Search found 22 matches

by Faark
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 ...
by Faark
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 ...
by Faark
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 πŸ˜…), 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 ...
by Faark
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 ...
by Faark
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 ...
by Faark
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 ...
by Faark
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 ...
by Faark
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 ...
by Faark
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 ...
by Faark
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 ...
by Faark
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 ...
by Faark
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 ...
by Faark
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 ...
by Faark
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 ...
by Faark
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 ...
by Faark
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 ...
by Faark
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 ...
by Faark
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 ...
by Faark
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 ...
by Faark
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 ...

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