What did you do
any flight between two planet that is not direct, eg Aquilo->Vulcanius
What happened?
the fligth information on the left side of the screen is not updated in the second part of the trip if the user never left the platform during the trip
11-29-2024, 08-37-07.png
What did you ...
Search found 28 matches
- Fri Nov 29, 2024 7:42 am
- Forum: Duplicates
- Topic: [2.0.21][interplanetary trip info is not correctly updated with indirect fligth]
- Replies: 2
- Views: 268
- Fri Sep 20, 2024 3:51 pm
- Forum: News
- Topic: Friday Facts #429 - Vulcanus Demolisher Enemies
- Replies: 167
- Views: 52007
Re: Friday Facts #429 - Vulcanus Demolisher Enemies
Let the Demolisher respawn ! Evolution based, time, meeting of their soul partner during a patrol and impromptu kid. You know how it happens ! Big demolisher makes big babies, small one makes small babies. All for the player to ihnerit said kid.
Getting one of those big guy trying to reclaim a ...
Getting one of those big guy trying to reclaim a ...
- Fri Dec 15, 2023 4:57 pm
- Forum: News
- Topic: Friday Facts #389 - Train control improvements
- Replies: 153
- Views: 46327
Re: Friday Facts #389 - Train control improvements
I did have the issue with train stop being considered free the moment the train starts. For large arrays of stops this was causing deadlocks.
The solution I implemented was : a train signal in just front of the train station with a logical connection to it. The train is only allowed to leave if ...
The solution I implemented was : a train signal in just front of the train station with a logical connection to it. The train is only allowed to leave if ...
- Fri Sep 29, 2023 3:53 pm
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 342
- Views: 134978
Re: Friday Facts #378 - Trains on another level
you long had my admiration but once again you will get my money too. Hats off !!!
somehow, I'd prefer if all the support had the same footprint. kind of reducing a bit the size of the straigth ones in order to have the same cross shape ?
somehow, I'd prefer if all the support had the same footprint. kind of reducing a bit the size of the straigth ones in order to have the same cross shape ?
- Fri Mar 06, 2020 7:32 pm
- Forum: Duplicates
- Topic: [0.18.10] hand mining using radar possible under certain conditions
- Replies: 2
- Views: 1189
- Fri Mar 06, 2020 1:24 pm
- Forum: Duplicates
- Topic: [0.18.10] hand mining using radar possible under certain conditions
- Replies: 2
- Views: 1189
[0.18.10] hand mining using radar possible under certain conditions
Hi *
well first of all, I'm not sure it's 0.18.10 but it's a the very least 0.18.x
Can't get the factorio version without beeing on start screen, and leaving a game reset all planned deconstruciton so I'd rather pass rigth now.
into the facts :
Mouse deconstructing (rigth click) shouldn't work ...
well first of all, I'm not sure it's 0.18.10 but it's a the very least 0.18.x
Can't get the factorio version without beeing on start screen, and leaving a game reset all planned deconstruciton so I'd rather pass rigth now.
into the facts :
Mouse deconstructing (rigth click) shouldn't work ...
- Fri Jan 24, 2020 3:37 pm
- Forum: News
- Topic: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
- Replies: 142
- Views: 80340
Re: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
Is ist just my interpretation or did Dominik just did a rage quit ?
- Fri Dec 06, 2019 3:09 pm
- Forum: News
- Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
- Replies: 98
- Views: 55397
Re: Friday Facts #324 - Sound design, Animated trees, Optimizations
Soooo, when do we get that update :twisted:
I mean, 2.3 time faster (even if only part of the whole update) is not small !
On a side Note, there is one thing that I cannot fathom when factorio staff talk about multithreading: factorio already cut the whole map in chunks, why not making each chunk ...
I mean, 2.3 time faster (even if only part of the whole update) is not small !
On a side Note, there is one thing that I cannot fathom when factorio staff talk about multithreading: factorio already cut the whole map in chunks, why not making each chunk ...
- Fri Nov 22, 2019 1:30 pm
- Forum: News
- Topic: Friday Facts #321 - Countdown
- Replies: 71
- Views: 42269
Re: Friday Facts #321 - Countdown
DId no one realized why the countdown was announced during this specific FFF ? Or was it a coincidence?
I mean FFF 3,2,1 - countdown should have been obvious ???
It is a nice coincidence - but are you sure , that it proves causation? 8-)
Common, they were trying not that long ago to get ...
- Fri Nov 22, 2019 12:57 pm
- Forum: News
- Topic: Friday Facts #322 - New Particle system
- Replies: 58
- Views: 35102
Re: Friday Facts #322 - New Particle system
Guys, I loved this last update on particules. I was wondering what send my framerate from 10FPS all the way up to 50FPS. Now I know. My base has quite long walls with many, many flame throwers (40k unit) in death world setting. Bitter dies so often that the stats are smothed out :twisted:
I tough ...
