Search found 8 matches
- Fri Mar 28, 2025 10:30 am
- Forum: Ideas and Suggestions
- Topic: Salvage returned rocket modules
- Replies: 3
- Views: 251
Re: Salvage returned rocket modules
The orbital drop pods are free. The blue chips/lds/rocket fuel are for rockets.
Well, aren't the "orbital drop pods" the little "module" that is released from the tip of the rocket, if you watch the cutscenes when you go yourself to space platforms? I mean, one of the very "rocket parts" built ...
- Fri Mar 28, 2025 6:40 am
- Forum: Ideas and Suggestions
- Topic: Salvage returned rocket modules
- Replies: 3
- Views: 251
Salvage returned rocket modules
I hope this is kinda simple a feature and will add a significant amount of "logic" to the game. As much as I understand that's not the point of factorio at all.
- A rocket module landing in the ground (where the planet has no landing pads) would give when "mined", something like a "heavily damaged ...
- A rocket module landing in the ground (where the planet has no landing pads) would give when "mined", something like a "heavily damaged ...
- Fri Mar 28, 2025 6:24 am
- Forum: Not a bug
- Topic: [2.0.42] Orbital drop pod countdown visualization inconsistent
- Replies: 9
- Views: 2977
Re: [2.0.42] Orbital drop pod countdown visualization inconsistent
After some consideration I've tested some special settings for manual dropping of items and I think it feels way better. Might ship with the build after the next one.
Thanks! Yes, I've been testing whis for manual drops. Maybe I failed to communicate this. I believe people would hardly be ...
- Wed Mar 26, 2025 5:51 am
- Forum: Resolved Problems and Bugs
- Topic: [Lou][2.0.28] Placing quality building over common building ghost removes module slot requests.
- Replies: 3
- Views: 3003
Re: [Lou][2.0.28] Placing quality building over common building ghost removes module slot requests.
I have been noticing this issue the last few days. And once I upgraded to latest (2.0.42) I paid attention whether it was working fine.
Well, it sort of is... right? It keeps the module request slots but even within personal/logistic range the request is never responded to. The bots simply ignore ...
Well, it sort of is... right? It keeps the module request slots but even within personal/logistic range the request is never responded to. The bots simply ignore ...
- Wed Mar 26, 2025 4:28 am
- Forum: General discussion
- Topic: Multi-monitor "Borderless fullscreen" spanning thru 1.5 displays
- Replies: 0
- Views: 341
Multi-monitor "Borderless fullscreen" spanning thru 1.5 displays
Hello, thought sharing this with the community should anyone else fancies expanding Factorio across multiple monitors but didn't have much luck.
It is widely available knowledge that Factorio uses "borderless fullscreen" as its own "fullscreen" mode . Commonly in 3D games (not Factorio's case ...
It is widely available knowledge that Factorio uses "borderless fullscreen" as its own "fullscreen" mode . Commonly in 3D games (not Factorio's case ...
- Tue Mar 25, 2025 3:01 pm
- Forum: Not a bug
- Topic: [2.0.42] Orbital drop pod countdown visualization inconsistent
- Replies: 9
- Views: 2977
Re: [2.0.42] Orbital drop pod countdown visualization inconsistent
I second this behaves very strangely (well, or counter-intuitively). I need to double check it, but I feel even when only items with the "cooldown" are on the list, the cooldown far from finished, then everything gets dropped, as if the cooldown animation was out of sync. Really felt "broken ...
- Tue Mar 25, 2025 5:02 am
- Forum: Resolved Problems and Bugs
- Topic: [twinsen] [2.0.12] Flat Character GUI cannot be closed by pressing hotkey again
- Replies: 3
- Views: 1019
Re: [twinsen] [2.0.12] Flat Character GUI cannot be closed by pressing hotkey again
This been bugging me a lot as when I played old factorio 0.x (before v1) I had "home" bound to show/hide inventory. Now, from v2.0.28, it no longer dismissed the inventory and through fiddling the only alternative I found was to bind "esc" into backslash (\) as it's a big key close to "home" (in my ...
- Tue Mar 25, 2025 3:36 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.13] Building preview and placement do not match (disagree/vertical/cursor/offset)
- Replies: 10
- Views: 1885
Re: [2.0.13] Building preview and placement do not match (disagree/vertical/cursor/offset)
I can confirm this is now fixed for me in a slightly different issue than reported!
This has been bugging me for a while in my v2.0.28 playthru.
In my case this was triggering to the right of where preview was showing.
I suspected the window dimensions from the beginning as I use a "windowed ...
This has been bugging me for a while in my v2.0.28 playthru.
In my case this was triggering to the right of where preview was showing.
I suspected the window dimensions from the beginning as I use a "windowed ...