Search found 191 matches
- Tue Mar 15, 2022 9:11 am
- Forum: Ideas and Suggestions
- Topic: Offer to update before/after loading mods / Update on restart/startup/shutdown
- Replies: 29
- Views: 1572
Re: Offer to update before/after loading mods / Update on restart/startup/shutdown
From what I have read so far, there are now two related issues in here. 1) Update the game (non-steam-version) 2) Update mods As for the base game updates: Instead of adding a special close button, I would rather have an option/button in the update notification itself "apply on next restart&quo...
- Fri Oct 30, 2020 1:33 pm
- Forum: News
- Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
- Replies: 141
- Views: 49345
Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
I like it, does this mean you can now build a wall of rails to prevent a spidertron from going somewhere? Spideyboi can still step between the rails: Also when all those rails are curved? I don't know what kind of intersections you will be making but I think it will be okay https://forums.factorio....
- Fri Jul 24, 2020 10:47 am
- Forum: News
- Topic: Friday Facts #357 - Nuke
- Replies: 96
- Views: 26084
Re: Friday Facts #357 - Nuke
Awesome changes to the Blueprint Library. The atomic bomb looks amazing now, but IMO the sound is a bit weak, maybe it needs more bass and some rolling thunder. I would like to see a few fires caused by the nuke to give it a bit more if a lasting impression/side-effects. That way a nuke could even c...
- Fri Jul 03, 2020 2:15 pm
- Forum: News
- Topic: Friday Facts #354 - Launch party and HR power switch
- Replies: 33
- Views: 11879
Re: Friday Facts #354 - Launch party and HR power switch
IMO the switch has too many electric arks going on. Its supposed to be a plug and not some effect emitter. It would be fine it it were a single electric snake coiling around it, but not this thunderstorm. You should watch a real power switch. https://youtu.be/PXiOQCRiSp0 During connect/disconnect I...
- Fri Jul 03, 2020 12:40 pm
- Forum: News
- Topic: Friday Facts #354 - Launch party and HR power switch
- Replies: 33
- Views: 11879
Re: Friday Facts #354 - Launch party and HR power switch
I use the power switches mostly in my nuclear power systems. I have dedicated power supply to my nuclear setup that ensures that I always have enough power to continue the operation of it (and defend it). The power setup is split in three layers. - Emergency Power [few kW] (Alerts and a pump connect...
- Fri Jul 03, 2020 11:11 am
- Forum: News
- Topic: Friday Facts #354 - Launch party and HR power switch
- Replies: 33
- Views: 11879
Re: Friday Facts #354 - Launch party and HR power switch
IMO the switch has too many electric arks going on. Its supposed to be a plug and not some effect emitter.
It would be fine it it were a single electric snake coiling around it, but not this thunderstorm.
The rest of the design is good as is.
It would be fine it it were a single electric snake coiling around it, but not this thunderstorm.
The rest of the design is good as is.
- Fri Jun 12, 2020 1:03 pm
- Forum: News
- Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
- Replies: 199
- Views: 41888
Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Flushing a given liquid from the pipe seems maybe a little too easy, given the remainder of the factorio experience. I would expect something like a filter pump, which can, over time, drain the undesirable liquid from the pipe (and either destroy it, or send it into another pipe system. IMO the flu...
- Sat Jan 25, 2020 6:06 pm
- Forum: Ideas and Suggestions
- Topic: Add "test" option/mode to headless server
- Replies: 0
- Views: 324
Add "test" option/mode to headless server
Summary: I would like to automate the tests for my mod using github actions and also locally. Therefor I need to be able to launch the game with my mods and validate that they are still working after my commit. ----------------------- Details I am a software developer myself and I feel unsafe if the...
- Sat Jan 25, 2020 5:36 pm
- Forum: Ideas and Suggestions
- Topic: Offer to update before/after loading mods / Update on restart/startup/shutdown
- Replies: 29
- Views: 1572
Re: Feature Request: Mod update / install at END of play session
I would really like this.
I usually check for updates before I shutdown factorio for the day, so it would be nice, if I could just select "update and exit" instead of "update and restart".
I usually check for updates before I shutdown factorio for the day, so it would be nice, if I could just select "update and exit" instead of "update and restart".
- Sat Dec 28, 2019 1:32 pm
- Forum: News
- Topic: Friday Facts #327 - 2020 Vision
- Replies: 128
- Views: 32348
Re: Friday Facts #327 - 2020 Vision
One of the things that Kovarex and I agree on, is that the burner phase of the game is currently the right length. Any shorter and you may as well remove it, and any longer it would become annoying. It's as near to zero length as makes no odds already. The "burner phase" in vanilla Factor...
