Search found 1151 matches
- Sat Apr 27, 2024 4:33 pm
- Forum: News
- Topic: Friday Facts #408 - Statistics improvements, Linux adventures
- Replies: 152
- Views: 16219
Re: Friday Facts #408 - Statistics improvements, Linux adventures
[…] I've actually already confirmed other games I like will run on Linux with either Proton or Wine full support (as I don't play the "latest and greatest" AAA bs with all the bugs anyway) and now it's just a matter of choosing the distro which has become my biggest problem... So I guess ...
- Sat Apr 27, 2024 10:18 am
- Forum: News
- Topic: Friday Facts #408 - Statistics improvements, Linux adventures
- Replies: 152
- Views: 16219
Re: Friday Facts #408 - Statistics improvements, Linux adventures
So what do you think? Are there any other statistics improvements you can think about for 2.0? As has been requested many times: Please add the option to display statistics on a logscale! More specifically a semilog plot. And why do wee need this? It allows to meaningfully display data that spreads...
- Tue Apr 16, 2024 2:09 pm
- Forum: News
- Topic: Friday Facts #406 - Space Age Music
- Replies: 152
- Views: 21507
Re: Friday Facts #406 - Space Age Music
I am surprised to hear so many "traditional" instruments, but I guess that happens if you record an orchestra. To me, the beauty of Factorio music so far was that it was very much dominated by industrial noises and artificial sounds. It feels like the preview of the Space Age music present...
- Sun Mar 03, 2024 5:47 pm
- Forum: General discussion
- Topic: Expansion hype thread - Any updates on when/if there will be an expansion?
- Replies: 130
- Views: 31238
Re: Expansion hype thread - Any updates on when/if there will be an expansion?
I'm so much looking forward to new music
The Factorio OST never gets old, but I still really hope we will get some new tracks for the space platform areas and also the other planets maybe.
I would not mind getting a sneak peak at a new track in an upcoming FFF
The Factorio OST never gets old, but I still really hope we will get some new tracks for the space platform areas and also the other planets maybe.
I would not mind getting a sneak peak at a new track in an upcoming FFF
- Fri Sep 29, 2023 9:07 pm
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 337
- Views: 81957
Re: Friday Facts #378 - Trains on another level
Looking at these previews makes me dizzy. And I love it!
Cannot wait to play with this
Cannot wait to play with this
- Fri Sep 15, 2023 3:09 pm
- Forum: News
- Topic: Friday Facts #376 - Research and Technology
- Replies: 365
- Views: 60570
Re: Friday Facts #376 - Research and Technology
Reading about technologies being unlocked by triggers felt very "Seablock" to me. Have not touched any other mods that do this, but it's nice to see that we will have it in vanilla (and available to all the mods!). Not sure about the running back and forth for oil yet, as other people have...
- Wed Sep 13, 2023 9:26 am
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 808
- Views: 138393
Re: Friday Facts #375 - Quality
[…] So, "Good big electric pole", oh yeah, "Enhanced advanced circuit", what ?, "Exceptional small electric pole", huh, is it exceptionnaly small ? Sorry, it sounds wonky to me. Just IMO. […] In the FFF the devs already show how the quality will be displayed: as "...
- Mon Sep 11, 2023 10:03 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 808
- Views: 138393
Re: Friday Facts #375 - Quality
The only way I'll ship quality intermediaries is if I can get them from some other process, not the random-quality modules. If there's a more complex smelting process that creates 100% Uncommon plate, no Basics, no Rare+, that would be clean enough to integrate with other builds. I would use that. ...
- Mon Sep 11, 2023 4:23 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 808
- Views: 138393
Re: Friday Facts #375 - Quality
Now that I had some time to think about this a bit more I have to say: I really like the proposed mechanics. It will definitely make the end game and the post game much more interesting to toy around with. Up to now I was never really interested in mega bases because the only way to grow in the end ...
- Fri Sep 08, 2023 12:58 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 808
- Views: 138393
Re: Friday Facts #375 - Quality
At first I was wondering if that was a joke. Now I'm merely sceptical. Not sure if five tiers of quality is a good idea. Guess we will have to see. But for the Love of Nauvis, please change the names to something that works with the industrial theme of Factorio. There have already been some good sug...
