Thank you (Make the dev-team happy today!)

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Makka77
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Spoiler-free praise.

Post by Makka77 »

Eeeeeee it's fucking good this 💜
TomyTheBest
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Re: Thank you (Make the dev-team happy today!)

Post by TomyTheBest »

Thank you guys.
You are the best!!

Now, I will need to refresh my CV .... because of the insane amount of 'sick leave'.
Do you know any any company where I could earn money by playing Factorio?
delassa
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Re: Thank you (Make the dev-team happy today!)

Post by delassa »

Thanks for the many years of entertainment, and many more with the new expansion.

Congratulations on being the number 1 & 2 top sellers on steam, you folks deserve it. The passion and care you've shown over the years is great to see in the mire that gaming has become in some sectors over the last couple years.

Here's to more factories that never stop growing.
lis6502
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Re: Thank you (Make the dev-team happy today!)

Post by lis6502 »

I am afraid that posts' capacity might not be enough for amount of words that i would like to contain herein, so i'll focus on feature of SA which allows to DISABLE flashing icons. I can't stress enough how annoying this was especially when having this brain condition when everything flashing, moving totaly nuked my concentration. Maybe now i'll send this damn rocket :lol:
psvedman
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Re: Thank you (Make the dev-team happy today!)

Post by psvedman »

A big thanks for the update and I look forward to many more hours absorbed by trying to optimize my factories. :D
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Re: Thank you (Make the dev-team happy today!)

Post by plepper1 »

Thank you Wube!
I'm so happy you finally took my money (again)! :lol:
EustaceCS
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Re: Thank you (Make the dev-team happy today!)

Post by EustaceCS »

Literally the best modding framework I've ever touched so far, hats off. And I've touched ALOT.
Everything works predictably and intuitively.
No need to rewrite unrelated parameters to flip few constants (or merely replace a sprite - take that, Barotrauma!)
No need to rummage elbow deep in multitude of files, with uncertain result, just to add few lines of text into UI (Clausewitz, bruh)
No need to utilize weird formats and waste days on figuring out sub-formats (memories of American Truck Simulator's textures are still giving me anxiety, uuuuugh...)
No need to compile stuff and do virtual kickflips with DLL injections (if it's coding - it's not modding, Unity crowd).
This Is How It Should Be Done.
Everything just works - and works grrrrrrrreat!
MechBFP
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Re: Thank you (Make the dev-team happy today!)

Post by MechBFP »

I just wanted to say thank you for allowing us to read the amount of fuel in a nuclear reactor. It is so nice to be able to easily tell if my reactors are working or not. Even though uranium is plentiful there is just something so satisfying about being able to only insert fuel when I need it via circuit network logic and having near unlimited fuel from a single uranium patch. :D
RunFact
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Re: Thank you (Make the dev-team happy today!)

Post by RunFact »

Thanks for making the Space Age expansion! Super fun so far! Appreciate all the QoL improvements, too.
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valneq
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Re: Thank you (Make the dev-team happy today!)

Post by valneq »

I have now dipped my toes into the first three planets of Space Age.
And I have to say: I'm amazed by how perfectly Wube nailed what I personally wanted from an expansion! :D

I was never a big fan of the idea of a megabase. To me that always just felt like "more of the same". Once you reached rockets with satellites and were able to produce space science packs reliably, the game was done for me. Scaling up never quite felt too enticing. Sure, you did have the option to re-design some of your setups with beacons and modules to make them more efficient, more productive, etc. and trying to solve a larger-scale logistical train problem is also interesting on its own … but it's not quite the same level of puzzle as figuring out how to get to the rocket in the first place.

This is why, shortly after building a couple factories that launched rockets, I started playing mostly with conversion mods like Bob's+Angel's, Krastorio, Industrial Revolution and the like. Those provided *different* puzzles for me to solve. That was great.

Now with Space Age I get to solve completely *different* puzzles for each planet, as well as figure out interplanetary logistics in addition to train networks. This is exactly what I wanted! Thank you a lot! <3

[for context] Up until now I have never touched the Space Exploration mod, mostly because of time constraints. I probably would have liked its challenges, but the time investment was just too intimidating. I might try it at some point tho ;)
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