Search found 246 matches
- Tue Jan 19, 2021 12:31 pm
- Forum: Resolved for the next release
- Topic: [1.1.12] Alt icons on furnaces don't show sometimes
- Replies: 4
- Views: 95
Re: [1.1.12] Alt icons on furnaces don't show sometimes
I believe they only show for furnaces that are currently working. It looks like your steel furnaces are backed up and probably full (100 steel), and that's why the icons don't display.
- Tue Jan 19, 2021 7:18 am
- Forum: Outdated/Not implemented
- Topic: Add extra penalty rule for recently used stations with shared names.
- Replies: 6
- Views: 185
Re: Add extra penalty rule for recently used stations with shared names.
Isn't this exactly what train stop limits are for?
- Mon Jan 18, 2021 7:42 am
- Forum: Not a bug
- Topic: [1.1.12][Minor] Searching controls settings reveals items in collapsed categories
- Replies: 7
- Views: 137
Re: [1.1.12][Minor] Searching controls settings reveals items in collapsed categories
It's actually quite common that I'll look for something and I'll collapse categories I think it's not in. But then, not finding it, I'll use search. At that point, I want to search to show me where it really is, even if I collapsed a category thinking it wasn't there.
- Mon Jan 18, 2021 7:25 am
- Forum: Not a bug
- Topic: [1.1.12][Minor] Searching controls settings reveals items in collapsed categories
- Replies: 7
- Views: 137
Re: [1.1.12][Minor] Searching controls settings reveals items in collapsed categories
Nah, it would be annoying if it worked that way.
- Mon Jan 18, 2021 6:25 am
- Forum: Not a bug
- Topic: [1.1.12][Minor] Searching controls settings reveals items in collapsed categories
- Replies: 7
- Views: 137
Re: [1.1.12][Minor] Searching controls settings reveals items in collapsed categories
I'd rather see results from collapsed categories than search for an item and think it doesn't exist when really it's just in a collapsed category.
- Sun Jan 17, 2021 6:18 pm
- Forum: Ideas and Suggestions
- Topic: Add a flush/purge option for roboports to be vacated
- Replies: 3
- Views: 117
Re: Add a flush/purge option for roboports to be vacated
You can use a logistics request to set the maximum number of bots that will stay in your inventory. The rest will go to trash, where they can be redeployed assuming you have a requester chest for them that deposits them in a roboport. (For example, my main robo network is set to autoscale, adding ne...
- Sat Jan 16, 2021 9:30 am
- Forum: Ideas and Suggestions
- Topic: [1.0.0] Offensive Automatic Train Name
- Replies: 29
- Views: 829
Re: [1.0.0] Offensive Automatic Train Name
Thank you for some context.mmmPI wrote: ↑Sat Jan 16, 2021 9:19 amtalking about educating oneself => https://pubmed.ncbi.nlm.nih.gov/25264521/
https://www.beautyglimpse.com/do-you-kn ... r-read-on/
The trouble is that in a train stop name, there isn't any context.
- Sat Jan 16, 2021 9:07 am
- Forum: Ideas and Suggestions
- Topic: [1.0.0] Offensive Automatic Train Name
- Replies: 29
- Views: 829
Re: [1.0.0] Offensive Automatic Train Name
I'm from the US. It's offensive there also.Deadlock989 wrote: ↑Fri Jan 15, 2021 10:56 pm"Retarded" is a foul word in my local variety of English. It seems less taboo in the States[...]
The devs already made a pass long ago to remove offensive names. It seems this one was simply overlooked.
- Wed Jan 13, 2021 10:20 am
- Forum: This Forum
- Topic: Quote accuracy
- Replies: 11
- Views: 313
Re: Quote accuracy
Unfortunately, after someone has been quoted verbatim, there's also nothing stopping that person from editing his/her post to say something different. So if a quote doesn't match the supposed original, there's no way to know which is correct. Here's an example where I quoted, and then the original p...
- Wed Jan 13, 2021 9:02 am
- Forum: Ideas and Suggestions
- Topic: Don't make a spot on the map when an atomic bomb is used
- Replies: 11
- Views: 195
Re: Don't make a spot on the map when an atomic bomb is used
Maybe the spot would look better if it were somewhat more nuanced. Right now it's basically a perfect oval and it's all the same color, or at least it seems to be. If it had more ragged edges and more color variation, maybe it'd be easier to accept as a new permanent part of the landscape? I'm not s...
