Search found 263 matches

by V453000
Wed Jul 15, 2020 8:58 am
Forum: Resolved Problems and Bugs
Topic: [v453000][0.18.34] Icon for tank (vehicle) has 1 pixel border
Replies: 2
Views: 2613

Re: [v453000][0.18.34] Icon for tank (vehicle) has 1 pixel border

Strange, I didn't even find the error in the source files. :D

Well spotted, thanks!
by V453000
Fri Jun 26, 2020 1:45 pm
Forum: News
Topic: Friday Facts #353 - Trailer update
Replies: 38
Views: 19994

Re: Friday Facts #353 - Trailer update

I do not like the idea of giving a history lesson in the launch trailer. It is going to be the first thing people see about Factorio. It might not make a good impression and could be confusing. I see most other release trailers celebrate the final product instead of the journey. At the point of rel...
by V453000
Fri Jun 26, 2020 12:44 pm
Forum: News
Topic: Friday Facts #353 - Trailer update
Replies: 38
Views: 19994

Re: Friday Facts #353 - Trailer update

conn11 wrote:
Fri Jun 26, 2020 12:29 pm
...
Will the renewed main trailer be uploaded before release?
Probably yes, but it probably won't be made public by then :P
by V453000
Tue Jun 23, 2020 8:10 pm
Forum: Resolved Problems and Bugs
Topic: [V453000][0.18.32] Old beacon model in research tab
Replies: 1
Views: 710

Re: [0.18.32] Old beacon model in research tab

Thanks for the report, we are aware of it and we'll solve this when revisiting technology icons.
by V453000
Wed Jun 17, 2020 8:09 am
Forum: Releases
Topic: Version 0.18.32
Replies: 36
Views: 24391

Re: Version 0.18.32

This update absolutely broke my over 300 hour train based Pyanodon run. I took advantage of the fact that fluids couldn't be mixed by having train stops that accepted up to 3 different fluids and since they couldn't mix, the correct pumps always emptied the tanks. Now I have probably 50 trains with...
by V453000
Mon Jun 15, 2020 6:41 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.31] new electric mining drill is missing integration patch
Replies: 1
Views: 2221

Re: [0.18.31] new electric mining drill is missing integration patch

Ernestas fixed it, thank you very much for the report.
by V453000
Mon Jun 15, 2020 8:19 am
Forum: Resolved Problems and Bugs
Topic: [0.18.24] heatex-E-idle and hr-heatex-E-idle have a stray spot
Replies: 1
Views: 2383

Re: [0.18.24] heatex-E-idle and hr-heatex-E-idle have a stray spot

Not a big deal, but fixed, thanks for noticing.
by V453000
Mon Jun 15, 2020 8:16 am
Forum: Won't fix.
Topic: [0.18.22] Seam between belts
Replies: 7
Views: 2392

Re: [0.18.22] Seam between belts

A while ago we made transport belt graphics have about 2 pixel overlap of their tile to fix these seaming issues. I wonder if bobs mods were updated to do that as well. In vanilla I can't really notice any seams. Maybe when zoomed out in editor and on white tiles, but not in real game.
by V453000
Mon Jun 15, 2020 7:47 am
Forum: Resolved Problems and Bugs
Topic: Player's skin are not the same as while he mining something
Replies: 8
Views: 3907

Re: Player's skin are not the same as while he mining something

Of course that WAS a bug. :)

Thank you for noticing and reporting!

Fixed for 0.18.32
by V453000
Sat Jun 13, 2020 5:32 am
Forum: News
Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Replies: 199
Views: 73663

Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing

I like the new beacons, but I'm not a big fan of the multiples holes in the ground . It would be interesting to connect them to form a straight line. In most layouts, the beacons are aligned and stick together, so it would be really interesting to show how to use these beacons and make players want...
by V453000
Fri Jun 12, 2020 2:54 pm
Forum: News
Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Replies: 199
Views: 73663

Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing

We will probably add the setting, it makes sense. :)
by V453000
Fri Jun 12, 2020 1:21 pm
Forum: News
Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Replies: 199
Views: 73663

Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing

Someone played Satisfactory ... the have the flush too. The new beacons look nice but the ALT icons i need or i miss something. When we are by moduls ... How i get moduls in a becon when there is no in it? By hand ... maybe i play the wrong game. Look at MOD ModuleInserter ... that is really needed...
by V453000
Fri Jun 12, 2020 11:46 am
Forum: News
Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Replies: 199
Views: 73663

Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing

I like the flushing idea, But i think it should create pollution when flushing oils or acid. So players still have some motivation to be careful with their pipe placement. It's still fairly annoying to have to flush it, and you've already spent pollution by producing these fluids (unless it's water...
by V453000
Fri Jun 12, 2020 11:38 am
Forum: News
Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Replies: 199
Views: 73663

Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing

New beacon design is great. But I have two suggestion: 1. Add settings option: “show modules icons on beacons” 2. Use this version: https://cdn.factorio.com/assets/img/blog/fff-351-03-hole-design.png You can actually mod both suggestions surprisingly easily. If you just disable the tower and its an...
by V453000
Fri Jun 12, 2020 11:30 am
Forum: News
Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Replies: 199
Views: 73663

Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing

The thought process behind redesigning beacons is being hamstrung by calling them "beacons". That implies they're attracting attention to themselves and that they're the important entity rather than broadcasting some sort of information or radiating some kind of power. It's probably way t...
by V453000
Thu Jun 11, 2020 5:40 pm
Forum: News
Topic: Friday Facts #350 - Electric mining drill redesign
Replies: 104
Views: 52910

Re: Friday Facts #350 - Electric mining drill redesign

You're the only one to see that so far. So the fault may not be with the icon. That is provably false. https://www.reddit.com/r/factorio/comments/gr52nz/were_just_not_gonna_talk_about_it_no_one_ok_d/frx1mjk/ My penis certainly doesn't look like that. I can make it look like one if you want though?
by V453000
Wed Jun 03, 2020 12:24 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.29] Slowdown capsule icon smaller than Poison capsule
Replies: 2
Views: 4099

Re: [0.18.29] Slowdown capsule icon smaller than Poison capsule

If I have time I'll redo the poison capsule icon, but I consider it a very small issue.
by V453000
Wed Jun 03, 2020 9:27 am
Forum: News
Topic: Friday Facts #349 - The 1.0 plan
Replies: 59
Views: 30530

Re: Friday Facts #349 - The 1.0 plan

5thHorseman wrote:
Wed Jun 03, 2020 12:57 am
bobingabout wrote:
Tue Jun 02, 2020 8:04 pm
I have only 1 question.

what is Cyberpunk 2077?
Your Factorio machine can do other things. I didn't believe it either but it can even load other games for you to play.
You mean in Factorio, right?
by V453000
Tue Jun 02, 2020 4:55 pm
Forum: Releases
Topic: Version 0.18.29
Replies: 32
Views: 19591

Re: Version 0.18.29

Serenity wrote:
Tue Jun 02, 2020 4:43 pm
The obvious solution is to turn the engine recipe into two components: timing belt + engine block ;)
With 20 extra steps for creating rubber and other little pieces.
by V453000
Tue Jun 02, 2020 4:37 pm
Forum: Releases
Topic: Version 0.18.29
Replies: 32
Views: 19591

Re: Version 0.18.29

Will be used anywhere last engine icon? I fell in love with him Screenshot_11.jpg We don't plan to use this icon anywhere. I knew all along that it doesn't represent an engine properly, but I also knew that it's a nice looking icon by itself. I didn't consider that because it's nice, people could g...

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