Search found 65 matches

by J-H
Tue Sep 14, 2021 11:06 pm
Forum: General discussion
Topic: What are the most impractical items in Factorio?
Replies: 65
Views: 6933

Re: What are the most impractical items in Factorio?

I tried doing a "no nuclear power" run. Even with 6k solar panels and ~5k inserters, I still had power outages when everything was running. Four factories for both of panels & accumulators couldn't keep up with demand. Solar/battery is pretty impractical and completely obsoleted by nuc...
by J-H
Wed May 26, 2021 5:54 pm
Forum: General discussion
Topic: Can there ever be a full 3D rendered Factorio?
Replies: 14
Views: 2332

Re: Can there ever be a full 3D rendered Factorio?

I've never seen a 3D game that's as pretty as its 2D equivalent. It's also usually a performance hog, and runs into issues with boring and same-y skyboxes.

I think Wube made the right choice.
by J-H
Sun May 09, 2021 4:20 am
Forum: Resolved Problems and Bugs
Topic: [1.1.33] White screen when playing
Replies: 12
Views: 2694

Re: [1.1.33] White screen when playing

Attached.
factorio-current.log
(5.69 KiB) Downloaded 76 times
by J-H
Sat May 08, 2021 9:19 pm
Forum: Releases
Topic: Version 1.1.33
Replies: 14
Views: 22661

Re: Version 1.1.33

I downloaded the new update and hit continue on my game.
stuff
by J-H
Mon Mar 22, 2021 1:02 pm
Forum: News
Topic: Friday Facts #365 - Future plans
Replies: 283
Views: 79939

Re: Friday Facts #365 - Future plans

My biggest late-game headache is "oh, have to stop building to send out the Destroyer train again (2 engines, 1 tanker, 6 arty wagons w/ 600 rounds of ammo) and then babysit/repair whatever arty base full of turrets is closest to the enemy while it drives back the biters." Since I run one-...
by J-H
Sat Feb 20, 2021 9:50 pm
Forum: Gameplay Help
Topic: Launch counter
Replies: 3
Views: 523

Launch counter

Is there a way to get the rocket launch counter back?
by J-H
Thu Feb 18, 2021 1:24 pm
Forum: General discussion
Topic: Alt-F4 #23 - Beltravaganza
Replies: 7
Views: 1362

Re: Alt-F4 #23 - Beltravaganza

Whoa. You lost me halfway through.
No programming background at all, so I have never been able to get the circuit network to do anything... not even just go "beep" when a train arrives at a stop.
by J-H
Wed Nov 25, 2020 11:39 pm
Forum: General discussion
Topic: New Tips - can't get it to go away
Replies: 2
Views: 633

New Tips - can't get it to go away

Help! Where's the option to disable the big "New Tips" window near the bottom left?
by J-H
Wed Nov 25, 2020 11:21 pm
Forum: Releases
Topic: Version 1.1.1
Replies: 74
Views: 29007

Re: Version 1.1.1

How do I get the big "New Tips" window in the bottom left to go away? I clicked them all to mark as read and the menu is still there. Turning off tutorial notifications in Interface didn't help.
by J-H
Fri Oct 30, 2020 12:14 pm
Forum: News
Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Replies: 141
Views: 39709

Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button

Great changes!
Now I have to rebuild the destroyed spidertron like my kids keep asking, instead of putting it off. Need to automate making some of those components.
by J-H
Thu Oct 08, 2020 9:32 pm
Forum: Off topic
Topic: What's next for Wube?
Replies: 12
Views: 3980

What's next for Wube?

