Search found 103 matches
- Sat Nov 16, 2024 12:18 am
- Forum: Bug Reports
- Topic: [2.0.19] Blueprint with containers filled with contents inconsistent, multi action undo
- Replies: 0
- Views: 55
[2.0.19] Blueprint with containers filled with contents inconsistent, multi action undo
TEST ENVIRONMENT PC; Win 10. No mods ISSUE This was an interesting one to troubleshoot... Undoing a placed blueprint which includes items in containers (ie chests/turrets) normally if single click+placing, allows for a single action undo for the entire blueprint. Drag-placing though, undoes the pla...
- Sat Nov 09, 2024 1:03 am
- Forum: Ideas and Suggestions
- Topic: [2.0.11] Cannot place blueprints/ghosts half on water half off water without using landfill in "non-super-force" mode.
- Replies: 10
- Views: 438
Re: [2.0.11] Cannot place blueprints/ghosts half on water half off water without using landfill in "non-super-force" mod
I was confused / dismayed to find this was implemented as such as well (now most especially due to it being intended). Intuitively, IMHO it should be under only one of the three modes, not two (force vs force and super force building). If the feature was intentional as an accessibility option for th...
- Sat Nov 09, 2024 12:46 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid] [2.0.16] Inconsistent spacing of elevated rails
- Replies: 1
- Views: 499
[boskid] [2.0.16] Inconsistent spacing of elevated rails
Test System: PC; Win 10. No mods Inconsistent spacing of elevated rails. [2.0.16]-Inconsistent-spacing-of-elevated-rails.png - Spacing 1 - Attach rail to ramp without modifier keys, then move to furthest length before a rail support is placed. - Spacing 2 - Using the above but holding shift mode - e...
- Fri Mar 01, 2024 8:42 pm
- Forum: News
- Topic: Friday Facts #400 - Chart search and Pins
- Replies: 73
- Views: 18158
Re: Friday Facts #400 - Chart search and Pins
Much needed/appreciated additions all around! And I don't often comment but following every FFF and comments and thrilled with the expansion news every Friday am! Thank you Devs for your love and commitment to this game! Map Annotation Overlay On the subject of map pins and such, I am reminded of a ...
- Fri Oct 13, 2023 9:25 pm
- Forum: News
- Topic: Friday Facts #380 - Remote view
- Replies: 183
- Views: 43517
Re: Friday Facts #380 - Remote view
Thus, might I suggest adding a way to 'alt-place' blueprints which construction bots ignore, and then mark them for construction later, with a new "Construction Planner" perhaps? Even outside of my personal playstyle, this functionality would be beneficial to the player in many other ways...
- Fri Oct 13, 2023 7:22 pm
- Forum: News
- Topic: Friday Facts #380 - Remote view
- Replies: 183
- Views: 43517
Re: Friday Facts #380 - Remote view
Really hyped to finally see RemoteConfiguration mod's features finally added to vanilla -- which I was anticipating after comments in last weeks FFF. I play in mapview most of the time and this will finally allow much more control without the assistance of what I now consider critical mods to assist...
- Sat Oct 07, 2023 12:51 am
- Forum: News
- Topic: Friday Facts #379 - Abstract rewiring
- Replies: 153
- Views: 36985
Re: Friday Facts #379 - Abstract rewiring
FFF: A nice change of pace update. As much as I appreciate the big ones I also really revel in the small detailed ones too. Thanks! Wire Straightening/Shadow update: I can see going forward this will help troubleshoot what-connects-to-what through the mess of copper, red and green wires - each with ...
- Fri Oct 06, 2023 6:47 pm
- Forum: News
- Topic: Friday Facts #379 - Abstract rewiring
- Replies: 153
- Views: 36985
Re: Friday Facts #379 - Abstract rewiring
So mod Power Grid Comb to stay, hope it won't be broken due to these internal changes. You cannot break something that is already broken :P I had to uninstall Power Grid Comb after unfortunately seeing it's really not tidying up my powerpoles as i expected. For me it does the job - consistency. You...
- Sat Sep 30, 2023 6:58 am
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 342
- Views: 106605
Re: Friday Facts #378 - Trains on another level
Yet another Friday with unprecedented changes being announced. Absolutely insane. Ha! Thinking forward, no idea how you will top these past few weeks posts' but I have no doubt you will! -------------------------- As mentioned, the Hopper/Funnel unloader and corresponding Silo loader would be exciti...
- Sat Sep 30, 2023 6:12 am
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 342
- Views: 106605
Re: Friday Facts #378 - Trains on another level
Looking at the "island crossing" example more closely. There is a radar powered by accumulators, but there don't seem to be anything refilling the accumulators. When setting up something for the purposes of screenshots, why does it have to be perfect? I was just thinking maybe they're hin...
