Search found 231 matches

by HammerPiano
Sat Jul 25, 2020 3:56 pm
Forum: Ideas and Suggestions
Topic: Add toggle of the personal logistics to the shortcuts bar
Replies: 10
Views: 1501

Re: Add toggle of the personal logistics to the shortcuts bar

Thanks man!

For now I'll stick to vanilla, I want to unlock all of the achivements :D
by HammerPiano
Fri Jul 24, 2020 8:12 pm
Forum: Ideas and Suggestions
Topic: Add toggle of the personal logistics to the shortcuts bar
Replies: 10
Views: 1501

Add toggle of the personal logistics to the shortcuts bar

I noticed that in the shortcut bar there are only buttons for toggling the exoskeleton and the construction robots, and the toggle for the personal logistics is missing. https://wiki.factorio.com/images/Shortcut_bar.png I think it will be a nice QOL change, to be able to quickly toggle the setting w...
by HammerPiano
Mon Jun 08, 2020 7:05 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.30] Number in combinator not updated
Replies: 1
Views: 1335

[0.18.30] Number in combinator not updated

Hi,I discovered this bug: When "putting" an item on a combinator number, the number doesn't update on the gui, but it is updated on the alt-info. Happens on both inputs of the arthemetic combinator, and in the right input of the decider input. to reproduce (have alt-info on): 1. place a co...
by HammerPiano
Sat Feb 01, 2020 10:59 am
Forum: Releases
Topic: Version 0.18.3
Replies: 48
Views: 20344

Re: Version 0.18.3

The new sounds are amazing, shotgun is an interesting one
by HammerPiano
Fri Aug 09, 2019 3:11 pm
Forum: News
Topic: Friday Facts #307 - 0.17 stable candidate
Replies: 83
Views: 26803

Re: Friday Facts #307 - 0.17 stable candidate

There were fluid mechanic updates planned for 0.17 that were put on hold. I'm curious if these will eventually come into play or if they are abandoned. I don't think that the fluid updates are abandoned, the devs love to optimize the game, and the fluid mechanic changes will help them become more i...
by HammerPiano
Thu Aug 08, 2019 7:41 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.63] incorrect logistic & circuit network buttons order on train stop
Replies: 1
Views: 1589

[0.17.63] incorrect logistic & circuit network buttons order on train stop

Hi,
I noticed that in the train stop, the "logistic network" and "circuit network" buttons are like this:
inserter.png
inserter.png (14.58 KiB) Viewed 1589 times
while in everything else they are like this:
station.png
station.png (35.07 KiB) Viewed 1589 times
by HammerPiano
Tue Jul 30, 2019 2:53 pm
Forum: Releases
Topic: Version 0.17.60
Replies: 423
Views: 94715

Re: Version 0.17.60

V453000 wrote:
Tue Jul 30, 2019 2:49 pm
No, unless we discover some major new issues
Ok, time to test the new changes.
Thanks for replying!
by HammerPiano
Tue Jul 30, 2019 2:48 pm
Forum: Releases
Topic: Version 0.17.60
Replies: 423
Views: 94715

Re: Version 0.17.60

As you can see, the FFF305 changes are the solution we have found to be the best. Please give it a try, and give it some time to see what the impacts will be. In the FFF305 forum thread, you wrote that you considered and tested other options. Are these still relevant, meaning sometime in the future...
by HammerPiano
Sat Jul 06, 2019 10:20 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.17.54] Tooltip flickers when placing miner
Replies: 2
Views: 1875

Re: [0.17.54] Tooltip flickers when placing miner

After some testing, I found out that the blinking rate is set by the "Entity toolip delay" in the interface settings, and it happens with pipes, power poles and everything else.