- Fri Mar 31, 2023 8:40 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3787
- Views: 1413058
Re: Development and Discussion
Any chance of updating the underflow / top-up valve to a 70% threshold instead of the current 80%? Or even better, adding these thresholds as mod settings? What is the use-case for a global threshold of 70% and how is it substantially different from 80%? You do know that you can always set arbitrar...
- Thu Dec 22, 2022 8:30 am
- Forum: Angels Mods
- Topic: Bioprocessing: avoiding fish butchering
- Replies: 4
- Views: 1471
Re: Bioprocessing: avoiding fish butchering
Making gardens requires you to make alien bacteria, which you "normally" get from fish water. But I want to claim there is a way to get the bacteria from farming mushredtato or some other plant. I don't recall if it's realistic to start farming mushredtato before having automated gardens, ...
- Tue Oct 04, 2022 2:51 pm
- Forum: Bob's mods
- Topic: Playing bobs mods as it is meant.
- Replies: 2
- Views: 2043
Re: Playing bobs mods as it is meant.
Bob's Mods are extremely modular, you can pick and chose which ones you want. They should correctly recognize which other of bob's mods is active and modify themselves accordingly. In that sense, there are nigh-infinitely many "ways to play bob's as it is meant". This is not helpful. But m...
- Fri Aug 12, 2022 7:04 am
- Forum: Bob's mods
- Topic: Robochest is harmful
- Replies: 2
- Views: 1720
Re: Robochest is harmful
This is a known limitation of the base game. Robochests are based on the vanilla roboport entity prototype, which has a minimum of 1 charging points. This charging point is required to guarantee that robots which go back to idling inside a roboport/robochest can recharge before entering. If you want...
- Wed Apr 20, 2022 10:19 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3787
- Views: 1413058
Re: Development and Discussion
Been a while since i played angel+bob mix. Planing a new playthrough and cant decide on the mods. Question: with all the new additions now to angel's suite of mods for science and components, is bobs even providing a significant difference now? (I never played one without the other before) What doe...
- Sun Mar 27, 2022 6:12 pm
- Forum: Translations
- Topic: German localization discussion
- Replies: 203
- Views: 118791
Re: German localization discussion
Danke für die obige Diskussion, ich habe das jetzt mal so ins Crowdin übernommen und abgesegnet. Der Beschreibungstext ist jetzt: Kann nach automatisierten Fahrplänen fahren und Schienenfahrzeuge ziehen. Wir haben tatsächlich sonst überall schon "rolling stock" mit Schienenfahrzeug(e) über...
- Mon Jan 10, 2022 9:20 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3890
- Views: 1243687
Re: Bugs & FAQ
I've been having issues trying to use the search feature for Angel's Petrochemical Processing to look up Sodium Hydroxide. I had to use FNEI mod to find out that it's under Chlorine Processing 1 via Saline Water Electrolysis, but it won't pull this info up with vanilla search UI. This is how the va...
- Wed Dec 08, 2021 9:48 am
- Forum: Releases
- Topic: Version 1.1.49
- Replies: 10
- Views: 13124
Re: Version 1.1.49
I never ran into a bug myself and I am seriously impressed how people still find these things, and kudos to the devs for fixing things that most people will never even run into!
- Tue Nov 09, 2021 7:41 am
- Forum: Angels Mods
- Topic: Angel bob bug
- Replies: 4
- Views: 2808
Re: Angel bob bug
I cannot reproduce this observation. Does this happen to you if you keep your game's settings & mods and create a new game?
In any case, please provide a savefile to sync to, otherwise we cannot fix this.
In any case, please provide a savefile to sync to, otherwise we cannot fix this.
- Thu Oct 28, 2021 8:34 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3890
- Views: 1243687
Re: Bugs & FAQ
Crash when starting a new game in a void world https://i.imgur.com/6WDeG2d.png What is a void world? How do I reproduce this? script.on_event(defines.events.on_chunk_generated, function(event) local surface = event.surface if surface.name ~= 'nauvis' then return end surface.map_gen_settings = {widt...