Search found 43 matches

by FatMcK
Fri Aug 14, 2020 7:29 pm
Forum: News
Topic: Friday Facts #360 - 1.0 is here!
Replies: 210
Views: 103944

Re: Friday Facts #360 - 1.0 is here!

Gratulations for 1.0!

And the Spidertron is a great suprise for full release. Just tested it, and omg, this thing moves so organic that it is actually a bit scary for arachnophobs! :o
by FatMcK
Mon Mar 04, 2019 7:44 am
Forum: Not a bug
Topic: [0.17.4] Combinators don't show set items in alt mode
Replies: 4
Views: 1556

Re: [0.17.4] Combinators don't show set items in alt mode

I didn't had the setting enabled. So sorry for the false bug report. :?
by FatMcK
Sun Mar 03, 2019 7:01 pm
Forum: Not a bug
Topic: [0.17.4] Combinators don't show set items in alt mode
Replies: 4
Views: 1556

[0.17.4] Combinators don't show set items in alt mode

On 0.17.4 (and I think since 0.17.0) all three combinators don't show what is set when in alt-mode.
by FatMcK
Tue Feb 26, 2019 6:58 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.0] Map preview incompatible with user scaled UI
Replies: 1
Views: 795

[0.17.0] Map preview incompatible with user scaled UI

Setting the 'UI scale' to Custom with 250% results in showing only around the right half of the preview map while I think it should fit the whole map into it.

It is happening in 'Full screen' mode on a 4k display. Factorio runs on the primary screen while two 4k screens are running.
by FatMcK
Mon Feb 25, 2019 8:02 pm
Forum: News
Topic: Friday Facts #283 - Prepare to Launch
Replies: 341
Views: 154434

Re: Friday Facts #283 - Prepare to Launch

It would still be nice if one of the devs would join this thread writing something short like "Sorry, we didn't made it today. We're working hard on it. Thank you for your patience". And everyone waiting would know to forget factorio for the evening and be patient for the next day .. As gr...
by FatMcK
Fri Feb 15, 2019 5:53 pm
Forum: News
Topic: Friday Facts #282 - 0.17 in sight
Replies: 186
Views: 84017

Re: Friday Facts #282 - 0.17 in sight

Titanium smelting?

In the pictures of the blueprint libraries are several blueprints called "Titanium smelting". Could this be a hint for a new resource for 1.17? :?:
by FatMcK
Fri Mar 16, 2018 7:39 pm
Forum: News
Topic: Friday Facts #234 - Office pictures
Replies: 79
Views: 34263

Re: Friday Facts #234 - Office pictures

What is this cylindrical chrome thing standing next (right side) to the toaster? It seems to be too small for a water boiler!? :lol:
by FatMcK
Sat May 20, 2017 7:09 am
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 148795

Re: Friday Facts #191 - Gui improvements

When I read through the friday facts and saw all those pictures with filters I thought we finally get filters for (nearly) everything (chests, etc.). I was a bit disappointed that its all about UI. So I'm still hoping an UI overhaul will be for the whole game including filters and different/easy pos...
by FatMcK
Mon May 08, 2017 6:58 am
Forum: Implemented Suggestions
Topic: [0.15.5] No confirmation prompt on deleting a blueprint book
Replies: 54
Views: 18202

Re: [0.15.9] Confirm Blueprint Book Deletion

Confirmation would mean one more click for each deletion while mostly only one in a lot are mistakes. I think it would be better to have a trashcan where the last ten or so deleted blueprints/books would be stored witht he ablity to restore them. So if you accidently delete a blueprint or a full boo...
by FatMcK
Sat Apr 22, 2017 11:50 am
Forum: News
Topic: Friday Facts #187 - Space science & 0.15 graphics
Replies: 362
Views: 141139

Re: Friday Facts #187 - Space science & 0.15 graphics

It's finally happening!! :D

But it is still 3-4 days more to wait .. please give us the changelogs now!
by FatMcK
Sat Mar 25, 2017 7:02 pm
Forum: Ideas and Suggestions
Topic: Suggestion for Radar placement
Replies: 7
Views: 3919

