Search found 63 matches
- Wed Sep 06, 2023 1:43 pm
- Forum: News
- Topic: Friday Facts #374 - Smarter robots
- Replies: 206
- Views: 42533
Re: Friday Facts #374 - Smarter robots
Will this be available in the base game as well or just the expansion?
- Sat Mar 13, 2021 2:53 pm
- Forum: Balancing
- Topic: 1.1.27 tank excessive self damage using explosive shells?
- Replies: 2
- Views: 2013
Re: 1.1.27 tank excessive self damage using explosive shells?
I know, but I have done many many playthroughs (also using the tank), but this is the first time I experienced that self-damage makes the tank hard to use.
- Sat Mar 13, 2021 1:06 am
- Forum: Balancing
- Topic: 1.1.27 tank excessive self damage using explosive shells?
- Replies: 2
- Views: 2013
1.1.27 tank excessive self damage using explosive shells?
Since playing 1.1.27 today I noticed that the tank does an extraordinary amount of self-damage when using explosive cannon shells. Could be just that I researched the new level of shell damage but it really feels out of the ordinary hence the report (spend some 1k+ hours on Factorio now so should ha...
- Mon Feb 08, 2021 3:10 pm
- Forum: Pending
- Topic: [1.1.21] additional admin player "Big K" in playerlist
- Replies: 4
- Views: 1498
Re: [1.1.21] additional admin player "Big K" in playerlist
Thanks! Happy to hear it is not an actual player accessing the game.
- Mon Feb 08, 2021 1:32 pm
- Forum: Pending
- Topic: [1.1.21] additional admin player "Big K" in playerlist
- Replies: 4
- Views: 1498
Re: [1.1.21] additional admin player "Big K" in playerlist
Game was created yesterday on version 1.1.21.
- Mon Feb 08, 2021 12:16 pm
- Forum: Pending
- Topic: [1.1.21] additional admin player "Big K" in playerlist
- Replies: 4
- Views: 1498
[1.1.21] additional admin player "Big K" in playerlist
Additional admin shows up in player list "Big K".
Mods used: Space Exploration (SE) and all recommended and required mods for SE.
Regards,
EJG
Mods used: Space Exploration (SE) and all recommended and required mods for SE.
Regards,
EJG
- Sat Mar 21, 2020 1:09 pm
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 89985
Re: Friday Facts #339 - Beacon HR + Redesign process
I don't like the beacon design itself; it is too 'complicated' and detailed. Beacons should be simple structures with a little animation like the rest of the buildings. Now it looks organic and alien; while all other buildings look engineering and tidy (except for nuclear; but you know, radioactive ...
- Tue Mar 17, 2020 5:45 pm
- Forum: Duplicates
- Topic: [18.13] All turrets have the colour of hosting player
- Replies: 8
- Views: 2554
Re: [18.13] All turrets have the colour of hosting player
I set my character to bright purple (easy to spot), but all Turrets in bright purple are not necessarily pleasant to look at...
I don't know if I like that, but I suppose that should be discussed in another part of the forum.
I don't know if I like that, but I suppose that should be discussed in another part of the forum.
- Tue Mar 17, 2020 5:25 pm
- Forum: Duplicates
- Topic: [18.13] All turrets have the colour of hosting player
- Replies: 8
- Views: 2554
Re: [18.13] All turrets have the colour of hosting player
So it is a feature?
- Tue Mar 17, 2020 5:13 pm
- Forum: Duplicates
- Topic: [18.13] All turrets have the colour of hosting player
- Replies: 8
- Views: 2554
[18.13] All turrets have the colour of hosting player
In multiplayer all gun turrets have the colour of the hosting player (and change colour if you change the colour of the player).
Same goes for flame turrets
Same goes for flame turrets
- Sun Feb 16, 2020 7:49 pm
- Forum: Balancing
- Topic: More powerfull lights, better light profiles
- Replies: 6
- Views: 3931
Re: More powerfull lights, better light profiles
I suppose keeping the radius of light but adding another radius of gradient light to dark wouldn't hurt indeed. I would definitely be more inclined to build lights.
