Search found 229 matches

by irbork
Wed Aug 11, 2021 10:28 am
Forum: Ideas and Suggestions
Topic: Sorting savegames: by date / world
Replies: 43
Views: 4595

Load Game - sort by date

As in title. I like to keep saves from my old games as a reminder, or as a gateway to old build designs. My Load Game list of files is quite extensive. And with auto save often erasing my last save for resume function, I have to click many files and look for play time and file name to find my last s...
by irbork
Mon Jul 26, 2021 7:32 am
Forum: Ideas and Requests For Mods
Topic: Simpler, less taxing fluids
Replies: 2
Views: 361

Simpler, less taxing fluids

Recently I play with fluid heavy mods and there is too much problems with liquid physics and ups impact.
Can someone make a mod that makes fluids/pipes work like electricity/wires. Everything connected to the same pipe can use and transfer all the available liquid immediately.
Thanks for help.
by irbork
Sat Jul 24, 2021 7:21 pm
Forum: Ideas and Suggestions
Topic: Assembler crafting buttons
Replies: 20
Views: 1412

Re: Assembler crafting buttons

In case of Gun Turret there would only be +1 and max button needed, however the other will work as max as well or be removed on gui creation
by irbork
Sat Jul 24, 2021 7:19 pm
Forum: Ideas and Suggestions
Topic: Assembler crafting buttons
Replies: 20
Views: 1412

Assembler crafting buttons

TL;DR I would love to see buttons in assembler interface that allow for more manageable transfer of resources for crafting, depending on the quantity desired. What ? Buttons would transfer resources from player's inventory to assembler in exact quantity needed. Crafting Buttons.png For example Elec...
by irbork
Sat Jul 24, 2021 7:04 pm
Forum: Ideas and Suggestions
Topic: [Suggestion] World setting - damage multipliers
Replies: 2
Views: 266

Re: [Suggestion] World setting - damage multipliers

I think this is a good idea for a mod, because it’s too special. There is of course more, because for that we need to have this modable. @irbork: So you can decide where I should move this to, “modding interface requests” (therefore it needs a lot more technical details, but would enable you to wri...
by irbork
Fri Jul 23, 2021 4:14 pm
Forum: Ideas and Suggestions
Topic: [Suggestion] World setting - damage multipliers
Replies: 2
Views: 266

[Suggestion] World setting - damage multipliers

TL;DR I would really like to be able to set different damage multipliers (biter-player, player-biter, biter-buildings). The player-biter setting numerical or dependent on player count (*players, *players/2, etc.) Why ? In multiplayer games clearing biters is way to easy in comparison to base defens...
by irbork
Fri Jun 18, 2021 10:16 pm
Forum: News
Topic: Friday Facts #366 - The only way to go fast, is to go well!
Replies: 88
Views: 29777

Re: Friday Facts #366 - The only way to go fast, is to go well!

I did not particularly enjoyed that one, but at least I know that you guys are still alive (despite COVID-19), and working on my favorite game.
by irbork
Sat Mar 20, 2021 11:24 pm
Forum: Resolved Problems and Bugs
Topic: [twinsen] [1.1.27] Chat map tags activate unintentionally
Replies: 2
Views: 1681

[twinsen] [1.1.27] Chat map tags activate unintentionally

When there is message in chat that has map tag ling in it, there is a way that it may be activated unintentionally, resulting in going to the map view. It happens in example when using deconstruction planner. When selecting an area the mouse button up event may occur when the cursor is over chat and...
by irbork
Thu Mar 11, 2021 7:46 pm
Forum: Technical Help
Topic: Checking manual crafting counts in the late game
Replies: 2
Views: 484

Checking manual crafting counts in the late game

What is the console command or any other way (mod, etc.) to check the number of items the player/force has crafted during the gameplay. Before I have launched rocket I had Lazy Bastard counter, but it disappears after completion. Now I am curious how many times have I slipped and handcrafted somethi...
by irbork
Tue Jan 19, 2021 8:23 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.12] Belt upgrade with smart on not working properly.
Replies: 1
Views: 665

[kovarex] [1.1.12] Belt upgrade with smart on not working properly.

