Search found 19 matches

by blackbat
Fri Aug 28, 2020 11:12 pm
Forum: Not a bug
Topic: Re-binding of mouse wheel zoom not working properly
Replies: 4
Views: 147

Re: Re-binding of mouse wheel zoom not working properly

Thanks that works! But if you don't mind my $0.05, having two bindings for what is essentially the same thing is not very intuitive. The two bindings are to allow controlling when the zoom switches between the standard map view and the zoomed in view. but clearly, one is interfering with the other,...
by blackbat
Fri Aug 28, 2020 9:08 pm
Forum: Not a bug
Topic: Re-binding of mouse wheel zoom not working properly
Replies: 4
Views: 147

Re: Re-binding of mouse wheel zoom not working properly

Thanks that works!
But if you don't mind my $0.05, having two bindings for what is essentially the same thing is not very intuitive.
by blackbat
Thu Aug 27, 2020 11:52 pm
Forum: Not a bug
Topic: Re-binding of mouse wheel zoom not working properly
Replies: 4
Views: 147

Re-binding of mouse wheel zoom not working properly

Hi, I'm expecting to be told I'm doing something wrong, and that's probably the truth, but I tried re-binding the zoom action to the inverse of the default, and all I can do now is zoom in, unless I press shift - then I can zoom out. Before changing the bindings it was working ok (although reversed ...
by blackbat
Fri Feb 07, 2020 7:56 pm
Forum: News
Topic: Friday Facts #333 - Terrain scrolling
Replies: 40
Views: 8147

Re: Friday Facts #333 - Terrain scrolling

I would like to go back to previous FFF where we discussed new sounds and there were many critical voices. Would you mind commenting on that? We got a lot of feedback, and will take our time digesting it and working on it, aswell as fixing all the issues and bugs that have been found since the new ...
by blackbat
Fri Aug 23, 2019 5:26 pm
Forum: News
Topic: Friday Facts #309 - Controversial opinions
Replies: 291
Views: 32627

Re: Friday Facts #309 - Controversial opinions

My vote (are we counting?) Inserters should not chase items - Maybe, really depends on the implementation Blueprint import/export should be a modded feature - No Weapons shouldn't lock on - No Biters should be more aggressive, and probe your defenses - Yes Clearing bases should not leave you safe - ...
by blackbat
Fri Apr 19, 2019 12:57 pm
Forum: News
Topic: Friday Facts #291 - New Campaign, MP stress testing, HR Icons II
Replies: 40
Views: 9488

Re: Friday Facts #291 - New Campaign, MP stress testing, HR Icons II

gaelyte wrote:
Fri Apr 19, 2019 12:52 pm
If you want to launch a massive server, you could try to tell it in a FFF, More players will be there
Isn't that what they literally just did‽


Also, @Klonan, I hope you tweak the icon for the Assemble Mk3, the gears on this one are... not functional.

Otherwise, great stuff, as usual.
by blackbat
Fri Aug 25, 2017 5:09 pm
Forum: Technical Help
Topic: [Solved] Cannot save the game
Replies: 2
Views: 1537

Re: Cannot save the game

Have you tried the self-contained zip version of the game? Click here (you need to login to the factorio site) and select the "MS Windows (64 bit zip package)" option.
by blackbat
Sat May 27, 2017 2:27 am
Forum: Ideas and Suggestions
Topic: Detailed recipe output in tooltip
Replies: 1
Views: 1256

Re: Detailed recipe output in tooltip

Yes, OMG yes, please yes.

My last bobs+angels would have been so much easier with this. I had to use (and abuse) the 'What is it used for?'' mod...
by blackbat
Fri May 19, 2017 6:40 pm
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 72591

Re: Friday Facts #191 - Gui improvements

10/10 Twinsen. while you're at it, comb through every GUI. Recipes in inventory and machines should name components and products. With some mods it's hard to tell.