- Sun Dec 01, 2019 4:56 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.17.79] Crash of server when last tile is placed and ghost in hand mod is enabled
- Replies: 2
- Views: 2043
[Rseding91] [0.17.79] Crash of server when last tile is placed and ghost in hand mod is enabled
Factorio 0.17.79 Windows 10 Steps to reproduce: Sync mods with "Creative" savegame (especially GhostInHand) Load the save game in multiplayer Join the game as player "Test" pick up the concrete tiles and place them, until you run out of them. If you place the last tile, then the ...
- Sun Dec 01, 2019 4:24 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.17.79] Crash on loading map targetdeserialiser.cpp
- Replies: 1
- Views: 1690
[Rseding91] [0.17.79] Crash on loading map targetdeserialiser.cpp
Factorio 0.17.79 How to reproduce: 1) Load the given map without any mods. 2) The game (always) crashes to windows Additional information: If you load the map with the mods it won't crash the game, the mods can be downloaded from the mod portal. I used that map with multiple different mods at differ...
- Sat Nov 30, 2019 10:00 pm
- Forum: Mods
- Topic: [MOD 0.14] Alien Biomes
- Replies: 255
- Views: 89967
Re: [MOD 0.14] Alien Biomes
Here is the German (de) translation for alien-biomes_0.4.16
Feel free to include it in the mod. If you need translation updates feel free to contact/ping me.
Feel free to include it in the mod. If you need translation updates feel free to contact/ping me.
- Wed Nov 27, 2019 8:30 pm
- Forum: Modding interface requests
- Topic: API to extract localised strings for prototypes
- Replies: 9
- Views: 2064
Re: API to extract localised strings for prototypes
https://gist.github.com/theRustyKnife/4 ... e61affe5ab (WIP) recipe ( + a few others ) -> localised_name
Tested with GDIW + Bobs
Tested with GDIW + Bobs
- Mon Nov 04, 2019 6:15 pm
- Forum: Releases
- Topic: Version 0.17.75
- Replies: 23
- Views: 13512
Re: Version 0.17.75
Thanks for these changes (tooltips and tiles). I have to wait for an update of Cargo ships before I can use it though. ------------------------ Belts, (heat) pipes, and rails would benefit from it A small part of my smeltery (I cannot zoom out any further) 20191104190456_1.jpg My module factory (wit...
- Fri Sep 13, 2019 7:47 pm
- Forum: News
- Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
- Replies: 144
- Views: 40367
Re: Friday Facts #312 - Fluid mixing saga & Landfill terrain
Why do you keep hitting yourself in the head with this idea that any action by anything anywhere should be prevented if it leads to fluid mixing? It seems silly complicated and overly invasive compared to the alternative, which is to say pipes connect if they they are compatible, and does not conne...
- Sat Jul 20, 2019 8:06 am
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 119088
Re: Friday Facts #304 - Small bugs; Big changes
TLDR: I dont like the oil change. Cracking without blue. Highlight the slots if they are full/blocking production. In the current game I mainly use basic oil processing to get heavy oil for my insane lube consumption (for belts). Most of the light oil is turned into solid fuel and then rocket fuel t...
- Fri Jun 28, 2019 5:11 pm
- Forum: News
- Topic: Friday Facts #301 - Crash site: First state
- Replies: 52
- Views: 17201
Re: Friday Facts #301 - Crash site: First state
Nice preview. This somehow reminds of the C&C3 Tiberium Sun campaign where you can find and defend a crash site as well. I really loved it. Since you improved the performance again, lets just try to add some more mods to the mix^^. As for the container number: * Did you (@factorio) google the nu...
- Fri May 24, 2019 12:19 pm
- Forum: News
- Topic: Friday Facts #296 - All kinds of bugs
- Replies: 58
- Views: 18243
Re: Friday Facts #296 - All kinds of bugs
I really like these in depth details.
- Wed Mar 06, 2019 8:31 pm
- Forum: Mods
- Topic: [MOD 0.12, 0.13, 0.14, 0.15] Electric Furnaces
- Replies: 69
- Views: 79236
Re: [MOD 0.12, 0.13, 0.14, 0.15] Electric Furnaces
Can you update the prerequisite technologies for your mod? advanced-matrerial-processing-3 should depend on production-research tech. advanced-matrerial-processing-4 should depend on utility-research tech. That way it is ensured that you can only unlock them after the base research (bottles) have be...