Search found 225 matches
- Fri Oct 27, 2023 5:39 pm
- Forum: News
- Topic: Friday Facts #382 - Logistic groups
- Replies: 230
- Views: 35235
Re: Friday Facts #382 - Logistic groups
Some questions: Will rockets from space platform being the same size as rocket from planet? In reality they are not, because in space you don't need to escape the gravity. Especially in current space exploration (e.g. to ISS) typically every rocket has its return capsule on board. So it would be fai...
- Sat Oct 14, 2023 12:02 am
- Forum: News
- Topic: Friday Facts #380 - Remote view
- Replies: 181
- Views: 30075
Re: Friday Facts #380 - Remote view
The remote view is cool, but I think that controlling everything in remote view should be an upgrade in tech tree or a physical upgrade in radar. If you able to change recipies in assambler and direction of belts right from the beginning will kill the fun of having to walk trough your tiny factory. ...
- Tue Oct 10, 2023 7:53 pm
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 337
- Views: 77954
Re: Friday Facts #378 - Trains on another level
So I'm stopped by an invisible force if I try to enter the ramps? That's my assumption. Basically the ramps will have a collision box against the player and the player would just simply walk under elevated rails. I'm guessing it may be too complex and have too many edge cases/issues with letting th...
- Mon Oct 09, 2023 5:48 pm
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 337
- Views: 77954
Re: Friday Facts #378 - Trains on another level
Yes I mixed up "train" and "track" ...
So I'm stopped by an invisible force if I try to enter the ramps?
- Mon Oct 09, 2023 4:57 pm
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 337
- Views: 77954
Re: Friday Facts #378 - Trains on another level
A question: If I walk with my character on that upper-level train. Are I'm able to jump off? Or will that rail prevent me from doing so? And in case i can jump off will I just go as if the rails ar laying on the floor or will I arrive some pixels down because in respect to pseudo 3D beeing above the...
- Mon Oct 09, 2023 4:38 pm
- Forum: News
- Topic: Friday Facts #379 - Abstract rewiring
- Replies: 153
- Views: 26125
Re: Friday Facts #379 - Abstract rewiring
Nice work, but .... There are some wires in front of that pole which should be on the back side ... And I spot some wired shadow ... :) Screenshot 2023-10-09 182926-2.png If you are that heavy in wiring code: I find ait anoying if using an electric swich it separetes the two networks so tha the stat...
- Sun Sep 24, 2023 12:34 pm
- Forum: News
- Topic: Friday Facts #377 - New new rails
- Replies: 217
- Views: 49770
Re: Friday Facts #377 - New new rails
And in connection
colors as described above.
colors as described above.
- Sun Sep 24, 2023 11:17 am
- Forum: News
- Topic: Friday Facts #377 - New new rails
- Replies: 217
- Views: 49770
Re: Friday Facts #377 - New new rails
... Look here (orange + yellow = normal length, orange = short lengt to connect to offgrid): half-tracks.png I like your grid overlay picture. Is there any possibility of posting one with the grid overlaying the curved tracks as well, please, so I can track what is going on a bit better. Here you a...
- Sat Sep 23, 2023 8:48 pm
- Forum: News
- Topic: Friday Facts #377 - New new rails
- Replies: 217
- Views: 49770
Re: Friday Facts #377 - New new rails
Dear developers, you forgot about an unpleasant problem. About the offset by 1 cell if we change the number of trains from 1 to 2 Did you ever consider removing the restriction that rails needed to be aligned to the 2x2 grid, so blueprints with rails could be moved by a single tile? I guess, that w...
- Tue Aug 23, 2022 11:52 pm
- Forum: Off topic
- Topic: [Website] Website not available ...
- Replies: 1
- Views: 1509
[Website] Website not available ...
Your Website is currently unavailable.
(but forum is.) Try to enter "factorio.com" in browser and try to click the link in the to left corner of this forum page.
(but forum is.) Try to enter "factorio.com" in browser and try to click the link in the to left corner of this forum page.
- Sat Feb 26, 2022 11:24 pm
- Forum: News
- Topic: Friday Facts #368 - Steam deck, Ghost bugs, Docs improvements
- Replies: 30
- Views: 16864
Re: Friday Facts #368 - Steam deck, Ghost bugs, Docs improvements
Is there any reason why you can't supply a premade steam input config for the game? Devs almost never use it but it is possible to do, at least with the Steam Controller (and I assume it will be the same for the Steam Deck) so that people wouldn't need to start from scratch when wanting to play eve...
