Search found 29 matches
- Thu Nov 07, 2024 11:10 am
- Forum: Pending
- Topic: [2.0.14] Crash while collecting Demolisher remains with robots
- Replies: 2
- Views: 232
Re: [2.0.14] Crash while collecting Demolisher remains with robots
This was one time only. I continued playing from the autosave and did not encounter the crash again.
- Wed Nov 06, 2024 11:42 pm
- Forum: Pending
- Topic: [2.0.14] Crash while collecting Demolisher remains with robots
- Replies: 2
- Views: 232
[2.0.14] Crash while collecting Demolisher remains with robots
I don't know exactly what caused the crash of course, but while it happened I just finished collection the remains of a small demolisher, sitting in my tank nearby. Maybe the robots trying to repair each other afterwards have something to do with it as well?
- Mon Oct 21, 2024 10:09 am
- Forum: General discussion
- Topic: Where to buy the expansion?
- Replies: 3
- Views: 1158
Re: Where to buy the expansion?
Thank you!
- Mon Oct 21, 2024 10:01 am
- Forum: General discussion
- Topic: Where to buy the expansion?
- Replies: 3
- Views: 1158
Where to buy the expansion?
I suppose the expansion will cost the same price everywhere (Steam, developer website). And when I buy it over the website, I can also get a Steam key as far as I know.
So my question is, in which case do the developers get the highest share of the sales price? That's where I would prefer to buy it.
So my question is, in which case do the developers get the highest share of the sales price? That's where I would prefer to buy it.
- Fri Jul 12, 2024 2:37 pm
- Forum: News
- Topic: Friday Facts #419 - Display Panel & Inserter pickup fixes
- Replies: 119
- Views: 26739
Re: Friday Facts #419 - Display Panel & Inserter pickup fixes
Great changes, as always! But why is it called "Show in chart" and not "Show on map"?
- Fri Feb 09, 2024 1:10 pm
- Forum: News
- Topic: Friday Facts #397 - Factoriopedia
- Replies: 122
- Views: 31120
Re: Friday Facts #397 - Factoriopedia
You didn't mention locked / unlocked state at all.
I presume in search results, used by, alt recipes etc you see all recipes, it'd be nice if locked stuff was grey'd out and pushed to the end.
Also on locked items the tech to unlock is the most important thing. But on unlocked ones it's the ...
- Fri Jan 19, 2024 2:25 pm
- Forum: News
- Topic: Friday Facts #394 - Assembler flipping and circuit control
- Replies: 134
- Views: 36734
Re: Friday Facts #394 - Assembler flipping and circuit control
I don't know if I miss something, but what signal will you send to an assembler to select the recipe? Especially with mods it is not possible to select the recipe just by specifying the output item, as there are often multiple recipes with the same product or recipes with multiple products. Will ...
- Fri Sep 23, 2022 4:12 pm
- Forum: News
- Topic: Friday Facts #370 - The journey to Nintendo Switch
- Replies: 73
- Views: 33127
Re: Friday Facts #370 - The journey to Nintendo Switch
I have a proposal: You take your time with finishing the expansion, but during that time you supply us with regular FFFs. Without spoilers, of course. Deal?
- Thu Jul 15, 2021 7:09 pm
- Forum: Spread the Word
- Topic: Steam Deck video
- Replies: 2
- Views: 4156
Steam Deck video
Congratulations on being featured as the game on the new Steam Deck handheld console!
https://www.steamdeck.com/de/hardware (scroll down to bottom)
https://www.steamdeck.com/de/hardware (scroll down to bottom)
- Tue Nov 24, 2020 11:22 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.0] Crash when loading a modded save (Error TransportLineGroup.cpp:44: members.count(related) was not true)
- Replies: 2
- Views: 2351
Re: [boskid][1.1.0] Crash when loading a modded save (Error TransportLineGroup.cpp:44: members.count(related) was not tr
Glad to help and thanks for the quick fix!
- Tue Nov 24, 2020 9:05 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.0] Crash when loading a modded save (Error TransportLineGroup.cpp:44: members.count(related) was not true)
- Replies: 2
- Views: 2351
[boskid][1.1.0] Crash when loading a modded save (Error TransportLineGroup.cpp:44: members.count(related) was not true)
I just updated from 1.0.0 to 1.1.0 and the game crashes reproducibly when I try to load my SeaBlock save file. (I click Continue in main menu)
Edit: In the mods menu all mods except Base mod are marked as "incompatible with current version of the game". But I guess it still should not crash on ...
