Search found 22 matches
- Tue Dec 31, 2024 3:15 pm
- Forum: Not a bug
- Topic: [Space Age] Default Import Locations (Artillery Shell, Cliff Explosives)
- Replies: 14
- Views: 1989
Re: [Space Age] Default Import Locations (Artillery Shell, Cliff Explosives)
I would also really like to be able to just not have any import location filter at all. Then leaving it blank for most items seems like a better default. At least most of the time it was just wrong for me. "Current planet the platform is on" would also feel way more natural for the requests i ...
- Tue Dec 31, 2024 3:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.28] cannot re-select the item+quality ghost a container was opened with
- Replies: 1
- Views: 775
[2.0.28] cannot re-select the item+quality ghost a container was opened with
a minor, but easy to reproduce ui issue
video:
2024-12-31 15-48-00.mp4
how to reproduce / steps of the video:
- load game
- go into map mode
- select an item ghost + quality (green rocket fuel here)
- open sth that has a ghost cursor selection as well (red provider chest here)
- select sth ...
video:
2024-12-31 15-48-00.mp4
how to reproduce / steps of the video:
- load game
- go into map mode
- select an item ghost + quality (green rocket fuel here)
- open sth that has a ghost cursor selection as well (red provider chest here)
- select sth ...
- Sat Dec 28, 2024 2:52 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [2.0.28] Train stop window info wrong when opened on from wrong surface
- Replies: 1
- Views: 974
[Klonan] [2.0.28] Train stop window info wrong when opened on from wrong surface
- Multiplayer, Space Age, 2.0.28
- am busy on gleba
- other player says "sth wrong with train" (thats not the bug, just normal gameplay π ), links sth in chat
- i click it
- train stop window opens, displays "0 trains"
- some confusion later, i switch to the surface that station is actually on ...
- am busy on gleba
- other player says "sth wrong with train" (thats not the bug, just normal gameplay π ), links sth in chat
- i click it
- train stop window opens, displays "0 trains"
- some confusion later, i switch to the surface that station is actually on ...
- Sat Nov 23, 2024 3:32 pm
- Forum: Not a bug
- Topic: [2.0.8] Can't add selected train stop to schedule, or insert temporary stop on zoomed in remote view
- Replies: 2
- Views: 440
Re: [2.0.8] Can't add selected train stop to schedule, or insert temporary stop on zoomed in remote view
This is currently working correctly [..]
Wait, your saying the UI intentionally misinforms players?
The ingame-text explicitly says what should happen on a "Shift + Left-click: Add the selected stop to the schedule."
I understand your difficulties of finding nice a control scheme with so many ...
- Thu Jun 20, 2024 8:51 pm
- Forum: News
- Topic: Friday Facts #415 - Fix, Improve, Optimize
- Replies: 91
- Views: 23920
Re: Friday Facts #415 - Fix, Improve, Optimize
That, combined with sorting the resulting rectangles meant I could do a simple binary search to check if a given task was within the network area.
Huh i always expected it to be the other way around... build tasks being associated to logistic networks, since their networks mostly don't change ...
Huh i always expected it to be the other way around... build tasks being associated to logistic networks, since their networks mostly don't change ...
- Sat Sep 23, 2023 6:46 am
- Forum: News
- Topic: Friday Facts #377 - New new rails
- Replies: 227
- Views: 82429
Re: Friday Facts #377 - New new rails
I like the changed visual, didn't know i want that!
I'm kinda indifferent about the rest. Was okay with the old system, both with the restriction it had the way they interacted, including with the rest of the game. Especially the latter part i'll just have to try in the new system, though its ...
I'm kinda indifferent about the rest. Was okay with the old system, both with the restriction it had the way they interacted, including with the rest of the game. Especially the latter part i'll just have to try in the new system, though its ...
- Fri Sep 08, 2023 4:16 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 838
- Views: 252884
Re: Friday Facts #375 - Quality
Not super excited, but I cannot really explain why. First thought was "grindy", but it's factorio :lol: maybe it's just such a common game mechanic that it is below what I would want for factorio. But it makes a nice chance-based optimization challenge, sth base game could use some more. Maybe it's ...
- Fri Aug 02, 2019 10:37 pm
- Forum: News
- Topic: Friday Facts #306 - Experimental Demo
- Replies: 155
- Views: 74053
Re: Friday Facts #306 - Experimental Demo
Ahh I think you finished the quest to put turrets near iron, then moved the turrets further out afterwards (or had turrets in both places). I will look into it but it isn't one that everyone will suffer from. Try reloading and removing your outer most turrets in the meantime.
Thanks. Yes there is ...
Thanks. Yes there is ...
- Fri Aug 02, 2019 8:32 pm
- Forum: News
- Topic: Friday Facts #306 - Experimental Demo
- Replies: 155
- Views: 74053
Re: Friday Facts #306 - Experimental Demo
Think i got a different one than most reported crashes (happened after arming turrets with a overly expanded and defended base... based on last versions trauma :D ): The scenario level caused a non-recoverable error.
Please report this error to the scenario author.
Error while running event level ...
Please report this error to the scenario author.
Error while running event level ...
- Fri Aug 02, 2019 5:40 pm
- Forum: News
- Topic: Friday Facts #306 - Experimental Demo
- Replies: 155
- Views: 74053
Re: Friday Facts #306 - Experimental Demo
Sounds nice. Will replay the intro-campaing asap. At the end, does it open up into an endlessly generated map? I'd love to hear the reason if still not, since this seems an important aspect of factorio.
