I can not bare it any more.I made play-list with all the good music of Factorio and silenced in-game ambient sounds.
Now I can have music being played by separate program to get rid of all the stupid randomness.
Search found 239 matches
- Sun Aug 30, 2015 4:46 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.5][slpwnd] Music hardly ever being played
- Replies: 8
- Views: 3902
- Sun Aug 30, 2015 10:31 am
- Forum: Mods
- Topic: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16
- Replies: 177
- Views: 159924
Re: [MOD 0.12.x] Evolution Factor Indicator
Would be much better if direction was more precise:
-N, NNE, NE, ENE, E, ESE, SE, SSE, S, SSW, SW, WSW, W, WNW, NW NNW or
-000....359 degrees
-N, NNE, NE, ENE, E, ESE, SE, SSE, S, SSW, SW, WSW, W, WNW, NW NNW or
-000....359 degrees
- Sat Aug 29, 2015 10:54 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.5][slpwnd] Music hardly ever being played
- Replies: 8
- Views: 3902
[0.12.5][slpwnd] Music hardly ever being played
.12.5 fix to the wind ambient messed up all the ambient tracks and the game is mostly silent now :/
Please separate ambient and music to avoid issues.
Please separate ambient and music to avoid issues.
- Fri Aug 28, 2015 6:36 pm
- Forum: News
- Topic: Friday Facts #101 - The players are real people
- Replies: 96
- Views: 62454
Re: Friday Facts #101 - The players are real people
They do not do proper job in EU. My carrot was not straight enough to be tasty today
- Thu Aug 27, 2015 9:49 pm
- Forum: Mods
- Topic: [MOD 0.16] Upgrade planner
- Replies: 329
- Views: 211252
Re: [MOD 0.12.1] Upgrade planner - v1.1.6
Is "Upgrade Planner" button really necessary?
The GUI could be easily accessed by right clicking on Upgrade Planner item, just like clearing blueprint.
Both ways could be available with option to hide the big and ugly button
The GUI could be easily accessed by right clicking on Upgrade Planner item, just like clearing blueprint.
Both ways could be available with option to hide the big and ugly button
- Thu Aug 27, 2015 10:54 am
- Forum: Ideas and Suggestions
- Topic: Repair-ers
- Replies: 2
- Views: 1971
Repair-ers
There should be an entity that picks repair packs from belt or chest and repairs adjacent entities. Would be great if it reaches 2 tiles all around itself but directional approach will be good enough as well. Turrets are good self sustaining defensive structure up until spitters show up. After this ...
- Thu Aug 27, 2015 10:22 am
- Forum: Ideas and Suggestions
- Topic: Temporary Logistic Slots
- Replies: 2
- Views: 2338
Temporary Logistic Slots
It would be great if for every unlocked line of standard logistic slots you get one additional slot which works this way: 1 - you set requested item and amount like normal, 2 - bots fulfil the request, 3 - slot resets to empty. A thing to consider is that personal construction bots may be removing s...
- Tue Aug 25, 2015 9:24 am
- Forum: Resource Spawner Overhaul
- Topic: Bug reports
- Replies: 125
- Views: 51575
Re: Bug reports
So this just happened to a copper ore patch. http://i.imgur.com/N2zG1d9.jpg The copper is over 650.000 in one block. I don't think this is supposed to happen. Sadly in this circumstances it is. I can clip it at some value but for now it choses the solution that won't take a lot of ore away. It's ca...
- Sun Aug 23, 2015 7:08 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Foreman 0.1.9 - A factory optimisation tool.
- Replies: 349
- Views: 322576
Re: Foreman 0.1.9 - A factory optimisation tool.
It would be great if Foreman was able to display all recipes an item is used for. ie. putting infinite supply of battery on clean board and clicking "show recipes", result: battery chemical plant surrounded with other machines producing related recipes in sun-like pattern without going any...
- Sat Aug 22, 2015 10:05 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
- Replies: 608
- Views: 373206
Re: [0.11.22/0.12.x][v0.12.2] Bob's Ore Mod.
