Search found 107 matches

by someone1337
Fri Jul 24, 2020 11:45 am
Forum: News
Topic: Friday Facts #357 - Nuke
Replies: 95
Views: 7843

Re: Friday Facts #357 - Nuke

Can I use nukes as landfill now? :)
by someone1337
Fri Jun 26, 2020 10:15 pm
Forum: News
Topic: Friday Facts #353 - Trailer update
Replies: 38
Views: 4664

Re: Friday Facts #353 - Trailer update

Bilka wrote:
Fri Jun 26, 2020 2:41 pm
someone1337 wrote:
Fri Jun 26, 2020 2:35 pm
Plz re-compile (dont forget linux!) and re-release the old versions of the game! :)
You can find the stable versions of previous releases on https://factorio.com/download/archive.
Awesome!
by someone1337
Fri Jun 26, 2020 2:35 pm
Forum: News
Topic: Friday Facts #353 - Trailer update
Replies: 38
Views: 4664

Re: Friday Facts #353 - Trailer update

Plz re-compile (dont forget linux!) and re-release the old versions of the game! :)
by someone1337
Wed Jun 17, 2020 7:30 pm
Forum: Bug Reports
Topic: [0.18.32] Saving to a zip file overwrites the last selected save file.
Replies: 1
Views: 170

Re: [0.17.31] Saving to a zip file overwrites the last selected save file.

There seems to be another issue: Double-clicking on the list where its not covered by a save-file-name will perform the save or load action without any additional confirmations to the last selected filename. So when you select a savefile to be overwritten, then double-click on the list-pane, it will...
by someone1337
Fri Jun 12, 2020 1:11 pm
Forum: News
Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Replies: 199
Views: 14290

Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing

The new lightning tower is still nice!
by someone1337
Wed Jun 10, 2020 4:03 pm
Forum: Releases
Topic: Version 0.18.31
Replies: 56
Views: 11275

Re: Version 0.18.31

FactorioBot wrote:
Wed Jun 10, 2020 11:01 am
Modding
  • Mods can now be loaded from directories with the name of the mod but no version number.
Easily the best change ever.
SuperSandro2000 wrote:
Wed Jun 10, 2020 2:51 pm
#bringBackTheOldDrill
You meant the crops watering system?
by someone1337
Fri May 29, 2020 4:52 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.28] Redundand interface text
Replies: 1
Views: 369

[0.18.28] Redundand interface text

The text "logistic requests" is redundand and just bloats the interface, making you lose one possible request-row. PS: Also personally I dislike the new not-tabbed, but still tabbed chest inventory look. It feels unclean. Therefore Iwould suggest to move the tabs to the right top part of the window ...
by someone1337
Wed May 27, 2020 1:17 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.27][Modding] Can't set any requests because the UI is broken with bigger containers
Replies: 3
Views: 448

Re: [0.18.27][Modding] Can't set any requests because the UI is broken with bigger containers

Twinsen wrote:
Wed May 27, 2020 12:19 pm
Fixed in Version: 0.18.28. Let me know if you find other similar issues after the fix.

Thanks for the report.
Is it also fixed for infinity chests?

I just posted it here: viewtopic.php?f=3&p=495888#p495888
by someone1337
Wed May 27, 2020 1:06 pm
Forum: Releases
Topic: Version 0.18.27
Replies: 65
Views: 10819

Re: Version 0.18.27

Gui Logistic chests have a different layout. This seems to have broken my mod https://mods.factorio.com/mod/some-infinitychest (and https://mods.factorio.com/mod/Warehousing too) as the logistic and infinity filters are now at an unreachable position and its not possible to scroll down to them. :( ...
by someone1337
Fri May 22, 2020 7:30 am
Forum: Releases
Topic: Version 0.18.26
Replies: 46
Views: 10030

Re: Version 0.18.26

Changes Disallowed saving over autosave files or making saves that begin with '_autosave'. Oh come on. I sometimes use autosaves to save something temporarily without any intent to keep it for longer. What about an option in the pause menu that performs an autosave immediately? There is a hidden co...
by someone1337
Tue May 19, 2020 3:49 pm
Forum: Modding help
Topic: Custom stack inserter stack sizes?
Replies: 2
Views: 94

Re: Custom stack inserter stack sizes?