I also wouldn't have see much of a problem with experienced players not having much difficulty ...
I also wouldn't have see much of a problem with experienced players not having much difficulty ...
- Sat Mar 02, 2019 6:07 am
- Forum: News
- Topic: Friday Facts #284 - 0.17 experimental
- Replies: 190
- Views: 81062
Re: Friday Facts #284 - 0.17 experimental
Just played the new tutorial campaign (v0.17.3), am disappointed. Not that it is bad, I just expected more. Some examples:
Short & No Story.
For it to replace New Hope, it is neither long enough yet nor does it have decent story / longer term goals except survival and research. No idea why green ...
Short & No Story.
For it to replace New Hope, it is neither long enough yet nor does it have decent story / longer term goals except survival and research. No idea why green ...
- Thu Feb 28, 2019 9:45 pm
- Forum: Releases
- Topic: Version 0.17.0
- Replies: 162
- Views: 264049
Re: Version 0.17.0
Chests and wooden power poles are no longer usable as fuel.
Aww, that was such a fun easter egg :(
Defender capsule recipe now requires flying robot frames.
As consumables, they felt to expensive to me already anyway. So making them even more expensive without other improvements makes no ...
Aww, that was such a fun easter egg :(
Defender capsule recipe now requires flying robot frames.
As consumables, they felt to expensive to me already anyway. So making them even more expensive without other improvements makes no ...
- Fri Dec 21, 2018 6:20 pm
- Forum: News
- Topic: Friday Facts #274 - New fluid system 2
- Replies: 166
- Views: 86294
Re: Friday Facts #274 - New fluid system 2
does this mean we can still create mixed fluid systems by using trains as intermediates?
I'd hope pumps can act as some kind of separation anyway, to also let a logic network determine the content of the fluid network.
In general disabling entities that would connect two fluid networks seems ...
- Fri Aug 17, 2018 2:48 pm
- Forum: News
- Topic: Friday Facts #256 - The little things 3
- Replies: 111
- Views: 58367
Re: Friday Facts #256 - The little things 3
Belt Immunity
Does that "stabilizer" only apply when standing or do we also loose the "running on belt" speed bonus?
Tile ghost tweak
I always wondered why different logistic networks don't have separate queues. That basically prevents critical modifications on my outpost while having huge long ...
Does that "stabilizer" only apply when standing or do we also loose the "running on belt" speed bonus?
Tile ghost tweak
I always wondered why different logistic networks don't have separate queues. That basically prevents critical modifications on my outpost while having huge long ...
- Fri Oct 13, 2017 10:52 pm
- Forum: News
- Topic: Friday Facts #212 - The GUI update (Part 1)
- Replies: 151
- Views: 77024
Re: Friday Facts #212 - The GUI update (Part 1)
I like the new UI showing conditions of multiple stations. But the mock-ups show quite simple train schedules but already have so much stuff displayed. All the buttons and highlights are distracting. I hope that can be made less intrusive. Maybe by not showing all the edit controls until the player ...
- Sat Sep 23, 2017 8:31 am
- Forum: News
- Topic: Friday Facts #209 - Optimisation is a way of life
- Replies: 95
- Views: 63604
Re: Friday Facts #209 - Optimisation is a way of life
I might be misunderstand the electric update... did the game so far really iterate over every (active) electric consumer every tick? I thought for sure they group similar ones together, like they do with solar panels & accumulators! Also since you really want to anyway group factories with the same ...
- Thu Aug 17, 2017 1:05 pm
- Forum: News
- Topic: Friday Facts #203 - Logistic buffer chest
- Replies: 152
- Views: 83570
Re: Factorio Friday Friday Facts #203 - Logistic buffer chest
Why do they want to add a new chest type? Can't we just use the storage chest with "requests" set for this? As long as nothing is set, it keeps the old behavior, once items are specified (maybe even by circuit network) non matching stuff is cleared and... but i guess having the feature somewhat ...
- Fri Jul 28, 2017 5:40 pm
- Forum: Mods
- Topic: [MOD 0.13] Wagon Capacity Color
- Replies: 15
- Views: 9337
Re: [MOD 0.13] Wagon Capacity Color
Love the mod but it doesn't scale that well on / isn't optimized for larger games. In my save this mod takes about 1.3ms, nearly 10% of total time available when targeting 60fps. In comparison, Bottleneck does kind of the same function for production facilities of which i have at least 25 times as ...
- Wed Jul 05, 2017 2:11 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] Biter stuck on path between nests he doesn't fit
- Replies: 2
- Views: 1693
[Oxyd] Biter stuck on path between nests he doesn't fit
Here is a screenshot i took yesterday: https://steamcommunity.com/sharedfiles/filedetails/?id=964477374
The big biter tries to take a path between two nests even thou he'll never fit. An hour later he was still there running left and right next to that strait and i found another one stuck ...
The big biter tries to take a path between two nests even thou he'll never fit. An hour later he was still there running left and right next to that strait and i found another one stuck ...
- Wed May 10, 2017 11:43 am
- Forum: MoMods
- Topic: (0.15.10) MoWeather 0.4.0
- Replies: 50
- Views: 58804
Re: (0.13.4) MoWeather 0.3.75
I really dislike the "flat line" style of solar energy production graphs this game/mod produces. Don't know how feasible sth different might be, if all we can do is change the base games daytime, though. Or might it actually possible to set light to a specific percentage?
There could be seasons ...
There could be seasons ...