I tough ...
- Fri Nov 22, 2019 11:13 am
- Forum: News
- Topic: Friday Facts #321 - Countdown
- Replies: 71
- Views: 42269
Re: Friday Facts #321 - Countdown
DId no one realized why the countdown was announced during this specific FFF ? Or was it a coincidence?
I mean FFF 3,2,1 - countdown should have been obvious ???
I mean FFF 3,2,1 - countdown should have been obvious ???
- Thu Aug 29, 2019 2:08 pm
- Forum: News
- Topic: Friday Facts #309 - Controversial opinions
- Replies: 290
- Views: 165302
Re: Friday Facts #309 - Controversial opinions
About shortcuts : ctrl+click on something open a define shortcut window for the something in question. Can’t have it easier to configure for the final user, and it allow to have low amount a pre-configured shortcut. It’s not new, people using Altium Designer know what I mean.
Like ctrl+Click on ...
Like ctrl+Click on ...
- Mon Jul 01, 2019 8:11 pm
- Forum: Pending
- Topic: [kovarex] [0.17.52] Train path issue when deactivating stations (erronous "can't reach")
- Replies: 2
- Views: 1338
[kovarex] [0.17.52] Train path issue when deactivating stations (erronous "can't reach")
Hi,
one of the last update seems to have changed to way station works, especially when deactivating them.
I have trains that refills outpost based on the need of each of them - and the outpost deactivate its train station when nothing is needed.
Worked quite well for some time, until I started ...
one of the last update seems to have changed to way station works, especially when deactivating them.
I have trains that refills outpost based on the need of each of them - and the outpost deactivate its train station when nothing is needed.
Worked quite well for some time, until I started ...
- Sat Jun 22, 2019 7:08 am
- Forum: News
- Topic: Friday Facts #300 - Special edition
- Replies: 49
- Views: 29100
Re: Friday Facts #300 - Special edition
I’m surprised to see many Dune II lovers that didn’t make the jump to Total annihilation. I always thought the two games to be quite close (my two favorites pre millennium games)
Quite a surprised also to see how big your team got !
Quite a surprised also to see how big your team got !
- Tue Jun 18, 2019 5:58 pm
- Forum: Minor issues
- Topic: [0.17.50] Train colision box
- Replies: 6
- Views: 2646
Re: [0.17.50] Train colision box
Now that I think of it, why not opening the gate instead of changing rails bounding boxes ? Sure enough it a minor thing and I can just remove the gate.
But that way you can’t tell you’d get bored
But that way you can’t tell you’d get bored

- Tue Jun 18, 2019 5:59 am
- Forum: Minor issues
- Topic: [0.17.50] Train colision box
- Replies: 6
- Views: 2646
Re: [0.17.50] Train colision box
I certainly understand your point 
what, no worms ?

what, no worms ?
- Mon Jun 17, 2019 10:27 pm
- Forum: Minor issues
- Topic: [0.17.50] Train colision box
- Replies: 6
- Views: 2646
[0.17.50] Train colision box
Hi,
using curved rails, one can place a gate close enough to the rail to actualy make trains colide with it Train will not colide if a wall is placed instead.
Best regards,
Mr Buisson
using curved rails, one can place a gate close enough to the rail to actualy make trains colide with it Train will not colide if a wall is placed instead.
Best regards,
Mr Buisson
- Tue Jun 11, 2019 4:34 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila][0.17.41] gate cannot survive spiter acid on ground
- Replies: 6
- Views: 4623
Re: [posila][0.17.41] gate cannot survive spiter acid on ground
Nice !posila wrote: Thu Jun 06, 2019 8:43 pm Thanks for the report.
Fixed for 0.17.46
We also decided to remove continuous damange acid dealt trains.
It’s a good thing that the train got upgraded too, I don’t know how many I lost as they drove or stopped over Splitter acid
- Tue Jun 11, 2019 4:10 pm
- Forum: Balancing
- Topic: New spitter splash has an unexpected effect on flamethrower turrets
- Replies: 8
- Views: 5818
Re: New spitter splash has an unexpected effect on flamethrower turrets
Still, it’s quite depressing. I’m not a big fan of building outpost that need permanent spare parts ... because of their target range, you can’t place flamethrowers behind without burning everything and placing them front leave their pipe unprotected. Flamethrowers have a fair amount of HP and ...
- Fri Jun 07, 2019 12:08 pm
- Forum: News
- Topic: Friday Facts #298 - Demo upgrade for Stable
- Replies: 78
- Views: 42816
Re: Friday Facts #298 - Demo upgrade for Stable
I like the change to the robots, they were quite underused in every game that I did - for the reason state in the FFF but also because they need to be deployed manually. Factorio is about automation, let eg roboport deploy capsules would really promote their usage, even late game. Deploy if enemy in ...