Search found 47 matches
- Wed Aug 28, 2024 2:04 pm
- Forum: News
- Topic: Friday Facts #424 - Gleba Pentapod Enemies
- Replies: 205
- Views: 44457
Re: Friday Facts #424 - Gleba Pentapod Enemies
The Stompers feet should definitively make some smoke, dust or splashes pop up when they land on something, depending on the surface type of course.
Even when they rotate in place there should at least be a little "effect" on the ground. This might help to hide the some tricky animation details ...
- Fri Aug 23, 2024 10:43 am
- Forum: News
- Topic: Friday Facts #424 - Gleba Pentapod Enemies
- Replies: 205
- Views: 44457
Re: Friday Facts #424 - Gleba Pentapod Enemies
The Stompers feet should definitively make some smoke, dust or splashes pop up when they land on something, depending on the surface type of course.
Even when they rotate in place there should at least be a little "effect" on the ground. This might help to hide the some tricky animation details like ...
Even when they rotate in place there should at least be a little "effect" on the ground. This might help to hide the some tricky animation details like ...
- Wed Mar 18, 2020 8:25 pm
- Forum: Releases
- Topic: Version 0.18.13
- Replies: 57
- Views: 29971
Re: Version 0.18.13
I have now played quite a bit with the new gui and I like it, but it has some drawbacks as well...
Good:
style (looks good and consistent)
request and trash amout slider is nice!
enable/disable of logistics!e
color coded request status
unlimited requests
Neutral:
crafting and ...
Good:
style (looks good and consistent)
request and trash amout slider is nice!
enable/disable of logistics!e
color coded request status
unlimited requests
Neutral:
crafting and ...
- Sat Dec 21, 2019 3:58 pm
- Forum: Mods
- Topic: [MOD 0.16 / 0.17] Starter Pack
- Replies: 9
- Views: 4001
Re: [MOD 0.16 / 0.17] Starter Pack
The GitHub Link still (or again?) leads to a 404 error page.
However I found this: https://github.com/yanbec/factorio-starter-pack
Is this you or a fork?
Also according to the source code, the medium kit and onwards should contain personal roboports in the armor. For me at least this is not the ...
However I found this: https://github.com/yanbec/factorio-starter-pack
Is this you or a fork?
Also according to the source code, the medium kit and onwards should contain personal roboports in the armor. For me at least this is not the ...
- Sun Apr 14, 2019 3:47 pm
- Forum: Gameplay Help
- Topic: [0.17.31] Construction bots don't place refineries but nothing is blocking them
- Replies: 2
- Views: 1435
[0.17.31] Construction bots don't place refineries but nothing is blocking them
Hi!
I was just trying to use a blueprint from 0.15 (worked well in 0.16) and everything works but the robots won't place refineries.
The just hover over it (like when a tree is blocking the construction space and awaits deconstruction), return for power and visit again without placing them.
As far ...
I was just trying to use a blueprint from 0.15 (worked well in 0.16) and everything works but the robots won't place refineries.
The just hover over it (like when a tree is blocking the construction space and awaits deconstruction), return for power and visit again without placing them.
As far ...
- Tue Apr 02, 2019 7:39 pm
- Forum: Releases
- Topic: Version 0.17.24
- Replies: 24
- Views: 18533
Re: Version 0.17.24
same here.jarcionek wrote: Tue Apr 02, 2019 6:59 pm Not available on Steam.
0.17.x doesn't update and 0.17.24 is not showing on the list of experimental versions.
- Tue Feb 26, 2019 7:56 pm
- Forum: Duplicates
- Topic: [0.17] Camapin: Gun turret quest does not complete
- Replies: 2
- Views: 1117
[0.17] Camapin: Gun turret quest does not complete
if you build the gun turret (and stock it with ammo) in the narrow choke-point on the left towards the biter bases the quest does not complete. Only if you place and fill the turret in the general area to the right where your base most likely will be due to the resources the quest completes.
I don't ...
I don't ...
- Tue Feb 26, 2019 6:35 pm
- Forum: Not a bug
- Topic: [abregado] [0.17] Inserters remove fuel from miner instead of ore β miner then refuses to work
- Replies: 3
- Views: 1554
[abregado] [0.17] Inserters remove fuel from miner instead of ore β miner then refuses to work
The inserters take coal out, but refuse to take the copper ore. I can't manually pick up the ore either. (Control-Click and opening the inventory to take it both don't work)
fuel out of miner.png
inserter unload fuel.zip
EDIT: never mind, i'm dumb. They're not supposed to take the ore out ...
fuel out of miner.png
inserter unload fuel.zip
EDIT: never mind, i'm dumb. They're not supposed to take the ore out ...
- Tue Feb 26, 2019 6:10 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.4] Gui top right frame description not wrapped with other panels hidden
- Replies: 16
- Views: 8011
Re: [0.17.0] Gui top right frame partially unreadable on HD resolution
Can confirm: Win 7 64bit
- Wed Dec 12, 2018 8:28 pm
- Forum: Technical Help
- Topic: [0.16.51] Save file loading produced I/O error after steam reinstall
- Replies: 0
- Views: 1550
[0.16.51] Save file loading produced I/O error after steam reinstall
Hi!
So the weirdest thing just happened. I started factorio (Steam Version) and got prompted if I want to install the game rather than launching it. I don't remember uninstalling. Nevertheless there was no better option than to let steam do its thing and all game files were re-downloaded.
I then ...
So the weirdest thing just happened. I started factorio (Steam Version) and got prompted if I want to install the game rather than launching it. I don't remember uninstalling. Nevertheless there was no better option than to let steam do its thing and all game files were re-downloaded.