Edit: In the mods menu all mods except Base mod are marked as "incompatible with current version of the game". But I guess it still should not crash on ...
- Sat Jan 11, 2020 7:58 pm
- Forum: News
- Topic: Friday Facts #329 - Campaign reassessment
- Replies: 78
- Views: 39927
Re: Friday Facts #329 - Campaign reassessment
You seem to think that it is bad when the campaign is different from freeplay. But I think if they are too similar, there would be no reason to have both. I really liked the old campaign with it's small missions with increasingly difficult tasks. There are other games like e. g. Anno 1404 that also ...
- Sat Oct 26, 2019 1:14 pm
- Forum: News
- Topic: Friday Facts #318 - New Tooltips
- Replies: 118
- Views: 55424
Re: Friday Facts #318 - New Tooltips
Can we have item stack size in tool tips please?
- Fri Feb 01, 2019 6:01 pm
- Forum: News
- Topic: Friday Facts #280 - Visual Feedback is the king
- Replies: 243
- Views: 105454
Re: Friday Facts #280 - Visual Feedback is the king
I had hoped for news on 0.17, but I think this was even better!
- Sun Dec 23, 2018 3:06 pm
- Forum: Ideas and Suggestions
- Topic: Manually create module requests on existing machines
- Replies: 9
- Views: 7074
Re: Module Ghosts in Assembling machines.
I would like this too. At the moment we can cancel an open request for bots to put modules into an assembler/furnace, but there is no way to logistically request bots to put modules into an existing machine.
Edit: Maybe we could use middle click (aka the button to reserve slots for a specific item ...
Edit: Maybe we could use middle click (aka the button to reserve slots for a specific item ...
- Sat Nov 17, 2018 9:57 am
- Forum: Resolved Problems and Bugs
- Topic: [16.51] Crash loading save: "ID (index: 850, name: puffer-nest) not found in entity list."
- Replies: 4
- Views: 2626
Re: [16.51] Crash loading save: "ID (index: 850, name: puffer-nest) not found in entity list."
I have the same error (index: 804 in my case), also in my Sea Block game, after updating the mods to the newest version.
Would you like to have my save file too?
Would you like to have my save file too?
- Sat Jun 30, 2018 8:20 pm
- Forum: News
- Topic: Friday Facts #249 - Dead end exploration
- Replies: 206
- Views: 84412
Re: Friday Facts #249 - Dead end exploration
I like both options 3 and 4, but would prefer 3, because I think that a clear separation between blueprints and normal items would be nice.
- Fri Jun 15, 2018 4:36 pm
- Forum: News
- Topic: Friday Facts #246 - The GUI update (Part 3)
- Replies: 161
- Views: 71692
Re: Friday Facts #246 - The GUI update (Part 3)
The whole "preset" area makes no sense at all unless you know what is it.
First there is that row with "bright orange text field with settings icon and some text, weird button, return/re-run button". Nothing here indicates that this is a preset selection or how to use it. Then there is some white ...
First there is that row with "bright orange text field with settings icon and some text, weird button, return/re-run button". Nothing here indicates that this is a preset selection or how to use it. Then there is some white ...
- Fri Jun 08, 2018 8:00 pm
- Forum: News
- Topic: Friday Facts #246 - The GUI update (Part 3)
- Replies: 161
- Views: 71692
Re: Friday Facts #246 - The GUI update (Part 3)
I'm calling it now: With the new GUI tileset, nobody will know if a value can be changed because the button and editable field look exactly the same. Notice the seed field for example, it looks exactly the same as the other buttons, making me wonder if it's a button, or a text field.
Yes, that is ...
Yes, that is ...
- Sat May 19, 2018 6:56 pm
- Forum: News
- Topic: Friday Facts #243 - New GUI tileset
- Replies: 167
- Views: 69436
Re: Friday Facts #243 - New GUI tileset
Great work! The only thing that bugs me, is that the editable fields are standing out. I feel like this is contrary to all other applications I know and makes them look to much like buttons.