Nice
Search found 13 matches
- Fri Sep 20, 2019 4:54 pm
- Forum: Releases
- Topic: Version 0.17.69 - Stable 1
- Replies: 45
- Views: 36677
Re: Version 0.17.69
- Fri Sep 20, 2019 12:26 pm
- Forum: News
- Topic: Friday Facts #313 - Light at the end of the bug tunnel
- Replies: 58
- Views: 30052
Re: Friday Facts #313 - Light at the end of the bug tunnel
0.17.69?
Nice.
Nice.
- Mon Jun 03, 2019 8:24 pm
- Forum: Duplicates
- Topic: Extra hotbars hide chat
- Replies: 1
- Views: 891
Extra hotbars hide chat
Setting your view to four rows of hotbar hides the first two rows of chat. This is only a problem with lines long enough to go past the hotbar. I would suggest tying the chat start height to the height of the hotbar.
- Fri Apr 19, 2019 10:28 pm
- Forum: Ideas and Suggestions
- Topic: Decon planner "Trees/Rocks Only" filter should also filter cliffs
- Replies: 0
- Views: 748
Decon planner "Trees/Rocks Only" filter should also filter cliffs
Without this filter, it just requires two decon planners to claim land. I'm proposing adding cliffs to this filter, and perhaps renaming the filter to "Natural Obstacles Only", possibly with a tooltip such as "This setting will only mark trees, rocks, and cliffs for deconstruction when activated."
- Thu Apr 18, 2019 2:03 am
- Forum: Duplicates
- Topic: [kovarex] Moving the last stop in a train schedule back to last place doesn't actually move it to last place
- Replies: 1
- Views: 1001
[kovarex] Moving the last stop in a train schedule back to last place doesn't actually move it to last place
https://i.gyazo.com/e976bd12c7443849c48cc868afc4ee72.mp4
The video demonstrates the issue clearly. Moving the last stop up in the schedule enough to displace another stop, then dragging it back to last place without letting go of the mouse, doesn't displace the stop and the stop will then be ...
The video demonstrates the issue clearly. Moving the last stop up in the schedule enough to displace another stop, then dragging it back to last place without letting go of the mouse, doesn't displace the stop and the stop will then be ...
- Tue Mar 05, 2019 1:44 am
- Forum: Duplicates
- Topic: Pump previews are misaligned with every odd-numbered train car preview
- Replies: 1
- Views: 807
Pump previews are misaligned with every odd-numbered train car preview
Even numbered cars:
![Image](https://forums.factorio.com/images/ext/d8fb382d6841c63052aefafc4143a877.png)
Odd numbered cars:
![Image](https://forums.factorio.com/images/ext/43a36aca6d5ba1806f39c206f823f0a6.png)
This is seriously distracting when trying to set up a fluid unloader...
![Image](https://forums.factorio.com/images/ext/d8fb382d6841c63052aefafc4143a877.png)
Odd numbered cars:
![Image](https://forums.factorio.com/images/ext/43a36aca6d5ba1806f39c206f823f0a6.png)
This is seriously distracting when trying to set up a fluid unloader...
- Mon Mar 04, 2019 12:44 am
- Forum: Won't fix.
- Topic: [0.17.4] Chemplants sit on top of underneathies
- Replies: 0
- Views: 886
[0.17.4] Chemplants sit on top of underneathies
![Image](https://forums.factorio.com/images/ext/00e06c3e94011cf3330f4398ed51e215.png)
Shouldn't the underneathies be in front of that pipe there?
- Fri Mar 01, 2019 12:45 am
- Forum: Gameplay Help
- Topic: How to do Lazy Bastard in 0.17
- Replies: 7
- Views: 7016
Re: How to do Lazy Bastard in 0.17
I believe the previous total was 100 crafts.
106. Start from your list, but add one raw wood -> wood for power poles, one assembler 2 because of the two-ingredient limit, and one refinery because of the four-ingredient limit.
At 103 you can now ignore the starting burner drill (three gears ...
- Thu Feb 28, 2019 11:40 pm
- Forum: Gameplay Help
- Topic: How to do Lazy Bastard in 0.17
- Replies: 7
- Views: 7016
How to do Lazy Bastard in 0.17
So, what's the new count and tutorial for Lazy Bastard in 0.17? With the advent of changes such as assemblers have no item limit , we can immediately see that the oil refinery and assembler 2 are no longer an expense. Neither are the wooden planks required for crap power poles, as planks were ...
- Thu Feb 28, 2019 7:10 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.x] Map preview too wide
- Replies: 9
- Views: 6367
[0.17.x] Map preview too wide
GUI scale is 125%, the recommended value. My screen resolution is 2048x1152.
https://cdn.discordapp.com/attachments/139677590393716737/550753077414723608/unknown.png
https://cdn.discordapp.com/attachments/262068774285344768/550753460103151627/unknown.png
Setting the width of the map to ...
https://cdn.discordapp.com/attachments/139677590393716737/550753077414723608/unknown.png
https://cdn.discordapp.com/attachments/262068774285344768/550753460103151627/unknown.png
Setting the width of the map to ...
- Thu Feb 28, 2019 1:25 am
- Forum: Ideas and Suggestions
- Topic: [0.13] Rename Vehicles (Train, Car, Tank ...)
- Replies: 10
- Views: 4825
Re: [0.13] Rename Vehicles (Train, Car, Tank ...)
Apparently not, haha
- Thu Feb 28, 2019 1:10 am
- Forum: Not a bug
- Topic: [0.17.2] Campaign stuckage
- Replies: 2
- Views: 1244
[0.17.2] Campaign stuckage
I was asked to break the campaign, so here you go. I've destroyed any possibility of progression by destroying every single piece of copper.
https://cdn.discordapp.com/attachments/360788107756306432/550482183283015680/unknown.png
How to reproduce:
1: Before Compy builds the iron mine for you ...
https://cdn.discordapp.com/attachments/360788107756306432/550482183283015680/unknown.png
How to reproduce:
1: Before Compy builds the iron mine for you ...
- Tue Jul 12, 2016 4:57 am
- Forum: Ideas and Suggestions
- Topic: [0.13] Rename Vehicles (Train, Car, Tank ...)
- Replies: 10
- Views: 4825
[0.13] Rename Vehicles (Train, Car, Tank ...)
Right now, we can rename train stops and search all trains that have that stop. Trains also come with a randomized contributor name, but it's not possible to rename them. It would be useful to be able to rename trains and search trains by name in addition to searching by stop.