Search found 41 matches
- Fri Oct 30, 2020 9:00 am
- Forum: News
- Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
- Replies: 141
- Views: 84905
Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
This is quite the spooky update right before halloween with all these ghostly features
- Sat Sep 05, 2020 12:44 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.0.0] Only half of map preview is shown at 250% scaling
- Replies: 2
- Views: 1550
[kovarex] [1.0.0] Only half of map preview is shown at 250% scaling
As you can see in the image only half of the map preview is visible. It's middle, the starting area is at the leftmost side of the preview area. factorio bug 2020-09-05 024034.png win64 steam 1.0.0 no mods are installed I'm playing on 4K fullscreen, this happens when the scaling in the interface men...
- Sat Jun 06, 2020 12:26 am
- Forum: News
- Topic: Friday Facts #350 - Electric mining drill redesign
- Replies: 104
- Views: 57050
Re: Friday Facts #350 - Electric mining drill redesign
I don't like the redesing. The old one was a 3*3 entity farming a 5*5 area, with no sign at all how it would reach outside of that 3*3 square. Now, not even that 3*3 is explained as the drill only reaches a 1*3 area in the middle. Also the drill moves way too frequenly. If anything this should be to...
- Mon Nov 11, 2019 11:59 am
- Forum: Implemented Suggestions
- Topic: Account synced blueprint books
- Replies: 20
- Views: 12058
Re: Account synced blueprint books
Bump, I lost all 'My Blueprints' because I thought it's already backed up on the cloud.
- Mon Nov 11, 2019 11:14 am
- Forum: Ideas and Suggestions
- Topic: Use 64-bit integers for signals
- Replies: 20
- Views: 7545
Re: Use 64-bit integers for signals
Factorio has dropped support for 32-bit systems with 0.14/0.15 : https://factorio.com/blog/post/fff-158 OP is clearly talking about switching from uint32 to uint64 integer variables in terms of signal value storage, not about memory adressing and hardware architecture issues. I mean, you definitely...
- Sat Oct 05, 2019 8:39 pm
- Forum: News
- Topic: Friday Facts #315 - New test servers
- Replies: 69
- Views: 34885
Re: Friday Facts #315 - New test servers
Damn this Red Alert soundtrack makes me want those self assembling building animations in Factorio that the Command & Conquer games had.
- Sun Mar 03, 2019 3:52 pm
- Forum: Ideas and Suggestions
- Topic: Ctrl+Click Craft for Stack
- Replies: 17
- Views: 4132
Re: Ctrl+Click Craft for Stack
One disadvantage : making handcrafting even easier and useful is kind of antinomic to the game's purpose. One could argue that there are enough ways to "make things easier" to handcrafting for a game about automation. This. With 0.17 out I started a vanilla run for 'Lazy Bastard' and it's...
- Sun Mar 03, 2019 3:48 pm
- Forum: Ideas and Suggestions
- Topic: [0.17.x] Earlier Research Queue
- Replies: 4
- Views: 2040
Re: Earlier Research Queue
Nice, it would give a sense of progression for the queue feature.
- Sun Mar 03, 2019 2:45 pm
- Forum: Won't fix.
- Topic: [0.17.4] Wire ghosts can't be seen if zoomed in too much (Pic)
- Replies: 1
- Views: 980
[0.17.4] Wire ghosts can't be seen if zoomed in too much (Pic)
The ghosts of these wires can't be seen if I zoom in close enough. (These are max length red and green wires on the tier three pole, as you can see in the picture)
- Sun Mar 03, 2019 12:50 pm
- Forum: Ideas and Suggestions
- Topic: [0.17] Closable shortcut panel (Illustrated)
- Replies: 0
- Views: 615
[0.17] Closable shortcut panel (Illustrated)
Make the shortcut panel foldable (By clicking the marked area fold it completely, or unfold it, or if I drag it just fold as many icon starting from the left as I want, possibly, scrolling on it could scroll the icons too.)
