Klonan

Klonan



02 Nov

Comment

Sorry for the trouble, this started happening last Tuesday, GOG giving out already redeemed upgrade codes.

Their product team is looking into it, but their customer support reps seem to be out of the loop (GOG is a pretty big company).

Fingers crossed they will have it resolved soon.


30 Oct

Comment

Originally posted by velit

I want ctrl-x to copy trains. It deletes them why doesn't it copy them??? Allow configuration option for Ctrl-c for that as well.

Its fixed for 1.1


29 Oct

Comment

Originally posted by d7856852

As far as I can tell, the change in 1.1 only removes the need to disable stations with stopped trains and the need to build a depot. You still need some circuit logic at every station. The depot is very simple to build and you only need to do it once per map.

I'm actually pretty ambivalent about 1.1 and I'm annoyed that train mechanics have been so obtuse (arguably broken) for years.

You won't necessarily need circuit network at each stop in 1.1, it depends on the design of your system.


28 Oct

Comment

In what way do you want to combine them, just as a video?

For lots of my work, I use ffmpeg to encode a sequence of .PNG into a single mp4 video.

It is as simple as running on the command line:

ffmpeg -r 60 -start_number 1 -i frames/frame-%03d.png -c:v libx264 -pix_fmt yuv420p aout.mp4


20 Oct

Comment

Mac build is already 64 bit


12 Oct

Comment

Originally posted by tweetchy

For the first time since 2014 I have stopped playing Factorio due to a bug. It hurts that this occurred on 1.0. All of my Spidertrons spend 95% of their time thinking they're going too fast to release construction bots, even though all they're doing is sitting still and not constructing. I've looked into this bug and the results were just too wait for the next patch, so here I am, waiting. Is this due to be resolved any time soon?

There is some speed related fix for 1.1 already (details here).

However, are you sure it is because the Spidertrons think they are moving? Does the problem happen if enabled the logistics while moving?

BTW I don't see any similar bug reports on the forum, that is the place to report bugs if you want them to be fixed, especially if they are serious enough to prevent you playing any more.


09 Oct

Comment

Originally posted by KvaNTy

Please make so Tips and Tricks window opens on a random available topic, not just on last selected.
I can't count how many times I thought "Oh, I completely forgot this feature existed!".

It will open on the first 'unread' tip.

Comment

Originally posted by capitan_Sheridan

I was hoping to read about the logistics for the spidertron, but found nothing :(

Good things come to those who wait

Post

Hello,
we finished with the regular Friday Facts series, and yet, there is still so much we want to talk about. I want to clarify, that we are not going to release FFF every week, but there are a few of them coming in the near future.


1.1 - The real 1.0

The point of 1.1 isn't to add some new content, the main motivation is to finalise all the existing features so that they work together in a proper way. This may sound a little bit abstract and boring, but it will be explained more clearly in the upcoming FFFs. Believe me, the sentence "I didn't know I needed this until now" will come to your mind more than once.

The work on the 1.1 update started basically right after the 1.0 release, so there is already lots to show.

Right now we aren't going to make any promises as to when it is coming, but we will keep you updated on our progress with these blog posts, and give some notice before it is deployed. Though I'm quite certain th...

Read more

05 Oct


29 Sep

Comment

0.15 or 0.17 tutorials should be fine, the logistics system hasn't changed for a long time


14 Sep

Comment

Most people just throw in 100 drones and call it good enough, with stack inserters you can get maybe 2 red belts out of 1 depot.

With loaders you can extract a lot more.

You can also load directly from the depots into cargo wagons, which saves on extra belts.


09 Sep

Comment

Originally posted by figsoda

It doesn't require you to change the name of the folder every time and you can publish to mod portal from its cli.

btw you can develop from a folder without a version number, it will pull it from the info.json.

If the folder does have a version in the name, it needs to match, and .zips always need the correct version.


02 Sep

Comment

Originally posted by Yokmp

You need to disable it whe updating the Game or any Mods, reload and reenable it.

No you don't, i have never done that in my life and I use it since the day it was added


01 Sep

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You can enable atlas cache and mods data cache, its in the config or secret options menu


21 Aug

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Originally posted by AlternativeFFFF

If by foresight you mean scrambling to get something out over the last 2 days, then sure ;)

It is the Friday Facts way :)


17 Aug


16 Aug


12 Aug

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Originally posted by fliesenschieber

"7PM CEST"? That's not consistent with the timer. Right now it's thursday 7:30 AM in Germany and the timer shows 11:30hrs left, meaning that the event will start at Friday 7AM CEST?

It is wednesday my dude


09 Aug

Comment

All of those things have HR graphics