I've been curious about something, and this seems like the perfect place to ask it.
Most games I see on the market retail for $x.99 in stead of the next highest dollar amount. (I'm working with US dollars here.)
So a game priced like Factorio at the 20 dollar range would be sold at $19.99 ...
Search found 56 matches
- Fri Mar 30, 2018 5:59 pm
- Forum: News
- Topic: Price change
- Replies: 108
- Views: 47434
- Sat Mar 17, 2018 1:05 pm
- Forum: Duplicates
- Topic: [16.30] Uneditable Blueprint Book at high UI scale on 4K
- Replies: 2
- Views: 1398
Re: [16.30] Uneditable Blueprint Book at high UI scale on 4K
Actually, yes, it does appear to be the same issue. I didn't find it while searching last night.
- Sat Mar 17, 2018 5:47 am
- Forum: Not a bug
- Topic: [16.30] Mod items not removed when mod disabled
- Replies: 3
- Views: 1805
Re: [16.30] Mod items not removed when mod disabled
Ah, makes sense then... I wasn't aware that it was doing that
- Sat Mar 17, 2018 4:49 am
- Forum: Not a bug
- Topic: [16.30] Mod items not removed when mod disabled
- Replies: 3
- Views: 1805
[16.30] Mod items not removed when mod disabled
I was playing a game with a few mods including Nanobots https://mods.factorio.com/mod/Nanobots , and had a few pieces of Nanobot's equipment installed in my power armor mk2, including the Belt Immunity Equipment.
I disabled all my mods to test a couple of things and noticed I was still unaffected ...
I disabled all my mods to test a couple of things and noticed I was still unaffected ...
- Sat Mar 17, 2018 4:14 am
- Forum: Duplicates
- Topic: [16.30] Uneditable Blueprint Book at high UI scale on 4K
- Replies: 2
- Views: 1398
[16.30] Uneditable Blueprint Book at high UI scale on 4K
This one was an odd one.
I am currently playing on a 4K screen with UI scale set to 200%
I was changing icons on a set of blueprints in a blueprint book, and as I got to the bottom, after scrolling down, I found I wasn't able to add any additional blueprints or edit any of the blueprints beyond a ...
I am currently playing on a 4K screen with UI scale set to 200%
I was changing icons on a set of blueprints in a blueprint book, and as I got to the bottom, after scrolling down, I found I wasn't able to add any additional blueprints or edit any of the blueprints beyond a ...
- Tue Dec 19, 2017 2:49 am
- Forum: Ideas and Suggestions
- Topic: Only replace different belt types if they are the same tier
- Replies: 14
- Views: 6038
Re: Only replace different belt types if they are the same tier
So someone made a mod as Rseding91 suggested in https://forums.factorio.com/viewtopic.php?f=23&t=54987#p323929 . I think it implements
I actually feel that you shouldn't be able to replace splitters/undergrounds with belts whilsts running/dragging the mouse. Let players fast replace them by ...
I actually feel that you shouldn't be able to replace splitters/undergrounds with belts whilsts running/dragging the mouse. Let players fast replace them by ...
- Mon Dec 18, 2017 7:06 pm
- Forum: Ideas and Suggestions
- Topic: Only replace different belt types if they are the same tier
- Replies: 14
- Views: 6038
Re: Only replace different belt types if they are the same tier
I suggested in https://forums.factorio.com/viewtopic.php?f=23&t=54987#p323863
I actually feel that you shouldn't be able to replace splitters/undergrounds with belts whilsts running/dragging the mouse. Let players fast replace them by clicking directly on them, but not whilst running/dragging ...
I actually feel that you shouldn't be able to replace splitters/undergrounds with belts whilsts running/dragging the mouse. Let players fast replace them by clicking directly on them, but not whilst running/dragging ...
- Mon Apr 24, 2017 4:45 pm
- Forum: Releases
- Topic: Version 0.15.0
- Replies: 152
- Views: 157322
Re: Version 0.15.0
I disabled Steam cloud, and removed all my saves, then the game loaded for me, perhaps someone else could try this and verify? - Win 10, X64, SteamError
Value must be a dictionary in property tree at ROOT.other
Upgraded from 0.14.23
- Fri Mar 31, 2017 7:46 pm
- Forum: News
- Topic: Friday Facts #184 - Five years of Factorio
- Replies: 87
- Views: 49769
Re: Friday Facts #184 - Five years of Factorio
As with any growing child, you can expect some lost teethrolfl wrote:I realize that it is nit-picky and pedantic, but Factorio has 8 teeth on the cog, but your cake has only 7Now it looks like a Kubernetes wheel, which is cool, and perhaps a good idea

- Fri Oct 14, 2016 5:28 pm
- Forum: News
- Topic: Friday Facts #160 - Playtesting
- Replies: 270
- Views: 142791
Re: Friday Facts #160 - Playtesting
Low-tech robots?


