Search found 223 matches

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: 77
Views: 17765

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: 1371

[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: 319

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: 496

[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: 387

[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: 170

[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: 838

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: 10275

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: 3
Views: 333

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: 468

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: 53280

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: 34984

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: 264

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: 344

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...
by irbork
Wed Sep 23, 2020 9:09 am
Forum: Not a bug
Topic: [1.0.0] Something wrong with evolution progression.
Replies: 4
Views: 344

[1.0.0] Something wrong with evolution progression.

After looking into how the evolution progresses something seemed wrong. All below checked and calculated for time evolution set to 200 and all other to 0. From what I have read on the Factorio wiki, every second evolution factor is increased by time_factor divided by progression factor ( 1 - enemy_e...
by irbork
Sat Sep 05, 2020 10:12 am
Forum: Not a bug
Topic: [1.0] Logistic system icon wrong
Replies: 2
Views: 221

Re: [1.0] Logistic system icon wrong

Klonan wrote:
Sat Sep 05, 2020 10:02 am
Why?
My brain stopped working due to playing Factorio all night. LOL
I am clearly confused.
by irbork
Sat Sep 05, 2020 9:55 am
Forum: Not a bug
Topic: [1.0] Logistic system icon wrong
Replies: 2
Views: 221

[1.0] Logistic system icon wrong

There is an arrow showing that transfer of items is possible from a buffer chest to a requester chest. This arrow should be gone. In addition to make the icon more accurate, there can be a small construction drone and engineer in the middle with small black arrows pointing to them from storage, acti...
by irbork
Sat Sep 05, 2020 9:05 am
Forum: Ideas and Suggestions
Topic: Request blueprint materials from logistic system
Replies: 42
Views: 7907

Blueprint content request.

TL;DR Some way to place a blueprint in requester chest that will cause for bots to bring all the content required to create the blueprint. What ? If blueprint is placed in requester slot (chests and maybe even personal request slots) bots will make sure there is enough items in the inventory to cre...
by irbork
Sat Sep 05, 2020 8:55 am
Forum: Ideas and Suggestions
Topic: Lower Min Requested Amount as items get used switch
Replies: 1
Views: 154

Lower Min Requested Amount as items get used switch

TL;DR A switch, just like "Auto trash and personal logistic" on/off, that, if activated would automatically lower item's "Minimum requested amount" as it gets used. What ? It would need to lower the amount in cases of manual building, personal construction bot building, chest/ma...
by irbork
Tue Aug 25, 2020 10:30 pm
Forum: Gameplay Help
Topic: Am I missing something in blueprint library?
Replies: 1
Views: 218

Am I missing something in blueprint library?

I have just created blueprint book called 1.0 and began work on it. It is very far away in the last slot but 1 should definatelly be before most of my books. I have tried to move the book manually to the front but it just grabs the book that was in the first place. Do I really need to click over 100...

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