And maybe make the recipe search output two sections: components and products
by blackbat
Tue May 02, 2017 1:02 pm
Forum: Releases
Topic: Version 0.15.6
Replies: 37
Views: 24522

Re: Version 0.15.6

Bugfixes Fixed input underground belt fast replace would also replace output piece even if input changed direction. (https://forums.factorio.com/45847) The link to bugreport-thread is not correct, it goes to other bugreport. Added: I just want to know what the bug it was :) see my post above
by blackbat
Tue May 02, 2017 12:51 pm
Forum: Releases
Topic: Version 0.15.6
Replies: 37
Views: 24522

Re: Version 0.15.6

FactorioBot wrote:Fixed input underground belt fast replace would also replace output piece even if input changed direction. (45847)
should be:

Fixed input underground belt fast replace would also replace output piece even if input changed direction. (45846)
by blackbat
Mon Apr 24, 2017 5:06 pm
Forum: Releases
Topic: Version 0.15.0
Replies: 152
Views: 103138

Re: Version 0.15.0

Silba wrote:
Ubertwink wrote:
JoeWhizer wrote:
Sado Mundo wrote:

Same here
I have the exact same issue
Same issue, win10 x64, Steam.
Mine isnt updating on steam, does it not update for everyone at the same time?

Try restarting steam. And check you have steam set to update to latest experimental release
by blackbat
Mon Apr 24, 2017 4:49 pm
Forum: Releases
Topic: Version 0.15.0
Replies: 152
Views: 103138

Re: Version 0.15.0

Ohz wrote:
Fast replacing splitters maintains the splitter contents on the new splitter instead of returning it to the player.
What does this mean please?
when you upgrade a splitter, instead of having its contents move to your inventory, they stay in the new splitter
by blackbat
Mon Apr 24, 2017 4:36 pm
Forum: Releases
Topic: Version 0.15.0
Replies: 152
Views: 103138

Re: Version 0.15.0

crashes on ubuntu 16.04.2 amd64 at 98% as well.
by blackbat
Wed Oct 26, 2016 1:43 am
Forum: Resolved Problems and Bugs
Topic: [0.14.16] [Klonan] Gates unresearsheable in New Hope level-01
Replies: 3
Views: 1786

[0.14.16] [Klonan] Gates unresearsheable in New Hope level-01

In New Hope level 01, wall gates appear in the science window, with green prerequisites, but it can't be researched (I'm presuming it is because there is no gates research). Image annexed:
by blackbat
Mon Jul 11, 2016 5:32 pm
Forum: Mods
Topic: [MOD 0.13] Fire extinguisher
Replies: 11
Views: 3019

Re: [MOD 0.13] Fire extinguisher

Very nicely done!
by blackbat
Mon Jul 04, 2016 2:31 am
Forum: Mods
Topic: [MOD 0.13] Fire extinguisher
Replies: 11
Views: 3019

Re: [MOD 0.13] Fire extinguisher

I see. It is indeed how it's produced, it's even accurately represented in bobs mods (1 water + 1 salt = 1 sodium hydroxide + 1 Cl2 + 1 H2) however since it's an "intermediate product" i didn't think you'd include, but It makes sense. I still think steel makes more sense than iron though xD
by blackbat
Mon Jul 04, 2016 1:00 am
Forum: Mods
Topic: [MOD 0.13] Fire extinguisher
Replies: 11
Views: 3019

Re: [MOD 0.13] Fire extinguisher

I don't understand the water, if you're trying to simulate dry extinguisher why use water?. Also extinguishers usually are made of stainless steel, so maybe change iron for steel? If you want to keep it simple in bob's mods I'd say keep the iron / steel and copper bit and then sub the sulfuric and s...
by blackbat
Sun Jul 03, 2016 8:40 pm
Forum: Mods
Topic: [MOD 0.13] Fire extinguisher
Replies: 11
Views: 3019

Re: [MOD 0.13] Fire extinguisher

Hi, nice mod! Regarding the chemical question for fire extinguisher, I recommend trying to simulate an ABC extinguisher, as the stuff that burns in game is: wood (fire class A), flammable liquid/gas (class B) and one can argue that (almost) every machine is electrified, so, electrical fires (class C...

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