Search found 56 matches

by Colossus
Fri Mar 30, 2018 5:59 pm
Forum: News
Topic: Price change
Replies: 108
Views: 39493

Re: Price change

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. Factorio...
by Colossus
Sat Mar 17, 2018 1:05 pm
Forum: Duplicates
Topic: [16.30] Uneditable Blueprint Book at high UI scale on 4K
Replies: 2
Views: 1130

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.
by Colossus
Sat Mar 17, 2018 5:47 am
Forum: Not a bug
Topic: [16.30] Mod items not removed when mod disabled
Replies: 3
Views: 1377

Re: [16.30] Mod items not removed when mod disabled

Ah, makes sense then... I wasn't aware that it was doing that
by Colossus
Sat Mar 17, 2018 4:49 am
Forum: Not a bug
Topic: [16.30] Mod items not removed when mod disabled
Replies: 3
Views: 1377

[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 by...
by Colossus
Sat Mar 17, 2018 4:14 am
Forum: Duplicates
Topic: [16.30] Uneditable Blueprint Book at high UI scale on 4K
Replies: 2
Views: 1130

[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 ce...
by Colossus
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: 4808

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 cli...
by Colossus
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: 4808

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. ...
by Colossus
Mon Apr 24, 2017 4:45 pm
Forum: Releases
Topic: Version 0.15.0
Replies: 152
Views: 138453

Re: Version 0.15.0

Error
Value must be a dictionary in property tree at ROOT.other

Upgraded from 0.14.23
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, Steam
by Colossus
Fri Mar 31, 2017 7:46 pm
Forum: News
Topic: Friday Facts #184 - Five years of Factorio
Replies: 87
Views: 41956

Re: Friday Facts #184 - Five years of Factorio

rolfl wrote:I realize that it is nit-picky and pedantic, but Factorio has 8 teeth on the cog, but your cake has only 7 :( Now it looks like a Kubernetes wheel, which is cool, and perhaps a good idea ;-)
As with any growing child, you can expect some lost teeth :)
by Colossus
Fri Oct 14, 2016 5:28 pm
Forum: News
Topic: Friday Facts #160 - Playtesting
Replies: 270
Views: 113590

Re: Friday Facts #160 - Playtesting

Low-tech robots?
Image
by Colossus
Fri Sep 09, 2016 5:44 pm
Forum: General discussion
Topic: Screenshots?
Replies: 14
Views: 17409

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/exporting. Y...
by Colossus
Fri Sep 09, 2016 3:40 pm
Forum: Releases
Topic: Version 0.14.5
Replies: 30
Views: 32566

Re: Version 0.14.5

Added LuaPlayer::afk_ticks and LuaPlayer::online_ticks.
I'm imagining a mod which spawns biters around an AFK player to attack them :P
by Colossus
Sat Aug 27, 2016 2:36 pm
Forum: Implemented Suggestions
Topic: [14.1] Queue connecting players
Replies: 2
Views: 1646

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 w...
by Colossus
Sat Aug 27, 2016 4:20 am
Forum: News
Topic: Friday facts #153 - 0.13 Stable, 0.14 Experimental
Replies: 98
Views: 44186

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 stee...
by Colossus
Sat Aug 27, 2016 3:38 am
Forum: Ideas and Suggestions
Topic: Give combinators the highest priority energy consumption
Replies: 13
Views: 3629

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 s...
by Colossus
Sat Aug 27, 2016 12:48 am
Forum: Implemented Suggestions
Topic: [14.1] Queue connecting players
Replies: 2
Views: 1646

[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 j...
by Colossus
Fri Aug 12, 2016 2:07 pm
Forum: News
Topic: Friday facts #151 - The plans for 0.14
Replies: 196
Views: 81766

Re: Friday facts #151 - The plans for 0.14

Nuclear-powered Spidertron?
by Colossus
Sun Aug 07, 2016 7:07 am
Forum: Duplicates
Topic: Trains don't use open path with logistically closed signal
Replies: 4
Views: 1657

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 to...

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