- Tue Sep 26, 2023 10:21 pm
- Forum: News
- Topic: Friday Facts #377 - New new rails
- Replies: 227
- Views: 68781
Re: Friday Facts #377 - New new rails
Awesome news! I've been hyped about the update but this FFF got me to post. Rails look so fluid now, hard to get over seeing them as I have been so used to the old set - it feels like the new sprites fall into the uncanny valley where something just seems off. I'm sure it wont take long to get used...
- Sat Nov 17, 2018 9:12 am
- Forum: News
- Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
- Replies: 192
- Views: 92959
Re: Friday Facts #269 - Roadmap update & Transport belt perspective
Very excited to see the progress on the updated belt graphics and read about 0.17 pretty much right around the corner. Understandably you want to take the holidays off this time before having to deal with the tsunami of bug reports. Can hardly wait!!!! :) Belt Stopper Reading about how others also n...
- Wed Feb 28, 2018 11:01 pm
- Forum: Releases
- Topic: Version 0.16.27
- Replies: 51
- Views: 39241
Re: Version 0.16.27
The new concrete looks awesome! Refined concrete is what I'd call a more "pure" concrete, like something meant for artistic purposes or something luxurious and focused on aesthetics rather than mechanics. That's what it is, though :) I'll just have to stick out my pinky from my mouse whene...
- Sun Jan 28, 2018 11:52 am
- Forum: News
- Topic: Friday Facts #227 - Rendering, Trees & Scenario talk
- Replies: 116
- Views: 52286
Re: Friday Facts #227 - Rendering, Trees & Scenario talk
GAME SCENARIOS Tower Defense Scenario PLEASE! I am a huge fan of Tower Defense games and have been wanting to play Factorio with a TF mode since the beginning as I can see it being an absolutely perfect environment to make this work. I know there were mods ages ago but always severely lacking. IDEA...
- Sun Jan 28, 2018 11:00 am
- Forum: News
- Topic: Friday Facts #227 - Rendering, Trees & Scenario talk
- Replies: 116
- Views: 52286
Re: Friday Facts #227 - Rendering, Trees & Scenario talk
Benefits from separating shadows from entities... Seperating the shadows from the entities means hopefully we get a moving sun. This would be totally awesome - creating a much more realistic day/night cycle and giving every object a more 3D feel. Which may be a result from dynamic shadows: I'm wonde...
- Tue Jan 23, 2018 11:43 pm
- Forum: Releases
- Topic: Version 0.16.17
- Replies: 53
- Views: 32448
Re: Version 0.16.17
I think this should be a separate technology and should apply to both splitters and inserters enabling this functionality on all existing items effectively removing filter inserters as a separate entity. I fully agree. Now that splitters can be both normal and filtered , that really puts into quest...
- Tue Dec 19, 2017 7:03 am
- Forum: Technical Help
- Topic: [0.16.6] Rotating belts don't rotate as expected [Fixed]
- Replies: 3
- Views: 1574
Re: [0.16.6] Rotating belts don't rotate as expected
Thanks. I rechecked my settings and although I had thought I had disabled all mods, one was causing this. Not a problem now
- Tue Dec 19, 2017 1:22 am
- Forum: Technical Help
- Topic: [0.16.6] Rotating belts don't rotate as expected [Fixed]
- Replies: 3
- Views: 1574
[0.16.6] Rotating belts don't rotate as expected [Fixed]
**Ignore. A mod was causing this that was supposed to be deactivated. Not sure if new *feature* but belts no longer rotate as expected/0.15. Belts do rotate as expected if hovering over another belt while rotating [related: https://forums.factorio.com/viewtopic.php?f=49&t=55348] or using Shift+R...
- Tue Dec 19, 2017 1:15 am
- Forum: Technical Help
- Topic: [0.16.6]Rotating item in hand rotates below item too [Fixed]
- Replies: 0
- Views: 874
[0.16.6]Rotating item in hand rotates below item too [Fixed]
**Ignore. A mod was causing this that was supposed to be deactivated. Discovered by rotating belts while hovering over other belts but found that any item over another item that can rotate is effected (rotated) when pressing the "R" hotkey to rotate. Expected: Rotating item in hand only ro...
- Sat Jun 24, 2017 7:54 pm
- Forum: Development Proposals
- Topic: Fight
- Replies: 96
- Views: 106154
Re: Fight
I'm quite fond of the tower defense type being integrated further into Factorio. Already we have a strong RTS style with many aspects of the game. The next logical steps would be to refine the tower defense rules further. Stronger walls, much more resistant aliens... and AI pathfinding so they route...