- Wed Jan 13, 2021 7:27 am
- Forum: Ideas and Suggestions
- Topic: Belt Labels
- Replies: 17
- Views: 2969
Re: Belt Labels
If you could mark belts with labels, this would be inconsistent with the rest of the UI where those labels (e.g. on assembly machines) are automatic. If the labels on belts were automatic, it would impede visibility. A belt could carry a lot of different things. How many labels would it need? If I c...
- Wed Jan 13, 2021 6:26 am
- Forum: Balancing
- Topic: [1.1.5] slow stickers - player and spidertron
- Replies: 13
- Views: 517
Re: [1.1.5] slow stickers - player and spidertron
No, but once Spidertron comes along, the tank isn't that useful anymore by comparison. But the tank is useful until then, which can be a good long while.
- Tue Jan 12, 2021 6:51 pm
- Forum: Balancing
- Topic: [1.1.5] slow stickers - player and spidertron
- Replies: 13
- Views: 517
Re: [1.1.5] slow stickers - player and spidertron
maybe you could have at least read philip's report instead of coming along to act like he's not experiencing a problem. I did. I don't agree that it's a problem. I play with philip - he's not one of those who "wants the game to be easier". Then I don't get why he wants this change. this is an issue...
- Tue Jan 12, 2021 6:21 pm
- Forum: Balancing
- Topic: [1.1.5] slow stickers - player and spidertron
- Replies: 13
- Views: 517
Re: [1.1.5] slow stickers - player and spidertron
well, maybe leave discussion to those who have :twisted: If it's changed in the game, it affects everyone, not only those who would find the change helpful, but also those who would find the change unnecessary given the Spidertron is already extremely powerful. It makes the game easier for everyone...
- Tue Jan 12, 2021 5:18 pm
- Forum: Ideas and Suggestions
- Topic: Don't make a spot on the map when an atomic bomb is used
- Replies: 11
- Views: 195
Re: Don't make a spot on the map when an atomic bomb is used
Thanks, BicycleEater and Deadlock989; that makes sense as to why it's like this.
Still, I imagine the Factorio team has tackled much more difficult technical challenges than having nuked ground not look like nuked ground on the map.
Still, I imagine the Factorio team has tackled much more difficult technical challenges than having nuked ground not look like nuked ground on the map.
- Tue Jan 12, 2021 3:18 pm
- Forum: Ideas and Suggestions
- Topic: Don't make a spot on the map when an atomic bomb is used
- Replies: 11
- Views: 195
Don't make a spot on the map when an atomic bomb is used
I like how the atomic bomb makes a big dead spot on the ground when it's fired, as if to emphasize that such brutal destruction ought not be forgotten.
But why, oh why, does it also make a big dead spot on the map?
But why, oh why, does it also make a big dead spot on the map?
- Tue Jan 12, 2021 3:16 pm
- Forum: Balancing
- Topic: [1.1.5] slow stickers - player and spidertron
- Replies: 13
- Views: 517
Re: [1.1.5] slow stickers - player and spidertron
Do people actually have Spidertrons destroyed because of the slowness, though? If you have your Spidertron packed full of explosive rockets, and especially if you're also riding inside wearing a Power Armor MK2 packed full of lasers, and especially if you also have the Spidertron itself packed full ...
- Tue Jan 12, 2021 3:12 pm
- Forum: Ideas and Suggestions
- Topic: Disallow power poles to be automatically placed over ghosts
- Replies: 15
- Views: 346
Re: Disallow power poles to be automatically placed over ghosts
That's sad, because blueprinting before bots is often a frustrating experience. How many times I have laid a blueprint, and misclicked (plonked an inserter upside down, or forgot a power pole, or accidentally plonked something with one tile offset, removing 3 ghosts, ...), especially during dawn, d...
- Tue Jan 12, 2021 12:32 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [1.1.6] Issues with empty furnace input slot tooltip
- Replies: 15
- Views: 954
- Tue Jan 12, 2021 9:34 am
- Forum: Gameplay Help
- Topic: [1.0] Next day didn`t come - solar are not working
- Replies: 20
- Views: 1531
Re: [1.0] Next day didn`t come - solar are not working
Yeah, hopefully it's not just a 32-bit number now, because you know somebody somewhere is going to build over a billion solar panels and hit that limit too.