I then ...
- Fri Sep 07, 2018 1:26 pm
- Forum: News
- Topic: Friday Facts #259 - Scan-codes, Prototype IDs, HR worm
- Replies: 99
- Views: 48414
Re: Friday Facts #259 - Scan-codes, Prototype IDs, HR worm
At the risk of repeating what I said on Discord, IMHO you should do the right thing β’,
and set "Undo" to the scan-code for "whatever is the bottom left letter key"
(Z for QWERTY, Y for QWERTZ, W for AZERTY, Π― for JCUKEN...)
...
There is no well defined "Right Thing" in this case. For example CRTL ...
and set "Undo" to the scan-code for "whatever is the bottom left letter key"
(Z for QWERTY, Y for QWERTZ, W for AZERTY, Π― for JCUKEN...)
...
There is no well defined "Right Thing" in this case. For example CRTL ...
- Wed Jun 27, 2018 1:15 am
- Forum: Mods
- Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
- Replies: 502
- Views: 354248
Re: [MOD 0.16] Orbital Ion Cannon 1.6.3
Nevermind. The error was related to this: viewtopic.php?f=23&t=61223
- Wed Jun 27, 2018 1:14 am
- Forum: Not a bug
- Topic: [0.16.51] Mod settings are sometimes not applied
- Replies: 2
- Views: 1943
Re: [0.16.51] Mod settings are sometimes not applied
I figured as much, but look at around 54s: the settings appear in a combination I did never select.
As the GUI is being reworked this is only a minor issue, but a notice or something like that might be nice to know that your settings are not safe until it is unpaused. Or store the desired state ...
As the GUI is being reworked this is only a minor issue, but a notice or something like that might be nice to know that your settings are not safe until it is unpaused. Or store the desired state ...
- Tue Jun 26, 2018 10:49 pm
- Forum: Not a bug
- Topic: [0.16.51] Mod settings are sometimes not applied
- Replies: 2
- Views: 1943
[0.16.51] Mod settings are sometimes not applied
Hey!
Sometimes settings for installed mods are not accepted even though apply was used in the GUI. It appears as if you need to go back into the game before opening the options window again to see if it updated, but even then it behaves erratic.
Please see the video for details.
https://youtu.be ...
Sometimes settings for installed mods are not accepted even though apply was used in the GUI. It appears as if you need to go back into the game before opening the options window again to see if it updated, but even then it behaves erratic.
Please see the video for details.
https://youtu.be ...
- Sun Jun 17, 2018 7:52 pm
- Forum: Resolved Problems and Bugs
- Topic: [Dominik] Fast underground replace of belt changes wrong belt
- Replies: 4
- Views: 5632
Re: [Dominik] Fast underground replace of belt changes wrong belt
fix confirmed, thank you!
- Thu Jun 14, 2018 7:59 pm
- Forum: Mods
- Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
- Replies: 502
- Views: 354248
Re: [MOD 0.15] Orbital Ion Cannon 1.5.3
I have disabled auto-targeting and it won't take effect on my game.
My problem is the constant alerts of the ion auto-targeting which ruins the game for me as the sound is very disruptive.
Please let me know how to disable auto-targeting or set the alarm sound to something more discreet.
I don't ...
My problem is the constant alerts of the ion auto-targeting which ruins the game for me as the sound is very disruptive.
Please let me know how to disable auto-targeting or set the alarm sound to something more discreet.
I don't ...
- Fri Jun 08, 2018 12:21 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.48]Holding blueprint causes UPS drop
- Replies: 16
- Views: 9601
Re: [0.16.48]Holding blueprint causes UPS drop
I just testet this in 0.16.49 and experienced a 30-50% drop in FPS/UPS when I hold a largeish blueprint over some existing stuff. While I hold it over a free area the FPS/UPS recover.
Hovever I did not play 0.16.48 an cant therefore compare them, but in 0.16.47 I did not have these drops.
https ...
Hovever I did not play 0.16.48 an cant therefore compare them, but in 0.16.47 I did not have these drops.
https ...
- Tue Jun 05, 2018 5:58 pm
- Forum: Duplicates
- Topic: [0.16.47] Train cargo waggons placed inside of each other
- Replies: 1
- Views: 1042
[0.16.47] Train cargo waggons placed inside of each other
Hi!
I just placed a locomotive at a train stop and then dragged waggons after it as I usually do. However I noticed that they where placed much closer together than normal and only the first wagon got connected to the train.
I saved imediately afterwards without doing anything else and managed to ...
I just placed a locomotive at a train stop and then dragged waggons after it as I usually do. However I noticed that they where placed much closer together than normal and only the first wagon got connected to the train.
I saved imediately afterwards without doing anything else and managed to ...
- Sun May 27, 2018 12:30 am
- Forum: Implemented in 2.0
- Topic: improve train block overlay: add directions
- Replies: 57
- Views: 17574
Re: improve train block overlay: add directions
I like this idea a lot, especially where it seems very simple to add. +1
Also can we please get the ability to show the overlay without having to pick-up a railsignal?
I haven't checked since 0.16 hit, but there used to be an option to display the overlay in the debug menu (F4). It might still ...
Also can we please get the ability to show the overlay without having to pick-up a railsignal?
I haven't checked since 0.16 hit, but there used to be an option to display the overlay in the debug menu (F4). It might still ...
- Fri May 25, 2018 12:49 am
- Forum: Ideas and Suggestions
- Topic: Take bonuses into account when reporting available resources
- Replies: 3
- Views: 1716
Re: Take bonuses into account when reporting available resources
maybe have the expected yield in brackets after the actual available amount?