Nice tool works pretty well for me with Bobs Mods. At least as long as I remove SupremeWarfare mod from my mods directory when launching Foreman. Otherwise Bobs Plates and some other vital components for optimizations will not get loaded. I can only gues it may have something to do with small alien ...
- Sun Aug 16, 2015 8:57 am
- Forum: Mods
- Topic: [MOD 0.12] Default request amount change
- Replies: 18
- Views: 24369
Re: [MOD 0.12] Default request amount change
It is great. I wonder how hard would it be to add one more feature. When you are copying assembler recipe and pasting it to requester chest it request 2x ingredients. It would be so much better if it requests: if "crafting speed" <= 2.5 then "requested amount" = "requested a...
- Wed Jul 29, 2015 1:06 pm
- Forum: Ideas and Suggestions
- Topic: Even better way of cursor stack refill
- Replies: 6
- Views: 2158
Re: Even better way of cursor stack refill
This drives me also crazy. :) And what drives me crazy too, is that I manage somehow to split my stacks. I don't know exactly how I do this, but when I look in my inventory I see many stacks, which are "doubled" in the inventory AND the hot-bar. For example what I see is: - 2 basic insert...
- Mon Jul 27, 2015 8:49 pm
- Forum: Ideas and Suggestions
- Topic: Even better way of cursor stack refill
- Replies: 6
- Views: 2158
Even better way of cursor stack refill
The new stack refill is good but could be even better. What if the stack would be refilled to the exact amount that was grabbed . It would allow inserting few pieces of coal to many burner inserters. - if you grab 6 pieces of coal and right click on burner inserter it would put 3 in and refill stack...
- Sat Jul 25, 2015 10:55 am
- Forum: F.A.R.L
- Topic: Configuration & usage
- Replies: 112
- Views: 139940
Re: Configuration & usage
Why 2 blueprints?
Is one for right side other for left; or different for horizontal/vertical/diagonal; or one for medium pole and the other one for big pole?
Is one for right side other for left; or different for horizontal/vertical/diagonal; or one for medium pole and the other one for big pole?
- Fri Jul 24, 2015 1:20 am
- Forum: Minor issues
- Topic: [0.12.0] Music/sounds are stopped during autosave
- Replies: 2
- Views: 4138
[0.12.0] Music/sounds are stopped during autosave
Music is playing for less than 10% of game-play time, almost like it is overwritten by ambient sounds.
All sounds are stopped during auto-saving. It would be good to have at least music and ambient sounds during auto-saving.
All sounds are stopped during auto-saving. It would be good to have at least music and ambient sounds during auto-saving.
- Fri Jan 16, 2015 10:18 pm
- Forum: News
- Topic: Friday Facts #69 - Sympathy for the creeper
- Replies: 34
- Views: 33483
Re: Friday Facts #69 Sympathy for the creeper
This one was one long boring elaborate to read LOL
- Fri Dec 26, 2014 4:39 pm
- Forum: News
- Topic: Friday Facts #66 - Merry christmas
- Replies: 69
- Views: 45862
Re: Friday Facts #66 - Merry christmas
LOL the end goal space ship looks like a giant pile of scrap.
Its fine as long as it get the task done
Its fine as long as it get the task done
- Sat Jul 05, 2014 8:03 pm
- Forum: Implemented Suggestions
- Topic: Ghost building ☸
- Replies: 7
- Views: 18457
Re: Ghost building
Well my English isn't the best, especially, when I'm tired. Be free to correct me (PM) - I'm always interested to improve my English. :) Your English is very good but it is so boring to read so long suggestion (you forget the beginning before you reach the end) and it is harder to find specific sug...
- Fri Jul 04, 2014 1:26 pm
- Forum: Implemented Suggestions
- Topic: Ghost building ☸
- Replies: 7
- Views: 18457
Re: Ghost building
ssilk i think you forgot to read devs instructions on posting suggestions. This post presents perfect simple suggestion that is extremely important to improve game-play, not very hard to implement and not messing up game complexity or depth. ssilk Your last suggestion on similar matter was not only ...