Search found 248 matches
- Fri Oct 30, 2020 4:09 pm
- Forum: News
- Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
- Replies: 141
- Views: 77530
Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Love all the changes that you are proposing for 1.1 are you planning at all to bring back the experimental to have the community help test these changes before they are added to the "stable" list? example 1.0.1 one thing about the spidertron becoming stuck on some paths, it might be usefu...
- Fri Oct 30, 2020 11:51 am
- Forum: News
- Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
- Replies: 141
- Views: 77530
Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
This is truley epic. Even the little, but IMO powerful main menu design change. Full integration of the e -key is that much more QoL. Currently I'm deleting request constantly. The enhancements in ghost building made are logicaly and appropiate now we have our eight-legged remote builder. Making th...
- Fri Oct 30, 2020 11:40 am
- Forum: News
- Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
- Replies: 141
- Views: 77530
Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Absolut genius little improvments! Good job ... when we can have it :D And 1 more little change we need. When you chat and have 4 Lines of tools the "first" chat line is behind the UI and unreadable (when its longer) until i make a new chatmassage. Please set the start of chat 1 line high...
- Fri Oct 30, 2020 9:01 am
- Forum: News
- Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
- Replies: 141
- Views: 77530
Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Absolut genius little improvments! Good job ... when we can have it :D And 1 more little change we need. When you chat and have 4 Lines of tools the "first" chat line is behind the UI and unreadable (when its longer) until i make a new chatmassage. Please set the start of chat 1 line highe...
- Fri Jul 24, 2020 8:20 pm
- Forum: News
- Topic: Friday Facts #357 - Nuke
- Replies: 96
- Views: 44273
Re: Friday Facts #357 - Nuke
Already possible. Oh really? That's great. Does it also support swapping modules, e.g. from speed to prod or vice-versa? The upgrade planner is quite flexible considering modules; even in the current version. upgrade_planner.JPG Still don't understand how to upgrade assembly without modules to the ...
- Fri Jun 12, 2020 12:58 pm
- Forum: News
- Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
- Replies: 199
- Views: 71915
Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Someone played Satisfactory ... the have the flush too. The new beacons look nice but the ALT icons i need or i miss something. When we are by moduls ... How i get moduls in a becon when there is no in it? By hand ... maybe i play the wrong game. Look at MOD ModuleInserter ... that is really needed ...
- Fri Jun 05, 2020 1:21 pm
- Forum: News
- Topic: Friday Facts #350 - Electric mining drill redesign
- Replies: 104
- Views: 51943
Re: Friday Facts #350 - Electric mining drill redesign
Looks and Animation are great, but that sounds ... horrible ... sound like a damaged miner that explode every second.
Its to glaring ... when i must hear that longer i got headache.
Its to glaring ... when i must hear that longer i got headache.
- Fri Mar 20, 2020 1:17 pm
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 88165
Re: Friday Facts #339 - Beacon HR + Redesign process
I think the "sword" on the top is not nessasary and doesnt fit with the rest.
The rest is cool and i like it.
Maybe a little satelit dish will look better on top ...
The rest is cool and i like it.
Maybe a little satelit dish will look better on top ...
- Fri Aug 09, 2019 3:26 pm
- Forum: News
- Topic: Friday Facts #307 - 0.17 stable candidate
- Replies: 83
- Views: 36427
Re: Friday Facts #307 - 0.17 stable candidate
I hope the Blueprint Libary update are still in work...
Gratulation for hopefully stable 0.17!
You have earned a break.
Gratulation for hopefully stable 0.17!
You have earned a break.
- Wed Aug 07, 2019 2:06 pm
- Forum: Not a bug
- Topic: [0.17.60] Green wire detach after cut + paste on Powerpole
- Replies: 5
- Views: 1797
Re: [0.17.60] Green wire detach after cut + paste on Powerpole
I have found that:
https://mods.factorio.com/mod/PickerDollies
Not perfect but it worked and solve my problem with designing circuits and compact it then.
https://mods.factorio.com/mod/PickerDollies
Not perfect but it worked and solve my problem with designing circuits and compact it then.
- Tue Aug 06, 2019 10:58 am
- Forum: Combinator Creations
- Topic: Multi-Signal Clocked Addressable Memory Cell (Save/1tick)
- Replies: 4
- Views: 8149
Re: Multi-Signal Clocked Addressable Memory Cell (Save/1tick)
Absolut Genius!
I have 1 question:
It is possible to set the Adress in the memory per constant combinator?