Re: Suggestion for Radar placement

The good question here is: why do you think you need to cover everything with radar? The best answer for this is: cause we can! ;) But also what TakingItCasual said: they're about to become a lot more useful with the map zooming in 0.15 though aren't they? IMHO it's not really needed and sucks up a...
by FatMcK
Sat Mar 25, 2017 12:29 pm
Forum: Ideas and Suggestions
Topic: Suggestion for Radar placement
Replies: 7
Views: 3919

Re: Suggestion for Radar placement

Radars work in chunks, not in tiles. It doesn't matter where in a chunk you place them they will have the same coverage. Oh, didn't knew that yet. Thanks for the info! But I still think there should be some kind of help for placing radars. Turning the grid overlay on and off for placing radars does...
by FatMcK
Sat Mar 25, 2017 7:58 am
Forum: News
Topic: Friday Facts #183 - Aiming for the release date
Replies: 145
Views: 68889

Re: Friday Facts #183 - Aiming for the release date

Come on, i don't want to wait anymore!

Well, if you do not deliver .. I just started making my own Factorio .. in Excel with VBA!

Code: Select all

Option Explicit

Sub FactorioForExcel()

    'Start coding here!

End Sub
Someone has a clue where to start and how to create animated cells? :lol:
by FatMcK
Sat Mar 25, 2017 7:33 am
Forum: Ideas and Suggestions
Topic: Suggestion for Radar placement
Replies: 7
Views: 3919

Suggestion for Radar placement

Hi, I want to suggest to add "yellow dotted lines" to radars in placement mode to already placed radars (like what we have with roboports) which would make it much easier to place if you want optimal radar placement in a huge area without gaps or overlaps of the active radar areas. Current...
by FatMcK
Sun Mar 12, 2017 7:32 am
Forum: Ideas and Suggestions
Topic: Iron/Steel/Wood Walls?
Replies: 23
Views: 9372

Re: Iron/Steel/Wood Walls?

One aspect I like about factorio is that there are not dozens of alternatives about everything. I mean it would be pretty easy to implement lots of things like different walls, but it would unnecessary fill up the production tabs with things that are mostly not used after a while. Stone walls are al...
by FatMcK
Tue Oct 14, 2014 8:08 pm
Forum: Wiki Talk
Topic: Consistency in names with more than one word
Replies: 12
Views: 25330

Re: Consistency in names with more than one word

Ok, ingame names then. :P
by FatMcK
Mon Oct 13, 2014 10:07 pm
Forum: Wiki Talk
Topic: About Categories and Infocards
Replies: 5
Views: 11466

Re: About Categories and Infocards

Hmm, not really sure what this list shows. :P

Which of this are the ~9 types/categories?
by FatMcK
Mon Oct 13, 2014 9:56 pm
Forum: Wiki Talk
Topic: Consistency in names with more than one word
Replies: 12
Views: 25330

Re: Consistency in names with more than one word

I also dislike the inconsistency. Looks like the game itself has currently no standard.

Upper lower lower seems for me to be right too. Beside that I would also be ok with Upper Upper Upper as long there will be a standard for the wiki (independent to what the game names are).
by FatMcK
Sun Oct 12, 2014 9:29 pm
Forum: Wiki Talk
Topic: Consistency in names with more than one word
Replies: 12
Views: 25330

Consistency in names with more than one word

Another thing that should be discussed. Currently there is no consistency about page naming when the name has two or more words in it. In detail if the second (third, etc.) word begins with a big or small letter. Some examples: Iron o re Iron P late Active P rovider c hest This often makes it hard t...
by FatMcK
Sun Oct 12, 2014 8:51 pm
Forum: Wiki Talk
Topic: Created a Crafting template
Replies: 5
Views: 11938

Re: Created a Crafting template

Cool, had a look at the ConvertName template. Easy to edit too. I thought meanwhile about renaming all icons, but your solution is simpler and better. And I have a suggestion for the crafting template. I wonder if it wouldn't be easier to change the info input into something like this: {{Crafting |i...

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