If I press the "activate tooltip" key, the blinking stops
by HammerPiano
Fri Jul 05, 2019 5:18 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.17.54] Tooltip flickers when placing miner
Replies: 2
Views: 1875

[Rseding91] [0.17.54] Tooltip flickers when placing miner

Hi,
When I try to place a miner not on a patch, the tooltip (with expected resources) starts to flicker. Only happens when I try to build the miner, not when I hover after building it or placing a ghost. Attached video:
FlickerBug.gif
FlickerBug.gif (14.34 MiB) Viewed 1875 times
by HammerPiano
Fri May 03, 2019 5:01 pm
Forum: Resolved Problems and Bugs
Topic: [posila] [0.17.36] acid splash blocking placement
Replies: 1
Views: 2158

[posila] [0.17.36] acid splash blocking placement

Hi, Spitters attacked my outpost and destroyed a power pole and some walls, If I try to rebuild (or if the robots try to build) the ghosts I get an error message, the robots just hover until the splash disappears Unknown key: "entity-name.acid-splash-fire-spitter-small" is in the way To re...
by HammerPiano
Fri Apr 05, 2019 7:13 pm
Forum: News
Topic: Friday Facts #289 - Character GUI
Replies: 137
Views: 41010

Re: Friday Facts #289 - Character GUI

In the Logistics Tab, what does the +/- buttons do (number 9 in the pictures)?

I really like the new update, makes everything looks cleaner, simpler and easier to use!
by HammerPiano
Thu Feb 28, 2019 6:31 am
Forum: Mods
Topic: [0.16] Space Extension Mod (SpaceX)
Replies: 109
Views: 76960

Re: [0.16] Space Extension Mod (SpaceX)

Hi, are you planning to update this mod to 0.17?
by HammerPiano
Thu Feb 14, 2019 3:59 pm
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 62504

Re: Friday Facts #280 - Visual Feedback is the king

mrvn wrote:
Thu Feb 14, 2019 10:16 am

The "Passenger present" might be in the FFF but not in combination with temporary stops. I guess he is asking for "Passenger present" to be added automatically to temporary stops.
That's what I am asking for.
by HammerPiano
Wed Feb 13, 2019 8:03 pm
Forum: Releases
Topic: Factorio Roadmap for 1.0.
Replies: 801
Views: 900979

Re: Factorio Roadmap for 0.17 & 0.18

IIRC the team said they will annouce the release date in an FFF, so no need to spam F5 :)
by HammerPiano
Wed Feb 13, 2019 7:53 pm
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 62504

Re: Friday Facts #280 - Visual Feedback is the king

I have an idea (I hope it wasn't already suggested) When you add a temporary station, if the player is in the train, make the train wait until the play exits the train. If the player isn't in the train, make the train wait until the player enters the train. Not sure if just trolling or just need gl...
by HammerPiano
Wed Feb 13, 2019 6:45 am
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 62504

Re: Friday Facts #280 - Visual Feedback is the king

I have an idea (I hope it wasn't already suggested)
When you add a temporary station, if the player is in the train, make the train wait until the play exits the train. If the player isn't in the train, make the train wait until the player enters the train.
by HammerPiano
Fri Feb 01, 2019 6:32 pm
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 62504

Re: Friday Facts #280 - Visual Feedback is the king

I didn't think I needed these kind of changes, but now I know that I need
by HammerPiano
Sat Jan 19, 2019 7:45 pm
Forum: Mods
Topic: [MOD 0.16] Vehicle Wagon 1.2.5
Replies: 100
Views: 39519

Re: [MOD 0.16] Vehicle Wagon 1.2.5

Hi,
I found a bug, where the winch can disappear sometimes.
Steps to reproduce:
1. fill inventory so there is no more space in main inventory
2. try to use the winch (load/unload)
3. Winch will disappear
by HammerPiano
Fri Nov 16, 2018 3:15 pm
Forum: News
Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
Replies: 192
Views: 62869

Re: Friday Facts #269 - Roadmap update & Transport belt perspective

Thank you for posting a roadmap! it looks awesome
The new belt graphics looks amazing, now we know that no hamsters are moving the belts :P
Now I wait for the new spliter graphics...
What about the spidertron?

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