Search found 1708 matches
- Wed Aug 05, 2020 1:52 am
- Forum: News
- Topic: Friday Facts #358 - Alien decoratives & Polluted water
- Replies: 71
- Views: 42184
Re: Friday Facts #358 - Alien decoratives & Polluted water
Ooh, a reason to rush out those efficiency modules. Playing a pure green style is a challenge all its own, but it's not impossible to avoid dealing serious damage to the environment. At least, it is quite doable until you start cranking up the marathon death world settings.
- Fri Jul 10, 2020 11:41 am
- Forum: News
- Topic: Friday Facts #355 - High resolution updates
- Replies: 27
- Views: 18757
Re: Friday Facts #355 - High resolution updates
I'm a bit surprised that so much of the land mine is left behind considering that, you know, they're kinda supposed to explode.
- Tue Jul 07, 2020 3:06 am
- Forum: News
- Topic: Friday Facts #354 - Launch party and HR power switch
- Replies: 33
- Views: 23022
Re: Friday Facts #354 - Launch party and HR power switch
It's a proper 3 wire system if the red and green signal wires are used. But obviously gameplay trumps all.ske wrote: Sat Jul 04, 2020 10:53 am Why does the "plug" in the power switch have two prongs while there is only one wire on the poles?
- Fri Jul 03, 2020 5:22 pm
- Forum: News
- Topic: Friday Facts #354 - Launch party and HR power switch
- Replies: 33
- Views: 23022
Re: Friday Facts #354 - Launch party and HR power switch
I clicked the rocket, rocket go fooosh.
- Fri Jun 19, 2020 10:23 am
- Forum: News
- Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
- Replies: 199
- Views: 96147
Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
A troll with grenades or a troll with a nuke can do much more damage than purging your pipe network.
It might be okay to give the purge effect some inertia. If it drained the system at a finite (but fast) rate, that gives the player some reaction time to go "oh shi" while still letting players ...
It might be okay to give the purge effect some inertia. If it drained the system at a finite (but fast) rate, that gives the player some reaction time to go "oh shi" while still letting players ...
- Wed Jun 17, 2020 11:49 am
- Forum: News
- Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
- Replies: 199
- Views: 96147
Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
It's amazing how difficult the fluid mixing system has been to deal with. It probably would have been easier to have a warning icon whenever fluids crash in the pipe network.
That and the new pipe flushing system could have taken care of most things.

- Tue Jun 16, 2020 12:26 pm
- Forum: News
- Topic: Friday Facts #348 - The final GUI update
- Replies: 143
- Views: 70235
Re: Friday Facts #348 - The final GUI update
I don't understand the perils of being color blind, but some of the solutions to color blindness fall under the same category as good game design. Palette swaps are generally gross, make sure that in game icons are visually distinct in some way. For example, the 3 types of modules are identical, but ...
- Fri Jun 05, 2020 1:45 am
- Forum: General discussion
- Topic: finally built first silo!
- Replies: 13
- Views: 4777
Re: finally built first silo!
What this means, is to produce all 100 percentage points of the rocket, you only need to supply the silo with 5/7 of the materials, or about 72%. That 40% Productivity translates to a roughly 28% materials savings in terms of parts per rocket. But it's 28% material savings for each step of the way ...
- Fri Jun 05, 2020 1:38 am
- Forum: General discussion
- Topic: Async auto save in multiplayer but not in singleplayer?? Why??
- Replies: 8
- Views: 4495
Re: Async auto save in multiplayer but not in singleplayer?? Why??
Ah, but if you VM a linux machine to host a server, then you can get the fork command in windows for the async save.
#bigthink

- Fri May 29, 2020 9:36 pm
- Forum: News
- Topic: Friday Facts #349 - The 1.0 plan
- Replies: 59
- Views: 37456
Re: Friday Facts #349 - The 1.0 plan
You're going to kill the proofreading team at this rate!ThisThese values also includessome optimizations implemented by Rseding.

- Sat May 16, 2020 7:05 pm
- Forum: News
- Topic: Friday Facts #347 - New hope demo levels
- Replies: 54
- Views: 32685
Re: Friday Facts #347 - New hope demo levels
But that's also a good challenge for players to contend with. Better to teach it early rather than never.Eiermann wrote: Sat May 16, 2020 5:24 pm I would separate the resources in Level 05 because it would just confuse new players when you end up with a mixed up belt and everything gets stuck.
- Fri May 15, 2020 3:48 pm
- Forum: News
- Topic: Friday Facts #347 - New hope demo levels
- Replies: 54
- Views: 32685
Re: Friday Facts #347 - New hope demo levels
Over 5 years of optimizing the game to the limits, and it all gets spent on graphical overhauls in a month. Never change, game industry! 
I tease, I tease. It's nice to see more shiny things in Factorio. Can't go wrong with shinies.