Looking at the vanilla game files, it seems the two bonuses groups "stack-inserter-capacity-bonus" and "inserter-stack-size-bonus" are hardcoded. Thats what I did. I hoped that I overlooked some setting that sets the initial stack size, as I dont really care about a researchable bonus. But all I fo...
by someone1337
Fri May 15, 2020 9:09 pm
Forum: Modding help
Topic: Custom stack inserter stack sizes?
Replies: 2
Views: 94

Custom stack inserter stack sizes?

Is there a way to create a stack inserter that can move bigger stack sizes? The idea is to create a train (un)loading stack-inserter that can move up to 255, 250 or 200 items at once... So far I have only seen ways to increase the stack sizes for all inserters or stack inserters, but not for a singl...
by someone1337
Tue May 12, 2020 11:44 pm
Forum: Releases
Topic: Version 0.18.24
Replies: 39
Views: 8577

Re: Version 0.18.24

FactorioBot wrote:
Tue May 12, 2020 1:42 pm
Bugfixes
  • Fixed version 0.18.23
ALL BUGS BE GONE!
vdreams wrote:
Tue May 12, 2020 6:17 pm
Update from 0.18.23 to 0.18.24 not work. Thanks for redownload. :/
To be learned: never ever update the first few hours after a release - this holds for EVERY software everywhere.
by someone1337
Fri May 08, 2020 4:00 pm
Forum: News
Topic: Friday Facts #346 - He who does nothing, breaks nothing
Replies: 47
Views: 4926

Re: Friday Facts #346 - He who does nothing, breaks nothing

Add the czech sentence to the text!
by someone1337
Fri Apr 17, 2020 11:58 pm
Forum: News
Topic: Friday Facts #343 - Environmental particle effects
Replies: 51
Views: 5868

Re: Friday Facts #343 - Environmental particle effects

Please inegrate the rest of my mod into basegame too! @posila @dom https://mods.factorio.com/mod/RealisticDecorationCleanup As in: why would bushes stay if you built for example an Assembly machine over them? that link abbreviation got me "Realistic Ion Cleanup" me to, had to double-check if I real...
by someone1337
Fri Apr 17, 2020 11:57 pm
Forum: News
Topic: Friday Facts #343 - Environmental particle effects
Replies: 51
Views: 5868

Re: Friday Facts #343 - Environmental particle effects

So... let me get this straight, currently, the methods for decoration removal are as follows: Placing entities Placing tiles (sometimes repeatedly to remove all decoratives) Grenades (and possibly other explosions) Assorted mods Am I missing any? Removing decoratives in the options menu. I've done ...
by someone1337
Fri Apr 17, 2020 8:45 pm
Forum: News
Topic: Friday Facts #343 - Environmental particle effects
Replies: 51
Views: 5868

Re: Friday Facts #343 - Environmental particle effects

Please inegrate the rest of my mod into basegame too! @posila @dom

https://mods.factorio.com/mod/Realistic ... ionCleanup

As in: why would bushes stay if you built for example an Assembly machine over them?
by someone1337
Tue Apr 07, 2020 10:27 am
Forum: 1 / 0 magic
Topic: [0.17.79] Error during autosave, then crash during manual save
Replies: 6
Views: 292

Re: [0.17.79] Error during autosave, then crash during manual save

Factorio stores the whole game state in RAM, so if you have a huge map, or many weird mods I can picture factorio needing more than 10gb.

I never had factorio eat 6GB, but my maps are not insanely big and im on linux.

Maybe some of your Background Processes got temp. bigger?
by someone1337
Fri Mar 20, 2020 6:20 pm
Forum: News
Topic: Friday Facts #339 - Beacon HR + Redesign process
Replies: 211
Views: 21626

Re: Friday Facts #339 - Beacon HR + Redesign process

All I see is a lightning-turret.

And usually such turrets are used to go for flying units in other games.

And that means, we need flying biters now.
by someone1337
Sun Feb 02, 2020 4:59 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.3] Animation bug - Train cars not closing if connected when train moving.
Replies: 4
Views: 714

Re: [0.18.3] Animation bug - Train cars not closing if connected when train moving.

Why is this even possible? Dont trains switch to manual mode, if they are modified like this?

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