- Fri Sep 09, 2016 5:44 pm
- Forum: General discussion
- Topic: Screenshots?
- Replies: 14
- Views: 20063
Re: Screenshots?
I use a program called Greenshot, which I began using with work. I found it works rather well with Factorio.
http://getgreenshot.org/
You can set up keyboard shortcuts, capture regions, and the editor it comes with it pretty nice if you want to add text or circle something before saving ...
http://getgreenshot.org/
You can set up keyboard shortcuts, capture regions, and the editor it comes with it pretty nice if you want to add text or circle something before saving ...
- Fri Sep 09, 2016 3:40 pm
- Forum: Releases
- Topic: Version 0.14.5
- Replies: 30
- Views: 35571
Re: Version 0.14.5
I'm imagining a mod which spawns biters around an AFK player to attack themAdded LuaPlayer::afk_ticks and LuaPlayer::online_ticks.

- Sat Aug 27, 2016 2:36 pm
- Forum: Implemented Suggestions
- Topic: [14.1] Queue connecting players
- Replies: 2
- Views: 2146
Re: [14.1] Queue connecting players
It could be a server configurable option to have the owner set the max number of simultaneous map downloads, I just threw 3 out there because it seemed reasonable. If there's an easy way to implement detection of capacity than that would make sense.
I think if desync causes were easily apparent it ...
I think if desync causes were easily apparent it ...
- Sat Aug 27, 2016 4:20 am
- Forum: News
- Topic: Friday facts #153 - 0.13 Stable, 0.14 Experimental
- Replies: 98
- Views: 54380
Re: Friday facts #153 - 0.13 Stable, 0.14 Experimental
What about using stacks of resources as basic armor plating? Or at least tiered plates made from nearly a stack of each of the plates.
As you take damage the resources or plates are destroyed.
Different tiers including copper, iron, steel, and alloyed plates (similar to how heavy armor requires ...
As you take damage the resources or plates are destroyed.
Different tiers including copper, iron, steel, and alloyed plates (similar to how heavy armor requires ...
- Sat Aug 27, 2016 3:38 am
- Forum: Ideas and Suggestions
- Topic: Give combinators the highest priority energy consumption
- Replies: 13
- Views: 4798
Re: Give combinators the highest priority energy consumption
In my opinion, failure states are something that occur in real life, and as an engineer, I have to design solutions around.
If a module fails in a system, you don't want it to fail in a way that the computer interprets it as still working, you want it to fail so that the computer is aware that the ...
If a module fails in a system, you don't want it to fail in a way that the computer interprets it as still working, you want it to fail so that the computer is aware that the ...
- Sat Aug 27, 2016 12:48 am
- Forum: Implemented Suggestions
- Topic: [14.1] Queue connecting players
- Replies: 2
- Views: 2146
[14.1] Queue connecting players
Was part of a large group (20+) and experienced a server-wide desync. While everyone was reconnecting, my normally fast connection was slowed to a crawl, and then when it finished with the new non-pausing system, I was treated to 2+ minutes of super-fast replay catch up.
While this was amusing, it ...
While this was amusing, it ...
- Fri Aug 12, 2016 2:07 pm
- Forum: News
- Topic: Friday facts #151 - The plans for 0.14
- Replies: 196
- Views: 103115
Re: Friday facts #151 - The plans for 0.14
Nuclear-powered Spidertron?
- Sun Aug 07, 2016 2:43 pm
- Forum: Duplicates
- Topic: Trains don't use open path with logistically closed signal
- Replies: 4
- Views: 2151
Re: Trains don't use open path with logistically closed signal
That's unfortunate.
- Sun Aug 07, 2016 7:07 am
- Forum: Duplicates
- Topic: Trains don't use open path with logistically closed signal
- Replies: 4
- Views: 2151
Trains don't use open path with logistically closed signal
We have 4 unload stations, and rather than every train going to the shortest path, were attempting to force trains to go to stations which weren't loaded down with ore.
However, when closing a station via logistic signal, the trains would just hold back as if there were no path, rather than going ...
However, when closing a station via logistic signal, the trains would just hold back as if there were no path, rather than going ...
- Fri Jul 01, 2016 7:45 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13] [kovarex] Game completion achievements do not register at Steam sometimes
- Replies: 17
- Views: 11499
Re: Game completion achievements do not register @Steam
Still present in 0.13.3