Search found 34 matches
- Tue Nov 19, 2024 2:23 am
- Forum: Bug Reports
- Topic: [2.0.17] Rocket silo visually clipping through built rockets
- Replies: 5
- Views: 360
Re: [2.0.17] Rocket silo visually clipping through built rockets
I have also experienced some clipping issues when launching rockets. I have some beacons to the north of the rocket silo and when the rocket is launching, the module icons are clipping through the rocket up until a certain point. Attached is a clip demonstrating the clipping. The save is also includ...
- Fri Oct 25, 2024 6:06 am
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 418
- Views: 215854
Re: 3 and 4 way intersections
Here is my first attempt at a 2-lane 4-way RHD intersection. It's just slightly larger than a single chunk due to the need to make room for extra signals. Still trying to find a way to shrink it slightly so it will fit entirely within one chunk without loss of too much performance. 10-25-2024, 02-01...
- Thu Oct 24, 2024 1:12 am
- Forum: Assigned
- Topic: [posila] [2.0.9] Splitter filter condition drawn under splitter in preview (quality/window/layer)
- Replies: 1
- Views: 193
[posila] [2.0.9] Splitter filter condition drawn under splitter in preview (quality/window/layer)
Behavior: When changing filter conditions for a splitter, the filter comparison operator for quality draws under the splitter instead of over the splitter. This hinders the player from seeing the filter comparison operator within the window. Exiting from the window will show the comparison operator ...
- Fri Apr 26, 2019 2:53 pm
- Forum: News
- Topic: Friday Facts #292 - Inching closer to stable
- Replies: 41
- Views: 24447
Re: Friday Facts #292 - Inching closer to stable
Wow... that raycasting engine within Factorio just blew me away. I have no words.
- Thu Apr 18, 2019 2:07 pm
- Forum: Releases
- Topic: Version 0.17.32
- Replies: 62
- Views: 30001
Re: Version 0.17.32
The time has already come to release new fluid physics. Come on, make a final effort and do it already. You put it off for too long. Oh wait they're taking orders now? I'd like a ham sandwich and a skim latte, please. Right away sir! Dang. He must've already had root privilege. Didn't even need a s...
- Sat Apr 13, 2019 6:05 am
- Forum: Releases
- Topic: Version 0.17.29
- Replies: 33
- Views: 18543
Re: Version 0.17.29
I would also like to have obstacle avoidance for ghost rail-building back. I really appreciated that feature quite a bit. I use it pretty extensively in my games.
- Fri Mar 15, 2019 8:16 pm
- Forum: General discussion
- Topic: Woo! More Factorio development gifs!
- Replies: 1
- Views: 1370
Woo! More Factorio development gifs!
Glad to see that the thread was updated! One of my favorite threads of all time Completely sympathize with code review and that someone was obviously drinking and coding.
- Fri Mar 08, 2019 2:42 pm
- Forum: News
- Topic: Friday Facts #285 - Bugs, Bugs, Bugs.
- Replies: 65
- Views: 32678
Re: Friday Facts #285 - Bugs, Bugs, Bugs.
Those graphical glitches were pretty funny
- Thu Mar 07, 2019 2:28 pm
- Forum: Releases
- Topic: Version 0.17.8
- Replies: 25
- Views: 21547
Re: Version 0.17.8
Thanks for the quick bug fixes!
- Wed Feb 27, 2019 4:02 am
- Forum: Duplicates
- Topic: [0.17.1] CONTROL modifier assigned to mouse key is not recognized in Factorio
- Replies: 2
- Views: 992
[0.17.1] CONTROL modifier assigned to mouse key is not recognized in Factorio
In previous versions of Factorio (v0.16 and earlier) it would correctly recognize that I had the CONTROL modifier key bound to a mouse button such that pressing CONTROL+Left Click (both buttons on the mouse) would be recognized. However, in 0.17.1, the CONTROL modifier key is not recognized when it ...