The obvious (to me) next step would be a Solar System factory, where you work on colonizing space and exploiting asteroidal and cometary resources. However, that poses a TON of challenges with orbital periods, shutting resources around, fuel production, and even just having a good interface. I don't...
by J-H
Thu Sep 17, 2020 9:00 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.18.38] Modded Power Armor grid tiny with 1366x768 and 100% UI size
Replies: 10
Views: 1925

Re: [Oxyd] [0.18.38] Modded Power Armor grid tiny with 1366x768 and 100% UI size

I believe I do have it at a larger font. The default font is too small to read comfortably. I have larger font display defaults on everything including Windows.
Should I resubmit as a separate bug related to font size?
by J-H
Sat Sep 12, 2020 9:44 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.18.38] Modded Power Armor grid tiny with 1366x768 and 100% UI size
Replies: 10
Views: 1925

Re: [Oxyd] [0.18.38] Modded Power Armor grid tiny with 1366x768 and 100% UI size

Same problem occurring here. Default resolution for my 19" monitor, 1920x1080. There's a giant amount of grey at the bottom of the inventory window that's completely blank, so it's not a "run out of space on screen" problem. It's a "UI not working right" problem. My Factorio...
by J-H
Fri Aug 14, 2020 11:49 am
Forum: News
Topic: Friday Facts #360 - 1.0 is here!
Replies: 208
Views: 49840

Re: Friday Facts #360 - 1.0 is here!

Congratulations!!!

I had a feeling we might get the Spider-tron or something similar with 1.0.

I've been running the same factory since 1/1/2020 (about 60 rockets in) with my kids watching much of the time.

Time for a new factory, factory #30.
by J-H
Wed Jun 17, 2020 5:21 pm
Forum: Duplicates
Topic: [18.32] Blueprint in Quickbar not useable if in book.
Replies: 1
Views: 179

[18.32] Blueprint in Quickbar not useable if in book.

If you make a blueprint, put it in your quickbar, and then move the blueprint from your inventory (where it takes up space) to your blueprint storage book (where it takes up no space), the quickbar blueprint will not function when you click on it.
by J-H
Sun Jun 07, 2020 9:34 pm
Forum: News
Topic: Friday Facts #350 - Electric mining drill redesign
Replies: 104
Views: 28758

Re: Friday Facts #350 - Electric mining drill redesign

Feedback, maybe a bit late. The new sprite for solar panels on a conveyor belt looks WAY WAY too much like speed packs. I actually put a splitter to divert "the extra belt of speedpacks" into my rocket control factory and had it run for a while before I realized the shape was off. The colo...
by J-H
Fri Jun 05, 2020 4:57 pm
Forum: News
Topic: Friday Facts #350 - Electric mining drill redesign
Replies: 104
Views: 28758

Re: Friday Facts #350 - Electric mining drill redesign

Agreed on longer dwell time in the ground. How is the ore getting from the drill head to the "dumps onto the spinning crusher" area? The long rails that the drillhead travels along do not have a pipe, conveyor, or anything else animated to get the ore bits there. They just teleport from dr...
by J-H
Fri May 29, 2020 1:42 pm
Forum: News
Topic: Friday Facts #349 - The 1.0 plan
Replies: 59
Views: 17107

Re: Friday Facts #349 - The 1.0 plan

Congrats! It's great (and rare) when software runs ahead of schedule. I've heard of CDPR (Witcher games), and maybe I live under a rock, but I haven't heard of Cyberpunk 2077 at all. I just looked it up, and it looks like it's probably got a heavy Deus Ex inspiration. Modern/future modern RPGs set i...
by J-H
Sun Mar 29, 2020 2:41 pm
Forum: Implemented Suggestions
Topic: [0.15.5] No confirmation prompt on deleting a blueprint book
Replies: 54
Views: 9639

Blueprint deletion

Something is wonky with blueprint deletion. I discovered an obsolete blueprint in my blueprint book (about 20-30 blueprints). I used the shift+scroll wheel method to select it as "active blueprint", which by the way is a mechanic not used anywhere else in the control scheme, and then when ...
by J-H
Fri Mar 06, 2020 5:45 pm
Forum: News
Topic: Friday Facts #337 - Statistics GUI and Mod Debugger
Replies: 74
Views: 13864

Re: Friday Facts #337 - Statistics GUI and Mod Debugger

I didn't even know there was a production measurement tab/tool in existence! Something that this reminds me of - could we get a "turret status" window for monitoring turret ammo status? There is no easy way to check and see which turrets need to be manually refilled at early stages of the ...

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