I tease, I tease. It's nice to see more shiny things in Factorio. Can't go wrong with shinies.
- Fri May 15, 2020 2:45 pm
- Forum: News
- Topic: Friday Facts #347 - New hope demo levels
- Replies: 54
- Views: 32685
Re: Friday Facts #347 - New hope demo levels
I wonder how fun it would be to have drones throw grenades at enemy player bases to deconstruct them.billbo99 wrote: Fri May 15, 2020 1:47 pm I wonder how hard it would be to have the construction drones throw grenades to clear trees

- Mon Apr 27, 2020 7:36 pm
- Forum: News
- Topic: Friday Facts #344 - Tile transition collisions & Team Steelaxe speedrun record
- Replies: 59
- Views: 32044
Re: Friday Facts #344 - Tile transition collisions & Team Steelaxe speedrun record
I do think it would be more interesting if Any% category didn't allow custom seed, while Default Settings category did The any% category tends to be more open and unrestricted. It may as well be called the "anything goes" category because the skips get SO crazy that their subcategories describe the ...
- Mon Apr 27, 2020 1:47 pm
- Forum: News
- Topic: Friday Facts #344 - Tile transition collisions & Team Steelaxe speedrun record
- Replies: 59
- Views: 32044
Re: Friday Facts #344 - Tile transition collisions & Team Steelaxe speedrun record
Sometimes people are just wrong on the internet. Don't worry, it happens. :lol:
Speedrunning is a very well established community and they have a good set of rules that apply well across games. Most issues between the rule sets are simply resolved by creating categories. For example, what's the ...
Speedrunning is a very well established community and they have a good set of rules that apply well across games. Most issues between the rule sets are simply resolved by creating categories. For example, what's the ...
- Fri Apr 24, 2020 6:16 pm
- Forum: News
- Topic: Friday Facts #344 - Tile transition collisions & Team Steelaxe speedrun record
- Replies: 59
- Views: 32044
Re: Friday Facts #344 - Tile transition collisions & Team Steelaxe speedrun record.
It's a good thing that planning stages aren't counted as part of the speedrun timing. Otherwise my very first 50 hour run would be in the top running. :lol:
But seriously, that takes not just the dedication of doing the run itself, but the countless hours of practice and training to reach the entry ...
But seriously, that takes not just the dedication of doing the run itself, but the countless hours of practice and training to reach the entry ...
- Sat Apr 11, 2020 12:28 pm
- Forum: News
- Topic: Friday Facts #342 - The new old tutorial
- Replies: 38
- Views: 21063
Re: Friday Facts #342 - The new old tutorial
It's great that the devs have the guts to make the hard calls, instead of bashing their heads against something that isn't working out. I mean, it also sucks, but that's life I guess.
- Sun Apr 05, 2020 11:39 am
- Forum: News
- Topic: Friday Facts #341 - Audio, Artillery, Attenuation
- Replies: 30
- Views: 19493
Re: Friday Facts #341 - Audio, Artillery, Attenuation
Not gonna lie, the old robot sounds were pretty damn cute.
- Fri Apr 03, 2020 11:16 pm
- Forum: News
- Topic: Friday Facts #341 - Audio, Artillery, Attenuation
- Replies: 30
- Views: 19493
Re: Friday Facts #341 - Audio, Artillery, Attenuation
I do like that they're going for sounds that don't stick out too hard. An annoying sound effect multiplied by 100 things times dozens of hours would be the stuff of nightmares. Very few sounds really need to stand out in gameplay. The most important sounds would be direct hazards to the base or ...
- Thu Apr 02, 2020 12:06 pm
- Forum: Ideas and Suggestions
- Topic: auto drag roboport
- Replies: 21
- Views: 8035
Re: auto drag roboport
Blueprinting is useless early game, due to the speed of the bots, it's actually slower to use BP's until you get worker robot speed researched X times. I get that using a BP would mark the places, but again doing that would be even slower. So for me there is no solution here.
Low level bots are ...
Low level bots are ...