Search found 32 matches
- Fri Dec 04, 2020 3:46 pm
- Forum: Not a bug
- Topic: [0.18.35] Explosives Icon Blurry
- Replies: 2
- Views: 1229
Re: [0.18.35] Explosives Icon Blurry
I think it has to do with the large number of small holes next to each other, which bothers some people more than others
- Tue Jul 07, 2020 2:05 am
- Forum: Not a bug
- Topic: [0.18.35] Explosives Icon Blurry
- Replies: 2
- Views: 1229
[0.18.35] Explosives Icon Blurry
The explosives/cliff explosives icon, specifically the circles on the left side, look blurry and hurt my eyes at certain zoom levels.
Steps to reproduce:
Open game
Look at explosives icon
or
Open explosives.png
Set zoom level anywhere from ~75% - 275%
Look at second-largest icon
This ...
Steps to reproduce:
Open game
Look at explosives icon
or
Open explosives.png
Set zoom level anywhere from ~75% - 275%
Look at second-largest icon
This ...
- Tue Jun 09, 2020 4:25 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3893
- Views: 1520808
Synthetic Wood Recipe Disappeared
When I started my game there was a recipe for wood from naphtha, I *think* it's from Angel's Petrochem. Several upgrades later I tried to make more, but the recipe has disappeared. Chemical plants that were previously making it still are, but I can't make any new ones.
Edit: According to someone on ...
Edit: According to someone on ...
- Fri Sep 15, 2017 5:41 pm
- Forum: News
- Topic: Friday Facts #207 - Lua noise specification
- Replies: 45
- Views: 27976
Re: Friday Facts #207 - Lua noise specification
Is it possible to import jpegs/pngs as maps, allowing creating maps graphically?
- Mon Aug 08, 2016 1:35 am
- Forum: Ideas and Suggestions
- Topic: Train Station GUI
- Replies: 5
- Views: 1864
Re: Train Station GUI
It's mainly meant as a GUI suggestion. For example, you could have:
Warehouse
Unload
Copper
Iron
Steel
Belts
Unload
Load
Batteries
Unload Copper
Unload Iron
Load
which would fold to:
Warehouse
Batteries
Belts
allowing you to find the right stop more easily and helping prevent any unwanted ...
Warehouse
Unload
Copper
Iron
Steel
Belts
Unload
Load
Batteries
Unload Copper
Unload Iron
Load
which would fold to:
Warehouse
Batteries
Belts
allowing you to find the right stop more easily and helping prevent any unwanted ...
- Mon Aug 08, 2016 1:23 am
- Forum: Ideas and Suggestions
- Topic: [0.13] Add Loader into game (officially)
- Replies: 17
- Views: 17672
Re: [0.13] Add Loader into game (officially)
A bit tangental, but reintroducing the jamming bug as a feature seems like it would be a good way to help balance loaders.
- Mon Aug 08, 2016 1:15 am
- Forum: Ideas and Suggestions
- Topic: Slight Hand Crafting Adjustment
- Replies: 4
- Views: 2563
Re: Slight Hand Crafting Adjustment
Also, the game is designed to encourage automation, so making handcrafting, a non-autonomous task, easier seems against the spirit of the game.
- Wed Aug 03, 2016 11:09 pm
- Forum: Ideas and Suggestions
- Topic: Train Station GUI
- Replies: 5
- Views: 1864
Train Station GUI
Add a train station, to which train stops can be added. On the map only the station's name would show, in the train GUI all its stops would be collapsed under it. This would make it much easier to read the map and find the right stop when you have many stations with many stops each.
- Tue Aug 02, 2016 2:02 am
- Forum: Ideas and Suggestions
- Topic: the "smart" part on an inserter: < instead of > as default
- Replies: 5
- Views: 2502
Re: the "smart" part on an inserter: < instead of > as default
Having read this I started paying attention, and I also almost always end up using <.
