Seconded. In case anyone is interested in trying playing without visible territories there's a recent mod that does this: https://mods.factorio.com/mod/hide-territorymeloen71 wrote: Mon Nov 04, 2024 11:16 am TL;DR on map creation; a button to turn off the visibility of the demolisher territories
Search found 137 matches
- Fri Jan 17, 2025 1:34 am
- Forum: Ideas and Suggestions
- Topic: ability to turn off demolisher territory visiblity
- Replies: 3
- Views: 680
Re: ability to turn off demolisher territory visiblity
- Sat Jan 11, 2025 5:47 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.28] alt click on recipe name in building takes you to the factoriopedia article for the tile below where you click
- Replies: 5
- Views: 441
Re: [2.0.28] alt click on recipe name in building takes you to the factoriopedia article for the tile below where you cl
https://forums.factorio.com/116796
To me it looks like slightly different issues. The issue in this thread is independent of the factoriopedia state: alt-clicking the recipe title in an assembling machine always brings the tile entry, while in the linked thread this only happens when the ...
- Sat Dec 14, 2024 8:51 pm
- Forum: Not a bug
- Topic: [2.0.11] Wired mining drills not sending resource patch data
- Replies: 8
- Views: 733
Re: [2.0.11] Wired mining drills not sending resource patch data
In that case i am going to call this Not a bug. This is tightly related to https://forums.factorio.com/111668
After playing with the current behavior of mining drills for a while I have to argue against calling this not a bug. From the point of view of the user this conditional behavior is ...
- Sat Dec 07, 2024 8:44 pm
- Forum: Duplicates
- Topic: [2.0.24] Upgrade planner not inserting modules depending on what slots are occupied
- Replies: 2
- Views: 233
Re: [2.0.24] Upgrade planner not inserting modules depending on what slots are occupied
This is also true if I don't put any module count limit in the upgrade planner, only the rightmost empty slots are filled.
- Sat Dec 07, 2024 5:40 pm
- Forum: Duplicates
- Topic: [2.0.24] Upgrade planner not inserting modules depending on what slots are occupied
- Replies: 2
- Views: 233
[2.0.24] Upgrade planner not inserting modules depending on what slots are occupied
I have this upgrade planner, my intention is to insert 2 prod modules in any empty slot.
Screenshot_20241207_142202.png
I noticed that sometimes this worked as I expected and sometimes It did not. If I have these machines:
Screenshot_20241207_143002.png
After the upgrade:
Screenshot_20241207 ...
Screenshot_20241207_142202.png
I noticed that sometimes this worked as I expected and sometimes It did not. If I have these machines:
Screenshot_20241207_143002.png
After the upgrade:
Screenshot_20241207 ...
- Thu Nov 28, 2024 12:23 pm
- Forum: Not a bug
- Topic: [2.0.21] Map view displays the item-name for ore patches, but the search is by its entity-name.
- Replies: 2
- Views: 306
Re: [2.0.21] Map view displays the item-name for ore patches, but the search is by its entity-name.
There is the thought that the search should be based on item name instead of entity name,
Say I want to know where to mine fish, I could expect the iron patch to show up because it will produce fish
That would work as well, by item-name or both, since the issue we have is the inconsistency ...
- Wed Nov 27, 2024 3:33 pm
- Forum: Not a bug
- Topic: [2.0.21] Map view displays the item-name for ore patches, but the search is by its entity-name.
- Replies: 2
- Views: 306
[2.0.21] Map view displays the item-name for ore patches, but the search is by its entity-name.
The Spanish translation uses different names for the ores that are in the ground (the entity-name, "mineral") and the ores extracted by the mining drills (the item-name, "mena", a term used for the extracted material that's useful and goes to the smelter). Factorio 2.0 introduced the map search and ...
- Fri Nov 22, 2024 3:36 pm
- Forum: Translations
- Topic: Spanish translation lacks a proofreader
- Replies: 1
- Views: 370
Spanish translation lacks a proofreader
Currently the Spanish translation team can't fix some errors and inconsistencies because of votes or approvals made long ago as there isn't a proofreader we can get a hold of. Can anyone give me some directions to how we could start to resolve this issue?
- Fri Nov 22, 2024 3:22 pm
- Forum: Translations
- Topic: Spanish Traslation
- Replies: 1
- Views: 364
Re: Spanish Traslation
When this thread was made some days ago it probably wasn't but currently the strings are translated.
- Sun Nov 17, 2024 9:21 pm
- Forum: Not a bug
- Topic: [2.0.11] Wired mining drills not sending resource patch data
- Replies: 8
- Views: 733
Re: [2.0.11] Wired mining drills not sending resource patch data
This does make using the "entire resource patch" reading of miners quite bothersome.
