Oh ho? What's this? Do we get to choose which planet we start on? Or is it a "choose which planet you expand to first" kind of thing? Very interesting ....especially useful if Fulgora is your first planet
Search found 32 matches
- Fri Aug 02, 2024 2:13 pm
- Forum: News
- Topic: Friday Facts #422 - Tesla Turret
- Replies: 112
- Views: 42765
Re: Friday Facts #422 - Tesla Turret
- Fri Mar 29, 2024 4:08 pm
- Forum: News
- Topic: Friday Facts #404 - Frustration not found
- Replies: 115
- Views: 50086
Re: Friday Facts #404 - Frustration not found
Could have some form of "double click on a spidertron, select all of that color (maybe triple click to select all on the map, not just all in view).BoxWithoutATop wrote: Fri Mar 29, 2024 12:38 pm One suggestion I do have is: Why not make the spidertrons selectable by color?
- Fri Mar 08, 2024 3:18 pm
- Forum: News
- Topic: Friday Facts #401 - New terrain, new planet
- Replies: 105
- Views: 51454
Re: Friday Facts #401 - New terrain, new planet
I not only agree with this, but I also hope it doesn't get completely removed.
Add another slider! Something like "dead ends" which is normally 0% (does exactly as this FFF describes) but you can tune it up to 100% and then it intentionally finds paths and breaks them. 10-20% would probably be ...
- Fri Feb 02, 2024 2:14 pm
- Forum: News
- Topic: Friday Facts #396 - Sound improvements in 2.0
- Replies: 98
- Views: 34970
Re: Friday Facts #396 - Sound improvements in 2.0
The actual sounds aren’t the important part of this update - the tools and features using them are. Modders will hopefully have access to these and you’ll be able to tune this to your hearts content.
Sound is an incredible part of making something immersive even if it’s hard to point out exactly ...
Sound is an incredible part of making something immersive even if it’s hard to point out exactly ...
- Fri Sep 29, 2023 2:57 pm
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 342
- Views: 176328
Re: Friday Facts #378 - Trains on another level
How can you exit when train is over water?
Could we deadlock the game by being on a train that runs out of fuel over water, or is it "just" a death sentence?
We also thought about this (remote) possibility, and there will be a way to solve it.
HE HAS REVEALED THE ANSWER
remote ...
- Fri Sep 01, 2023 4:30 pm
- Forum: News
- Topic: Friday Facts #374 - Smarter robots
- Replies: 219
- Views: 106113
Re: Friday Facts #374 - Smarter robots
These are the kinds of Friday Facts I love - clear description of problems I've encountered, the issues around it, and then an elegantly simple solution that make everyone say "why wasn't it done that way from the beginning?"
- Fri Nov 25, 2022 2:00 pm
- Forum: News
- Topic: Friday Facts #371 - Apple Silicon
- Replies: 60
- Views: 40695
Re: Friday Facts #371 - Apple Silicon
They didn’t want to accidentally leak any hints about Nintendo. Just seeing ARM probably wouldn’t have but seeing some of the changes made to ARM might.
- Tue Sep 13, 2022 4:02 pm
- Forum: News
- Topic: Factorio is coming to Nintendo Switch™
- Replies: 86
- Views: 83743
Re: Factorio is coming to Nintendo Switch™
Almost certainly.
Will the Switch version allow you to somehow download blueprints or otherwise access them? I assume you can create your own.
- Wed Mar 18, 2020 12:53 am
- Forum: Releases
- Topic: Version 0.18.13
- Replies: 57
- Views: 36868
Re: Version 0.18.13
I like it! Almost feels like “dark mode”.
Only issues I’ve noticed are the disabled items (can’t craft) are harder to distinguish - dark red vs dark black is kind of close - maybe faded also like before?
The other thing is setting logistics on a requestor chest is annoying - I keep clicking ...
Only issues I’ve noticed are the disabled items (can’t craft) are harder to distinguish - dark red vs dark black is kind of close - maybe faded also like before?
The other thing is setting logistics on a requestor chest is annoying - I keep clicking ...
- Sat Feb 22, 2020 2:44 am
- Forum: News
- Topic: Friday Facts #335 - Scenario changes, Damage effect filtering
- Replies: 57
- Views: 34290
Re: Friday Facts #335 - Scenario changes, Damage effect filtering
That has already been severely optimized. The fact it works at all now instead of just locking up the game shows that. Unfortunately that's just a numbers thing; biters moving is slow and will always be slow. There's nothing that can be done about that. Shooting at a massive amount of them ...
- Thu Feb 20, 2020 5:41 pm
- Forum: Ideas and Suggestions
- Topic: Multiplayer map load speed improvements
- Replies: 1
- Views: 1117
Multiplayer map load speed improvements
TL;DR
Server shouldn't have to "save again" when the first player is joining from a paused game.
What ?
Multiplayer servers save the map when the last player exits and pause the game (by default) - but when the player connects again, the server has to resave the map. Instead, the server should ...
Server shouldn't have to "save again" when the first player is joining from a paused game.
What ?
Multiplayer servers save the map when the last player exits and pause the game (by default) - but when the player connects again, the server has to resave the map. Instead, the server should ...
- Thu Jan 30, 2020 8:37 pm
- Forum: Ideas and Suggestions
- Topic: highlight where the signal problem is
- Replies: 27
- Views: 8948
Re: highlight where the signal problem is
Realistically there are a few options that I can think of:
A "no path" train can have a (debug or hover over) option where it "flows out" on all rails until it can't go any further - basically a paint fill - because it couldn't find a path it has no way of knowing which "path" would work, but ...
A "no path" train can have a (debug or hover over) option where it "flows out" on all rails until it can't go any further - basically a paint fill - because it couldn't find a path it has no way of knowing which "path" would work, but ...