- Mon Aug 01, 2016 2:14 pm
- Forum: Ideas and Suggestions
- Topic: Treat closed signal identically to red signal
- Replies: 3
- Views: 2405
Re: Treat closed signal identically to red signal
I'm saying that given the following signals
G
/ \
G G
| |
R G
| |
G G
\ /
G
when the red signal is caused by a train on the tracks, a train going from the top node to the bottom one will choose to use the right branch, even if it is longer than the left branch, whereas if the red signal is caused ...
G
/ \
G G
| |
R G
| |
G G
\ /
G
when the red signal is caused by a train on the tracks, a train going from the top node to the bottom one will choose to use the right branch, even if it is longer than the left branch, whereas if the red signal is caused ...
- Mon Aug 01, 2016 2:32 am
- Forum: Implemented Suggestions
- Topic: About underground belt trick (lane swapping): art?
- Replies: 12
- Views: 10398
Re: About lane swapping (underground belt trick): art?
Agreed. As it is, it is very unintuitive why items can enter from one side of it but not the other; they are equally blocked by the hood.
- Mon Aug 01, 2016 2:25 am
- Forum: Ideas and Suggestions
- Topic: Safe Rail Crossing
- Replies: 31
- Views: 18161
Re: Safe Rail Crossing
I set gates to close at yellow, and the signal to go red when you're using the gate. That way if you get there before the signal is yellow, the train has time to stop and let you through, but if the train is too close, you can't enter.
- Sun Jul 31, 2016 12:51 pm
- Forum: Implemented Suggestions
- Topic: Save and load blueprints from hard drive.
- Replies: 11
- Views: 10249
Re: Save and load blueprints from hard drive.
And given such heavy use they are something the player-base wants, and should be added to vanilla.
- Sun Jul 31, 2016 12:37 pm
- Forum: Ideas and Suggestions
- Topic: Treat closed signal identically to red signal
- Replies: 3
- Views: 2405
Treat closed signal identically to red signal
Currently a train will alternate routes if another train is blocking its path, but not for a red signal from the combinator network. A possible fix would be to have the close signal option generate a ghost train in its block to encourage proper pathing.
http://images.akamai.steamusercontent.com ...
http://images.akamai.steamusercontent.com ...
- Fri Jul 29, 2016 2:23 pm
- Forum: Ideas and Suggestions
- Topic: Train pathing - forbid passing through stops
- Replies: 6
- Views: 4196
Re: Train pathing - forbid passing through stops
I agree that train pathing in general still needs a lot of work. Fixing that the train won't move in this situation would help with stations. Even though the train could easily go around the red signal with very little distance in difference, it insists on waiting.
http://images.akamai ...
http://images.akamai ...
- Thu Jul 28, 2016 1:09 pm
- Forum: Ideas and Suggestions
- Topic: Allow rail to be connected to the circuit/logistic network
- Replies: 9
- Views: 4922
Re: Allow rail to be connected to the circuit/logistic network
If in a case like this the train were able to choose anothe path, and if tracks could detect the presence of trains, that would be handy, but having the tracks do anything more than that seems excessive.
http://images.akamai.steamusercontent.com/ugc/269472816324258198 ...
http://images.akamai.steamusercontent.com/ugc/269472816324258198 ...
- Wed Jul 27, 2016 11:14 pm
- Forum: General discussion
- Topic: Who is the player character?
- Replies: 54
- Views: 21942
Re: What's the player's name?
I like it. +1 for the Factorian.
- Wed Jul 27, 2016 10:02 pm
- Forum: Ideas and Suggestions
- Topic: Sight Tower
- Replies: 3
- Views: 2355
Re: Sight Tower
Or perhaps let radar output the distance of the closest enemy.
- Wed Jul 27, 2016 10:01 pm
- Forum: Ideas and Suggestions
- Topic: Allow rail to be connected to the circuit/logistic network
- Replies: 9
- Views: 4922
Re: Allow rail to be connected to the circuit/logistic network
Why can't you just use a signal?
- Tue Jul 26, 2016 1:47 pm
- Forum: Ideas and Suggestions
- Topic: Inverter belt (Its not a NOT belt, but im not sure of that)
- Replies: 10
- Views: 6491
Re: Inverter belt (Its not a NOT belt, but im not sure of that)
Room really isn't an issue in Factorio, there's always more land to be claimed.