- Thu Jan 31, 2019 2:19 pm
- Forum: General discussion
- Topic: Who brought you to factorio?
- Replies: 30
- Views: 11352
Re: Who brought you to factorio?
The trailer was what brought me to Factorio. As soon as I saw that trailer, I wanted it. That was when it first came onto Steam. I can't wait to see if they'll update the trailer for v1.0. I think at the end it should include the Factorio sign in-game and fade out to the official Factorio logo. I re...
- Sat Jan 12, 2019 5:59 am
- Forum: News
- Topic: Friday Facts #277 - GUI progress update
- Replies: 101
- Views: 47679
Re: Friday Facts #277 - GUI progress update
Yes to procedural wave defense! I stopped playing wave defense because it was too static.
- Fri Jan 11, 2019 1:47 am
- Forum: General discussion
- Topic: Entity equations
- Replies: 4
- Views: 2697
Re: Entity equations
The notes I tend to take I put it directly on the map. The rest, I do the math in my head ^_^
- Fri Jan 11, 2019 1:45 am
- Forum: General discussion
- Topic: The Factorio Development in Gifs Thread was HYSTERICAL.
- Replies: 2
- Views: 2007
Re: The Factorio Development in Gifs Thread was HYSTERICAL.
Yes, I'm always checking that thread. I get sad when it doesn't get updated *slight nudge*
- Thu Jan 11, 2018 4:46 am
- Forum: Releases
- Topic: Version 0.16.16
- Replies: 100
- Views: 54350
Re: Version 0.16.16
I am very sad to see the splitter change. This broke most of my mixed belt setups. The outputs from the splitters are now very unbalanced (for mixed belts) because they do not retain the per-item splitting. Honestly, this change just pushed me from having fun with belts to just going to bots. I unde...
- Fri Dec 15, 2017 3:38 pm
- Forum: General discussion
- Topic: 0.16 Map generation Feedback
- Replies: 210
- Views: 112324
Re: 0.16 Map generation Feedback
Lacking stone may actually be a map coloring issue. In the minimap stone has almost the same color as certain terrains. Especially when you play on a desert-y map I took that into account. First, I was actually looking in view, not minimap/map view. Then, I decided to turn off all terrain other tha...
- Thu Dec 14, 2017 5:11 pm
- Forum: General discussion
- Topic: 0.16 Map generation Feedback
- Replies: 210
- Views: 112324
Re: 0.16 Map generation Feedback
I like how far apart the resources are in very low frequency. However, there is way too much uranium even on very low. On the other hand, stone seems to be as rare as uranium was in 0.15. I repeatedly generated maps and scanned a 2000 chunk radius looking at resources. Stone spawned smaller and less...
- Sun Dec 10, 2017 5:48 pm
- Forum: News
- Topic: Friday Facts #220 - The best Friday Facts ever
- Replies: 197
- Views: 85877
Re: Friday Facts #220 - The best Friday Facts ever
Fully expect an update to the "Factorio Development Explained in GIFs" after/during this release to see what captures the insanity the devs are going through to deliver before the holidays!
- Mon Nov 20, 2017 7:47 pm
- Forum: News
- Topic: Friday Facts #217 - Just another Friday Facts
- Replies: 84
- Views: 38579
Re: Friday Facts #217 - Just another Friday Facts
Predictable starting areas and resources does sound a bit boring actually! Would be fun to have a world setting for "anything goes". Where anything could happen, e.g. survival in the middle of a forest with few resources and being required to explore to find a better spot for your base......
- Fri Nov 17, 2017 2:38 pm
- Forum: News
- Topic: Friday Facts #217 - Just another Friday Facts
- Replies: 84
- Views: 38579
Re: Friday Facts #217 - Just another Friday Facts
I whole-heartedly support an option for mixed resources! I find it extremely fun to have to sort resources correctly and route them.kane.nexus wrote:What if you allowed all resources to spawn wherever the generator designates and create tiles of resources that are a mixed resource?