuff wit...
- Sun Oct 15, 2017 1:55 pm
- Forum: News
- Topic: Friday Facts #212 - The GUI update (Part 1)
- Replies: 151
- Views: 70101
Re: Friday Facts #212 - The GUI update (Part 1)
Ok, after reading the FF it became obvious to me that we need a pin-function for every GUI-window. Like in Banished. Maybe at some point for whatever reason I always want to have one specific assembler visible. Or one train or whatever. Would that be possible or could this be modded in? I think thi...
- Sat Oct 14, 2017 1:07 am
- Forum: News
- Topic: Friday Facts #212 - The GUI update (Part 1)
- Replies: 151
- Views: 70101
Re: Friday Facts #212 - The GUI update (Part 1)
Pretty nice. But I wish a feature for the train network to create groups for trains that share together the schedule and the color. Also if you can create color groups and save them instead to pick/copy it from a different train. +1 This is something I've been wanting for quite a long time. I've be...
- Fri Oct 06, 2017 2:33 pm
- Forum: News
- Topic: Friday Facts #211 - The little things
- Replies: 69
- Views: 35774
Re: Friday Facts #211 - The little things
It's generally good design to decouple things as you suggest; but apparently Factorio is so highly optimized that everything needs to be tightly coupled.innesm wrote:>shouldnt the drawing and gamemechanics of entities be seperated to the point to use them independently?
- Fri Oct 06, 2017 1:57 pm
- Forum: News
- Topic: Friday Facts #211 - The little things
- Replies: 69
- Views: 35774
Re: Friday Facts #211 - The little things
It better be epic! I've held off on playing until this is introducedthe work on the artillery train has already started and it is probably going to be epic
I hope this will prevent aliens from creeping onto tracks and destroying the trains?
Great work guys, very excited!
- Fri Sep 15, 2017 7:52 pm
- Forum: News
- Topic: Friday Facts #208 - Tips and tricks improvement
- Replies: 58
- Views: 27463
Re: Friday Facts #208 - Tips and tricks improvement
These FFF are better than drugs, I'm addicted.