Search found 45 matches
- Wed Oct 28, 2020 10:23 pm
- Forum: General discussion
- Topic: Wave Defense seed is always the same when starting new game
- Replies: 8
- Views: 3917
Re: Wave Defense seed is always the same when starting new game
Awesome, thanks. I had too much faith in the restart button on the ESC menu.
- Wed Oct 28, 2020 7:58 pm
- Forum: General discussion
- Topic: Wave Defense seed is always the same when starting new game
- Replies: 8
- Views: 3917
Re: Wave Defense seed is always the same when starting new game
Is there any way to retrieve the setup GUI seed for wave defense after the fact? I didn't note it when starting this game since I assumed I could pull it from somewhere like the freeplay maps etc.
- Wed Oct 28, 2020 7:33 pm
- Forum: General discussion
- Topic: Wave Defense seed is always the same when starting new game
- Replies: 8
- Views: 3917
Re: Wave Defense seed is always the same when starting new game
Ok thanks for the confirmation. I'm also noticing that I can't restart the same map again. There's no map exchange string available from the save load screen and the seed I get from the console command "/seed" doesn't generate the same map. Is this intended as well? If so, I guess I'm conf...
- Tue Oct 27, 2020 1:32 am
- Forum: General discussion
- Topic: Wave Defense seed is always the same when starting new game
- Replies: 8
- Views: 3917
Wave Defense seed is always the same when starting new game
Is this a bug that should be reported or intended behavior? I've experienced this with my downloaded and auto-updated Factorio through many years and a fresh 1.0 download this evening. Every time I go to start a new wave defense the starting map is always the same, namely seed 2390375328. Clicking t...
- Tue Oct 22, 2019 4:02 pm
- Forum: News
- Topic: Friday Facts #317 - New pathfinding algorithm
- Replies: 70
- Views: 31996
Re: Friday Facts #317 - New pathfinding algorithm
I'm hoping this pathfinding upgrade is a precursor to more sophisticated biter attacks. Would be nice if biters offered more of a challenge by avoiding hazards altogether and going through a hole in your defenses.
- Fri Apr 19, 2019 12:00 am
- Forum: News
- Topic: Friday Facts #290 - Rail building changes & High-res icons
- Replies: 75
- Views: 35240
Re: Friday Facts #290 - Rail building changes & High-res icons
I'm not getting a maintainability vibe on this at all. We've all started building a rail the unintended way and had to correct. Seems like that was the main inconvenience they were looking to address. I think this was a smaller problem and certainly wasn't worth giving up the fully functional and we...
- Sun Apr 14, 2019 4:09 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.17.31] Distractor follower count shown in bonuses screen
- Replies: 1
- Views: 1867
[Rseding91] [0.17.31] Distractor follower count shown in bonuses screen
Distractor capsules do not count against the player's follower count, yet they are listed in the bonuses screen like they do. Very minor, but potentially confusing for newer players. Bonuses screen should only show the defender and destroyer capsules. The follower technology graphic also shows all t...
- Sat Apr 13, 2019 1:52 am
- Forum: News
- Topic: Friday Facts #290 - Rail building changes & High-res icons
- Replies: 75
- Views: 35240
Re: Friday Facts #290 - Rail building changes & High-res icons
Simplified rail building. Holding shift while rail building always activates the combination of ghost-rail-building + remove-obstacles, releasing shift returns back to normal manual mode. It doesn't matter anymore, whether the rail building started with shift or not. This removed the possibility to...
- Fri Apr 05, 2019 8:22 pm
- Forum: News
- Topic: Friday Facts #289 - Character GUI
- Replies: 137
- Views: 56520
Re: Friday Facts #289 - Character GUI
I feel the logistics tab would benefit a lot from an option to temporarily turn off the logistics trashing (and maybe requesting too? I find myself mostly using the slot filtering for items I request as putting them away means robots will get it back to me whether i want it or not, but it's still w...
- Wed Apr 03, 2019 12:41 am
- Forum: Ideas and Suggestions
- Topic: [0.17.4] Toggle Belt Immunity shortcut
- Replies: 13
- Views: 4178
Re: [0.17.4] Toggle Belt Immunity shortcut
+1
Certainly concur with this; came here to suggest the same.