- Fri Apr 19, 2019 1:28 pm
- Forum: News
- Topic: Friday Facts #291 - New Campaign, MP stress testing, HR Icons II
- Replies: 40
- Views: 20927
Re: Friday Facts #291 - New Campaign, MP stress testing, HR Icons II
Are these icons the final ones? Because I don't like that they are so abstract. I don't think they blend in with the gamestyle since they are so crisp. Maybe add some slight shading?
- Mon Apr 15, 2019 3:58 pm
- Forum: Implemented Suggestions
- Topic: Character logistic slots color code for delivery/satisfied
- Replies: 9
- Views: 4227
Re: Character logistic slots color code for delivery/satisfied
I guess this one made it . https://factorio.com/blog/post/fff-289
- Thu Apr 11, 2019 8:29 am
- Forum: Ideas and Suggestions
- Topic: Beacon on/off via circuit network
- Replies: 25
- Views: 9311
Re: Beacon on/off via circuit network
Beacons would become more powerful indeed, but this could be balanced by increasing their power usage when in use. I do think it's more elegant when they could be switched off by logic, on the other hand, the challenge of building electricity networks which do control parts of the factory by power s...
- Thu Apr 11, 2019 8:22 am
- Forum: Ideas and Suggestions
- Topic: Adjust stacksize in hand by +/-
- Replies: 4
- Views: 1558
Adjust stacksize in hand by +/-
Some tasks require manual insertion of a certain quantity of goods in a structure, e.g. filling ovens with coal or inserting ammo in a turret. Although one could automate this; in the early game manual insertion is the more viable option. I propose to make the stack size held in hand adjustable with...
- Mon Apr 08, 2019 5:48 am
- Forum: Duplicates
- Topic: Rail over cliff does not trigger bot to use cliff explosive
- Replies: 3
- Views: 1742
Re: Rail over cliff does not trigger bot to use cliff explosive
Yes, appears to be similar. It is a very annoying inconsistency though and should be fixed before 1.0 I suppose.
- Sun Apr 07, 2019 6:17 pm
- Forum: Duplicates
- Topic: Rail over cliff does not trigger bot to use cliff explosive
- Replies: 3
- Views: 1742
Rail over cliff does not trigger bot to use cliff explosive
A rail blueprinted over a cliff does not always trigger bots to use cliff explosives. You have to throw one manually to solve the problem. A single bot hovers over a cliff holding a rail without an other bot destroying that cliff. Location in save for example: -555,-921, DEV can pm me for save file ...
- Sun Apr 07, 2019 4:46 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] Trains, temporary station changes to newly built station by other player
- Replies: 1
- Views: 2073
[kovarex] Trains, temporary station changes to newly built station by other player
I am playing multiplayer with 1 other person (vanilla 0.17.25). When either he or I am travelling towards a temporary station (ctrl+click on rail while seated in a locomotive), and the other player builds a new station via blueprint (not ctrl+C ctrl+V but really a blueprint) the temporary station cr...
- Fri Apr 05, 2019 12:36 pm
- Forum: Technical Help
- Topic: [0.17.24] Screen tear
- Replies: 7
- Views: 2462
Re: 0.17.24 and older has screen tear
I did some further research and apparently this bug is caused by NVidia G-Sync, possible not related to Factorio.
https://forums.geforce.com/default/topi ... monitor/1/
https://forums.geforce.com/default/topi ... monitor/1/
- Thu Apr 04, 2019 12:58 pm
- Forum: Technical Help
- Topic: [0.17.24] Screen tear
- Replies: 7
- Views: 2462
Re: 0.17.24 and older has screen tear
I had the same bug on a brand new screen. A restart of the computer solved the problem, restarting factorio was not enough. MSI GTX970 GAMING, up-to-date drivers, and a NVidia sync display (34 inch LG 144Hz 1440p), connected via Display port. Also, when factorio was quitted the behaviour still persi...