Search found 13 matches

by bluewilson
Fri Jan 05, 2024 10:25 pm
Forum: News
Topic: Friday Facts #392 - Parametrised blueprints
Replies: 131
Views: 23950

Re: Friday Facts #392 - Parametrised blueprints

I think you are doing right in considering Factorio players a bit differently minded. At least you find a lot of love and appreciation for these things. Me, personally, I'll probably potentially use it. If I could edit and manage blueprints in a more elegant way, i'd be more thrilled, though. Like e...
by bluewilson
Mon Dec 18, 2023 3:52 pm
Forum: Ideas and Suggestions
Topic: Pistol trouble
Replies: 2
Views: 350

Pistol trouble

Imagine a hectic, biter heavy game, and you have a rocket launcher, machine gun and a flamethrower equipped, blazing at them peskies. Then you die! In a hurry you run out there, and manage to snatch your body, and everything is great again! Or not! The pistol is the root of so much evil, in this sce...
by bluewilson
Mon Dec 18, 2023 3:44 pm
Forum: Ideas and Suggestions
Topic: Placing roboports like a pole man!
Replies: 2
Views: 299

Re: Placing roboports like a pole man!

I agree. Better to have it act as a building, by default, than as a power pole. Key mapping would be the way to go. Just thought I'd drop it in there.
by bluewilson
Mon Dec 18, 2023 7:57 am
Forum: Ideas and Suggestions
Topic: Placing roboports like a pole man!
Replies: 2
Views: 299

Placing roboports like a pole man!

Hi. Why shouldn't placing roboports at max range apply to roboports as well, like it does with power poles? In not very few situations, placing a roboport next to the last one (which is just a ghost, and doesn't show it's logistic range) is a chance game, unless you go back, hover the roboport over ...
by bluewilson
Sat Dec 16, 2023 5:13 pm
Forum: News
Topic: Friday Facts #389 - Train control improvements
Replies: 151
Views: 25514

Re: Friday Facts #389 - Train control improvements

For every FFF, some mods are suddenly considered obsolete, and in some cases, the change is identical to what a mod does. Though, when changes like these occur, I catch myself thinking: "Oh, how will the modders exploit this for even more amazing features?". I do expect and hope that Wube ...
by bluewilson
Mon Nov 06, 2023 6:21 pm
Forum: Bug Reports
Topic: Mod search not in effect if prefilled from previous visit.
Replies: 1
Views: 310

Re: Mod search not in effect if prefilled from previous visit.

Ok, there is some filtering on space exploration, even on the second visit; but it is not the same as the one that presented itself as I entered it, the first time.

I can add to my Expectation 2:

Expected an identically filtered list, with a lot of mods starting with "space exploration".
by bluewilson
Mon Nov 06, 2023 6:15 pm
Forum: Bug Reports
Topic: Mod search not in effect if prefilled from previous visit.
Replies: 1
Views: 310

Mod search not in effect if prefilled from previous visit.

Version 1.1.94 (b61774, win64) What did you do? - From main menu, enter Mods dialog. - Click "Install" pane. - Click search icon. - Enter "space exploration". - Verify that related mods appear. - Click "Confirm" button. - Verify that main menu is present. - Enter Mods d...
by bluewilson
Mon Oct 02, 2023 3:53 pm
Forum: News
Topic: Friday Facts #378 - Trains on another level
Replies: 337
Views: 77424

Re: Friday Facts #378 - Trains on another level

So this means that we can build rails right off from cliffs, or onto cliffs? * evil grin *
by bluewilson
Fri Aug 25, 2023 3:31 pm
Forum: News
Topic: Friday Facts #373 - Factorio: Space Age
Replies: 267
Views: 69459

Re: Friday Facts #373 - Factorio: Space Age

Earendel, how about the new features in v2.0, are there mechanics there that you are looking forward to make use of in Space Exploration? Hope to see a bubbly H2SO4 lake, eventually, perhaps more entities with wire connections.
by bluewilson
Tue May 16, 2023 5:04 am
Forum: Duplicates
Topic: [1.1.80] Crash to desktop and dialog from a local game (modded)
Replies: 2
Views: 602

Re: [1.1.80] Crash to desktop and dialog from a local game (modded)

Thanks for a quick response. Note to myself: At least read the release notes of experimental. I will switch to 1.1.81.
by bluewilson
Mon May 15, 2023 10:33 pm
Forum: Duplicates
Topic: [1.1.80] Crash to desktop and dialog from a local game (modded)
Replies: 2
Views: 602

[1.1.80] Crash to desktop and dialog from a local game (modded)

Describe the problem as best as you can I have repeatedly experienced a crash to desktop on my lenovo X1 yoga 2nd gen, but without any error messages. Google said it was most likely a hardware issue, so I let it be. But when I now experienced it on my stationary, a beefier system with 2000+ hours o...
by bluewilson
Mon Oct 04, 2021 10:12 am
Forum: General discussion
Topic: Thank you (Make the dev-team happy today!)
Replies: 571
Views: 291504

Re: Thank you (Make the dev-team happy today!)

And though this thank you thread should go well into 2022, as a token of our appreciation, all I can do now is push it beyond September.
by bluewilson
Tue May 04, 2021 6:53 am
Forum: Releases
Topic: Version 1.1.33
Replies: 14
Views: 28520

Re: Version 1.1.33

Deelkar wrote: ↑
Mon May 03, 2021 5:28 pm
it's not on steam yet?
It is now, at least, under Factorio->Properties->Beta

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