Search found 19 matches
- 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: 251
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 ...
- Thu Jun 20, 2024 8:51 pm
- Forum: News
- Topic: Friday Facts #415 - Fix, Improve, Optimize
- Replies: 91
- Views: 19662
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. Then...
- Sat Sep 23, 2023 6:46 am
- Forum: News
- Topic: Friday Facts #377 - New new rails
- Replies: 227
- Views: 69962
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 probab...
- Fri Sep 08, 2023 4:16 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 838
- Views: 202505
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. M...
- Fri Aug 02, 2019 10:37 pm
- Forum: News
- Topic: Friday Facts #306 - Experimental Demo
- Replies: 155
- Views: 68758
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 a...
- Fri Aug 02, 2019 8:32 pm
- Forum: News
- Topic: Friday Facts #306 - Experimental Demo
- Replies: 155
- Views: 68758
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::o...
- Fri Aug 02, 2019 5:40 pm
- Forum: News
- Topic: Friday Facts #306 - Experimental Demo
- Replies: 155
- Views: 68758
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 be...
- Sat Mar 02, 2019 6:07 am
- Forum: News
- Topic: Friday Facts #284 - 0.17 experimental
- Replies: 190
- Views: 74696
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...
- Thu Feb 28, 2019 9:45 pm
- Forum: Releases
- Topic: Version 0.17.0
- Replies: 162
- Views: 255954
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 difference...
- Fri Dec 21, 2018 6:20 pm
- Forum: News
- Topic: Friday Facts #274 - New fluid system 2
- Replies: 166
- Views: 80628
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 better...
- Fri Aug 17, 2018 2:48 pm
- Forum: News
- Topic: Friday Facts #256 - The little things 3
- Replies: 111
- Views: 53634
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 ...
- Fri Oct 13, 2017 10:52 pm
- Forum: News
- Topic: Friday Facts #212 - The GUI update (Part 1)
- Replies: 151
- Views: 71393
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: 60691
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 s...
- Thu Aug 17, 2017 1:05 pm
- Forum: News
- Topic: Friday Facts #203 - Logistic buffer chest
- Replies: 152
- Views: 78086
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 som...
- Fri Jul 28, 2017 5:40 pm
- Forum: Mods
- Topic: [MOD 0.13] Wagon Capacity Color
- Replies: 15
- Views: 8877
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 m...
- 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: 1603
[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 somewhere ...
- Wed May 10, 2017 11:43 am
- Forum: MoMods
- Topic: (0.15.10) MoWeather 0.4.0
- Replies: 50
- Views: 56576
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 se...
- Mon May 08, 2017 3:05 pm
- Forum: MoMods
- Topic: (0.15.10) MoWeather 0.4.0
- Replies: 50
- Views: 56576
Re: (0.13.4) MoWeather 0.3.75
Seems like you fixed the bad weather god in scripts\weathers.lua\SetWeather(...) ! :D But the other chance values seem unchanged, thus now it's sunny pretty much all the time. In general i'd like a more realistic weather state machine as well as more realistic sun light. Are improvements coming in t...
- Tue Apr 25, 2017 9:22 pm
- Forum: Mod portal Discussion
- Topic: [Mod Website] Mod search might show results of old searches
- Replies: 0
- Views: 1262
[Mod Website] Mod search might show results of old searches
Tldr: Web mod search overwrites new search results with old search results if old response took long. Annoying This issue is about the search function of the mod portal/web site at https://mods.factorio.com/ The search function waits for search responses from the server and displays results. That's ...