Certainly concur with this; came here to suggest the same.
- Wed May 09, 2018 4:54 pm
- Forum: Won't fix.
- Topic: [posila] [0.16.13] Fluid wagon tank indicators not lining up
- Replies: 5
- Views: 3020
Re: [posila] [0.16.13] Fluid wagon tank indicators not lining up
I'm not following. The yellow outline doesn't track the position of the tanks in all cases. That's the complaint. I agree this would be very useful if the feature did what you'd expect.Trebor wrote:This is usefull when placing two pumps next to each other to show they are on different tanks.
- Mon Apr 09, 2018 1:43 pm
- Forum: Won't fix.
- Topic: [posila] [0.16.13] Fluid wagon tank indicators not lining up
- Replies: 5
- Views: 3020
Re: [posila] [0.16.13] Fluid wagon tank indicators not lining up
I was going to report the same issue in [0.16.36]. I thought this bug was new to [0.16.x], but perhaps it was always just highlighting the track as you say and I just never noticed before. Is that helpful though? Granted the need to specifically identify which tank the pump will attach to has been r...
- Tue Mar 20, 2018 4:17 pm
- Forum: Releases
- Topic: Version 0.16.32
- Replies: 21
- Views: 15830
Re: Version 0.16.32
Changes Only item ingredients are automatically sorted in recipes. I was puzzled, when I loaded up my current factory, on why I wasn't getting any flamethrower ammo. I then noticed the inputs were reversed between light and heavy oil, so perhaps I had too many beers the day before while playing. :D...
- Fri Feb 16, 2018 6:12 pm
- Forum: News
- Topic: Friday Facts #230 - Engine modernisation
- Replies: 81
- Views: 44856
Re: Friday Facts #230 - Engine modernisation
I appreciated the humor in this FF. There's nothing like firing up an initial attempt at a change or optimization and not quite finding what you expected.
On a more serious note, where are we with belt compression?
On a more serious note, where are we with belt compression?
- Fri Jan 12, 2018 8:40 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 362098
Re: Friday Facts #225 - Bots versus belts (part 2)
The problem isn't so much that existing factories will be broken (as far as I can tell) as it is that if you remove or significantly nerf bots, then the next version of factorio will support only smaller factories than the current version. That seems like an obvious step back, and I think that is w...
- Fri Jan 12, 2018 7:41 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 362098
Re: Friday Facts #225 - Bots versus belts (part 2)
I find any game with mechanics and units to be more interesting when there's an assortment to choose from and each has its place. There's definitive trade-offs with pros and cons the player is faced with to weigh and ultimately deal with. If the choice of what to do is always so obvious, appeal is q...
- Fri Dec 15, 2017 5:02 pm
- Forum: Releases
- Topic: Version 0.16.0
- Replies: 130
- Views: 108015
Re: Version 0.16.0
Am I the only one thinking that enemies need a bit of a buff given the expanding player arsenal?
- Thu Dec 14, 2017 7:58 pm
- Forum: Not a bug
- Topic: [16.0] Logistic buffer chests not providing to requester chest
- Replies: 17
- Views: 7292
Re: [16.0] Logistic buffer chests not providing to requester chest
Just passing the word in a number of places: According to this post, which links to a Reddit post, this change is not necessarily permanent.
- Thu Dec 14, 2017 7:44 pm
- Forum: Ideas and Suggestions
- Topic: 0.16 Allow logistic Buffer chests to supply Requester chests
- Replies: 14
- Views: 6397
Re: 0.16 Allow logistic Buffer chests to supply Requester chests
This may just be a misunderstanding due to their definition of "not-a-bug". Just because the current behavior is intended, doesn't mean it's permanently intended. According to Klonan, this change is temporary until they figure out a solution to a chest priority issue. Source on Reddit I'm...
- Thu Dec 14, 2017 6:40 pm
- Forum: News
- Topic: Friday Facts #203 - Logistic buffer chest
- Replies: 152
- Views: 66132
Re: Friday Facts #203 - Logistic buffer chest
I thought the buffer chest was supposed to allow "Buffer -> Requester." I've found that it does not let items get pulled from the buffer chests. I was about to say that's not how it's supposed to work, so it's probably a bug, and then I found the bug thread where the devs say they intenti...