- Sun Mar 03, 2019 12:37 pm
- Forum: Ideas and Suggestions
- Topic: [0.17.4] Belt immunity for vehicles
- Replies: 2
- Views: 1216
[0.17.4] Belt immunity for vehicles
Either just make the vehicle I'm in immune to belts if my armor has a turned on (I have another suggestion thread about making this toggle-able) belt immunity module (preferred) or let me put one into the vehicle (bit more realistic, but the toggle mentioned should turn that off too)
- Sun Mar 03, 2019 12:07 pm
- Forum: Implemented Suggestions
- Topic: [0.17.4] Shift+Q to pipette a ghost of an item
- Replies: 2
- Views: 1553
[0.17.4] Shift+Q to pipette a ghost of an item
I use the pipette tool (Q) very often, to "pick up" a copy of an item if its on me and just place more of them. It works fine if I have the item but now that I'm using the logistic system I don't always have these items directly on me. So I'd just like to "Shift+Q" to pick up a g...
- Sun Mar 03, 2019 10:52 am
- Forum: Pending
- Topic: [0.17.4] Inconsistent performance issues on high-end
- Replies: 1
- Views: 855
[0.17.4] Inconsistent performance issues on high-end
Sometimes I get somewhere between 44 and 55 FPS even on the main menu (and in-game too) while the UPS stays at 60. The movement is all stuttery, just like when I'm moving my mouse above the buttons of the menu, the button-hightlights appear stuttery too. I have a high-end PC (1080Ti, i7-8700k) and I...
- Sat Mar 02, 2019 11:30 am
- Forum: Ideas and Suggestions
- Topic: [0.17.4] Toggle Belt Immunity shortcut
- Replies: 13
- Views: 4926
[0.17.4] Toggle Belt Immunity shortcut
While I don't really see why would I ever use Toggle Exoskeleton, I'd certainly use a toggle belt immunity button.
- Fri Mar 01, 2019 11:32 pm
- Forum: Ideas and Suggestions
- Topic: [0.17.4] Spitter puddles shouldn't stack
- Replies: 1
- Views: 760
[0.17.4] Spitter puddles shouldn't stack
A single worm was targeting and shooting one of my towers, and my bots were constantly repairing it. When I walked in the puddle the worm made, I immediately died (Modular Armor, no shield)
- Tue Feb 26, 2019 11:46 pm
- Forum: Not a bug
- Topic: [0.17.1] [Minor] [Graphical] Cliff shows before belt
- Replies: 2
- Views: 1184
[0.17.1] [Minor] [Graphical] Cliff shows before belt
As seen here, looks odd. The belt should be in the front
- Tue Feb 26, 2019 10:11 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.0]
- Replies: 1
- Views: 836
[0.17.0]
On a basic single-player game, the /permissions command opens up an empty window titled "Server configuration". I wanted to disable crafting so the "Lazy Bastard" achievement can get easier. But there are no settings at all in the menu. I checked /help to see if there is another ...
- Thu Jan 31, 2019 6:54 am
- Forum: Railway Setups
- Topic: Supply Grid - Automatic restocking of outposts
- Replies: 0
- Views: 2550
Supply Grid - Automatic restocking of outposts
Supply Grid Reddit post / Video supply grid.jpg It's a doubly time-multiplexed global, train based item requester system! For what? Restocking outposts with ammo/repair packs/fuel/bots (or any item) and keeping them loaded with a set amount of them without adding extra trains and messing with train...
- Tue Jan 29, 2019 9:38 am
- Forum: Combinator Creations
- Topic: Simple 3-combinator memory cell - handles bursts+negatives
- Replies: 5
- Views: 25017
Re: Simple 3-combinator memory cell - handles bursts+negatives
Hi! I made an alternative version, same footprint, stores multiple things, but instead of a dedicated 'reset' signal it has a dedicated 'set' signal. (can set to nothing to reset). I credited your design everywhere where I posted it.
viewtopic.php?f=8&t=64649
viewtopic.php?f=8&t=64649
- Tue Jan 29, 2019 9:18 am
- Forum: Show your Creations
- Topic: Multi-signal, 3 combinator memory cell
- Replies: 1
- Views: 5300
Multi-signal, 3 combinator memory cell
Multi-signal Memory Reddit Post / Video Blueprint Stores every signal and it's value (except 'S' since that's reserved as the set/save/store signal, but you can change it) Pulsing the 'S' signal stores the input value. If there is no input value it stores that (erases the memory). Handles negative ...