If you have a L shape turn of yellow belts and try to upgrade it to red by dragging with new features on it fails right after the turn. As you hold your LMB and approach the turn, press rotate key on the turned tile, and move the cursor to continue, a new red belt line is placed right next to the on...
by irbork
Sat Jan 16, 2021 7:54 pm
Forum: Duplicates
Topic: [1.1.12] Auto underground failure
Replies: 1
Views: 479

[1.1.12] Auto underground failure

It fails while going over other belts that are turning making it a bit unpredictable.
Example in attached file.
by irbork
Fri Jan 15, 2021 1:52 pm
Forum: Duplicates
Topic: [1.1.11] Placing ghosts with shift not working
Replies: 1
Views: 252

[1.1.11] Placing ghosts with shift not working

You can no longer place ghosts in radar range unless you use ctrl+c or blueprint. Not so long ago you were able to take an item from your toolbelt and plan anything you want as long as it was in player or radar view, but now you are limited to player range of few tiles, just like with normal entity ...
by irbork
Fri Jan 15, 2021 1:14 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.11] Drag placing adds unexpected undergrounds without any obstacles
Replies: 6
Views: 979

Re: [1.1.11] Drag placing adds unexpected undergrounds without any obstacles

It may not be a bug. Maybe when you threw the mouse it bumped the keyboard or monitor and some buttons were presses.
Take good care of your mouse and it will take care of you :lol:
by irbork
Thu Jan 07, 2021 1:00 pm
Forum: Releases
Topic: Version 1.1.7
Replies: 25
Views: 11442

Re: Version 1.1.7

Changed wire drawing to always have the same opacity regardless of ghost/electric poles being connected.
Does it mean it will be even harder now to tell if the wire is real or not?
by irbork
Sun Dec 06, 2020 9:18 pm
Forum: Ideas and Suggestions
Topic: Force Flip bindings
Replies: 4
Views: 564

Force Flip bindings

Please add:
Shift F
Shift G
bindings that flip blueprints despite the warning message.

There are many chemical setups that do not break after flipping.
Usually it is faster to flip refineries blueprint and fix piping than make it anew.
by irbork
Sun Nov 22, 2020 7:07 pm
Forum: General discussion
Topic: The new belt locking QOL function?
Replies: 0
Views: 544

The new belt locking QOL function?

It looks really nice from what is shown. I'm curious if it will be even more awesome and it will allow to build wider belt lanes in a single run. Will you be able to move your cursor sideways in respect to belt direction right after the first segment is placed to determine how many lanes you want to...
by irbork
Fri Nov 13, 2020 12:52 pm
Forum: News
Topic: Friday Facts #363 - 1.1 is getting close
Replies: 178
Views: 58522

Re: Friday Facts #363 - 1.1 is getting close

Extrapolating bug graph to find if the game can be released in one week does not seem right to me. I would have just asked the team what they think.
I like the old lighting of Centrifuges, Reactors and Circuit connection boxes more than the new ones that do not have any light.
by irbork
Fri Oct 30, 2020 4:40 pm
Forum: News
Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Replies: 141
Views: 40033

Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button

One Friday I had forgot to check for any news on Factorio website I got a notification e-mail. Just splendid ;)
by irbork
Wed Oct 28, 2020 9:24 am
Forum: Ideas and Suggestions
Topic: Status of personal logistic switch visible and taggable on respawn countdown window.
Replies: 2
Views: 351

Status of personal logistic switch visible and taggable on respawn countdown window.

When you die you often have to turn off your logistic request slots to stop bots rushing to fill your empty inventory. It would be very convenient to be reminded of the status of the personal logistic toggle on respawn countdown window. If it does not match the situation you can simply switch it on ...
by irbork
Wed Sep 23, 2020 1:52 pm
Forum: Not a bug
Topic: [1.0.0] Something wrong with evolution progression.
Replies: 4
Views: 449

Re: [1.0.0] Something wrong with evolution progression.

That explains things. Does that include pollution and destroy factors? This is how it is said on wiki and what made me calculate wrong: The percentages are applied on the base of (1 - current_evolution_factor). So for instance destroying enemy spawners in the beginning of the game results in increas...

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