So that its easy to set the memory to as example 8.
I have 1 question:
It is possible to set the Adress in the memory per constant combinator?
So that its easy to set the memory to as example 8.
- Thu Aug 01, 2019 5:03 pm
- Forum: Show your Creations
- Topic: Compact, Aesthetically-Pleasing 1000 Science/Min (Red-through-Space Components) with BP Book String
- Replies: 1
- Views: 2684
Re: Compact, Aesthetically-Pleasing 1000 Science/Min (Red-through-Space Components) with BP Book String
Thats nice, that cool ... but not compact!
There are missing all ground products like green circuit!?
There are missing all ground products like green circuit!?
- Thu Aug 01, 2019 1:44 pm
- Forum: Not a bug
- Topic: [0.17.60] Green wire detach after cut + paste on Powerpole
- Replies: 5
- Views: 1797
Re: [0.17.60] Green wire detach after cut + paste on Powerpole
That mod i was using in 0.16 but in 0.17 will it work?
Edit: Here a Version for 0.16 https://mods.factorio.com/mod/cut-and-paste-016
Edit: Here a Version for 0.16 https://mods.factorio.com/mod/cut-and-paste-016
- Thu Aug 01, 2019 1:43 pm
- Forum: Minor issues
- Topic: [0.17.60] Fluid train should empty on station but 0.8 left and prevent to leave station
- Replies: 3
- Views: 1693
Re: [0.17.60] Fluid train should empty on station but 0.8 left and prevent to leave station
But the train wont start and the pumps are not connected anymore.
So when i use empty on train thats happend sometime ... but with < 1 it wont happend.
So when i use empty on train thats happend sometime ... but with < 1 it wont happend.
- Wed Jul 31, 2019 1:05 am
- Forum: Not a bug
- Topic: [0.17.60] Green wire detach after cut + paste on Powerpole
- Replies: 5
- Views: 1797
Re: [0.17.60] Green wire detach after cut + paste on Powerpole
I understand.
I hope someone make a Mod to move combinators with wire.
Thanks for have a look at this problem.
I hope someone make a Mod to move combinators with wire.
Thanks for have a look at this problem.
- Wed Jul 31, 2019 12:21 am
- Forum: Minor issues
- Topic: [0.17.60] Fluid train should empty on station but 0.8 left and prevent to leave station
- Replies: 3
- Views: 1693
[0.17.60] Fluid train should empty on station but 0.8 left and prevent to leave station
What i did: Build a Fluid train with 4 tanks and set it to empty on station What i expected: All tanks are empty after pump disconnect and the train leave the station What wrong: Fluid train with 4 tanks should empty on station but 0.8 left in 1 tank and the pumps are disconnected will prevent to le...
- Wed Jul 31, 2019 12:05 am
- Forum: Not a bug
- Topic: [0.17.60] Green wire detach after cut + paste on Powerpole
- Replies: 5
- Views: 1797
[0.17.60] Green wire detach after cut + paste on Powerpole
What i did: Build 2 Powerpoles with a green wire connected Use the cut + paste tools to move 1 Powerpole 1 tile What i expected: The copper wire and the green wire are still connected What wrong: Only the copper wire are connected and the green wire is gone. Comment: For 0.15 there was a Mod called ...
- Fri Apr 05, 2019 8:12 pm
- Forum: News
- Topic: Friday Facts #289 - Character GUI
- Replies: 137
- Views: 56906
Re: Friday Facts #289 - Character GUI
Look great, but i missing the "Logistic Bots Delivery to me" Stop Button.
Maybe a ON/OFF button on top ore something.
Sometime it will extrem helpful to have that.
Maybe a ON/OFF button on top ore something.
Sometime it will extrem helpful to have that.
- Fri Mar 15, 2019 8:40 am
- Forum: Releases
- Topic: Version 0.17.12
- Replies: 28
- Views: 19960
Re: Version 0.17.12
I love the new pollution system. I play a little with it and get my pollution down (with T1 Modules) to near 1:1 Im lucky and have a big forest next to my base. I would be great to have a summary of all Polution somewhere to see how good/bad it really is. Thanks to the devs who work so hard to get u...
- Mon Jan 14, 2019 2:24 pm
- Forum: News
- Topic: Friday Facts #277 - GUI progress update
- Replies: 101
- Views: 41909
Re: Friday Facts #277 - GUI progress update
Dont wait too long with 0.17 ... on 29.02.2019 "Anno 1800" will be released.