- Sat Nov 16, 2024 3:51 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.18] GUI not visible when opened by script in non-hosting clients
- Replies: 1
- Views: 1122
[Rseding91] [2.0.18] GUI not visible when opened by script in non-hosting clients
This is technically a modded game but I think that maybe is exposing a bug.
I have a mod that basically uses a keyboard shortcut for opening entities, the control.lua is like this:
local function onKey(event)
local player = game.get_player(event.player_index)
local entity = player.selected
if ...
I have a mod that basically uses a keyboard shortcut for opening entities, the control.lua is like this:
local function onKey(event)
local player = game.get_player(event.player_index)
local entity = player.selected
if ...
- Sun Oct 27, 2024 1:52 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.11] Constant combinator graphic doesn't show is active when sending signals
- Replies: 1
- Views: 1173
[boskid][2.0.11] Constant combinator graphic doesn't show is active when sending signals
To reproduce:
1. place a constant combinator
2. wire the constant combinator to a pole
3. setup a signal in the constant combinator
The constant combinator graphic looks as if it was in the off state. Toggling the combinator off/on fixes it.
1. place a constant combinator
2. wire the constant combinator to a pole
3. setup a signal in the constant combinator
The constant combinator graphic looks as if it was in the off state. Toggling the combinator off/on fixes it.
- Wed Oct 23, 2024 1:23 pm
- Forum: Won't fix.
- Topic: [Genhis][2.0.8] follower robot count research is not migrated from 1.1
- Replies: 2
- Views: 554
Re: [Genhis][2.0.8] follower robot count research is not migrated from 1.1
Rest in peace, my beloved.
- Wed Oct 23, 2024 1:03 pm
- Forum: Ideas and Suggestions
- Topic: Add setting to hide unresearched items/recipes in factoriopdia
- Replies: 29
- Views: 3024
Re: Add setting to hide unresearched items/recipes in factoriopdia
Is not just the fatoriopedia but also the game showing stuff in the main menu, one takes great lengths to avoid spoilers by not reading FFF and bam! spoilers in your face when you open the game. There's currently the mod "Hide Space Age spoilers" that helps with that, but it would best if the game ...
- Tue Oct 22, 2024 1:56 pm
- Forum: Won't fix.
- Topic: [Genhis][2.0.8] follower robot count research is not migrated from 1.1
- Replies: 2
- Views: 554
[Genhis][2.0.8] follower robot count research is not migrated from 1.1
After loading a save from 1.1 to 2.0.8 the infinite research 'follower robot count' gets reset to its first tier, instead of remaining in the tier it was in 1.1. This doesn't happen with other infinite research.
I don't have the space age expansion in case is relevant.
I don't have the space age expansion in case is relevant.
- Fri Apr 26, 2024 9:03 pm
- Forum: News
- Topic: Friday Facts #408 - Statistics improvements, Linux adventures
- Replies: 161
- Views: 39608
Re: Friday Facts #408 - Statistics improvements, Linux adventures
Thanks raiguard for all your work on the linux version of factorio!
Are there any other statistics improvements you can think about for 2.0?
I have some:
Reduce the item jitter, it's difficult to select/deselect stuff with the mouse, in particular science packs.
A graph combinator, for ...
Are there any other statistics improvements you can think about for 2.0?
I have some:
Reduce the item jitter, it's difficult to select/deselect stuff with the mouse, in particular science packs.
A graph combinator, for ...
- Sun Dec 20, 2020 8:36 pm
- Forum: General discussion
- Topic: Come up with new infinite research
- Replies: 34
- Views: 14379
Re: Come up with new infinite research
Add infinite evolution, biters can gain health without a hard cap. Now all infinite military tech has a purpose.
- Sat Dec 05, 2020 2:52 am
- Forum: Balancing
- Topic: Portable Fusion Reactor visual appearance in relation of visual totality of game
- Replies: 23
- Views: 12190
Re: Portable Fusion Reactor visual appearance in relation of visual totality of game
There's a mod that adds portable power generators that uses fuel: https://mods.factorio.com/mod/Portable_power
- Sat Jul 04, 2020 4:35 am
- Forum: News
- Topic: Friday Facts #354 - Launch party and HR power switch
- Replies: 33
- Views: 22196
Re: Friday Facts #354 - Launch party and HR power switch
WHAT. the power switch is hollow? all this time I thought it was a big solid piece of metal making the connection.
To be frank I don't like it now.
To be frank I don't like it now.
- Tue Jun 02, 2020 12:51 am
- Forum: General discussion
- Topic: Factorio Paper Cuts
- Replies: 29
- Views: 11877
Factorio Paper Cuts
Given that Wube is on the race for the 1.0 release I thought about sharing my list of petty annoyances with the game, with luck some of them are trivial to fix, sort of like a paper cut bug .
I want to encourage everyone to find more, it has to be an annoying usability issue that hopefully is also ...
I want to encourage everyone to find more, it has to be an annoying usability issue that hopefully is also ...