- Sat Feb 26, 2022 11:12 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis] [1.1.46] Can't deconstruct tree in PvP
- Replies: 5
- Views: 4560
Re: [Genhis] [1.1.46] Can't deconstruct tree in PvP
Why not use multiple markings? As stated in fff#368 an entity can only be deconstructed by the force which built it. So you have created an exception for forceless entities to be deconstructable by any force. So why not use the same exception to let be such entities beeing marked for deconstruction ...
- Mon Mar 15, 2021 9:07 pm
- Forum: News
- Topic: Friday Facts #365 - Future plans
- Replies: 298
- Views: 165616
Re: Friday Facts #365 - Future plans
Someone's probably said it already, but an obvious upgrade would be 3D rendering. Might make the game a lot smaller, too. Maybe, but show me a game that can render 30 000 3D objects (instead of sprites) on the same screen. So I like to suggest isometric view and 4-position map rotation. I think abo...
- Sun Feb 07, 2021 9:01 pm
- Forum: News
- Topic: Friday Facts #365 - Future plans
- Replies: 298
- Views: 165616
Re: Friday Facts #365 - Future plans
I wonder why you don't start Factorio 2 with Isometric view? With real height-levels. Like going from SimCity to Simcity2000 ... Or C&C Tiberian Dawn to Tiberian Sun It would be a 2D-Game as it is, but could have more depth. You could make ammo range depend on position of weapon like in C&C...
- Mon Dec 21, 2020 11:51 pm
- Forum: Ideas and Suggestions
- Topic: QOL: easy spidertron remote-selection
- Replies: 8
- Views: 2096
Re: QOL: easy spidertron remote-selection
This is a great suggestion. If you don't mind, I'd quite like to add it to my Spidertron Waypoints mod (https://mods.factorio.com/mod/SpidertronWaypoints), if I find it possible to implement. You're welcome. Thanks very much. I got there eventually and it is now in Spidertron Enhancements: https://...
- Sun Dec 20, 2020 9:44 pm
- Forum: Combinator Creations
- Topic: Remote Controlled Circuit Switch
- Replies: 22
- Views: 9906
Re: Remote Controlled Circuit Switch
A little offtopic and normally I'd spoiler the reply, but it doesn't work so well with attachments. Yeah, so my megabase world is a bit weird. I like to spread out and eliminate biters from the map - so that wouldn't quite work out. Here it is with roboports turned on for the map. I like to play mo...
- Sun Dec 20, 2020 8:18 pm
- Forum: Combinator Creations
- Topic: Train operated potentiometer
- Replies: 7
- Views: 6411
Re: Train operated potentiometer
Sorry, that i overlooked your answer for so long. Following my suggestion, you would move the train by manual driving forward and backward and measuring how many chain...” The idea is to be able to adjust the level from anywhere on the map via train station control. If you have to manually move the...
- Sat Dec 19, 2020 1:51 pm
- Forum: Combinator Creations
- Topic: Remote Controlled Circuit Switch
- Replies: 22
- Views: 9906
Re: Remote Controlled Circuit Switch
I was deploying artillery throughout the map and I wanted something very compact. I also felt that the more clustered the lasers were, the more damage they would bring to bear on biters. With the power off, I couldn't put the lasers tightly around the artillery. Ok, this was just a copy of my own w...
- Thu Dec 17, 2020 1:13 pm
- Forum: Combinator Creations
- Topic: Remote Controlled Circuit Switch
- Replies: 22
- Views: 9906
Re: Remote Controlled Circuit Switch
Ah, I was defending the artillery with lasers / satellite, and I needed power to be on. Eventually I figured out to put artillery on islands and defense / switches were no longer relevant. If no water are available for islands, the following solution may help you: (It is with backup energy-line, so...
- Wed Dec 16, 2020 12:00 pm
- Forum: Combinator Creations
- Topic: Remote Controlled Circuit Switch
- Replies: 22
- Views: 9906
Re: Remote Controlled Circuit Switch
Cool use of copy / paste. But yes, sad state of affairs with the power switch. My hack was to use an accumulator which powered on from the switch and sent the A signal to enable things, and then when I turn off the power pole I drain it with a beacon. Expensive and slow power off, but it works. Nee...