Search found 66 matches

by ejg
Thu Jan 23, 2025 7:46 pm
Forum: Duplicates
Topic: Pipe color indicator does not reset when removing fluid contents
Replies: 1
Views: 105

Pipe color indicator does not reset when removing fluid contents

When removing the fluid contents from a pipe the colored line does not reset to grey. Although that would be the expected behaviour?
by ejg
Thu Nov 21, 2024 7:37 am
Forum: Not a bug
Topic: [2.0.20] Rail network stuck after "fix"
Replies: 12
Views: 1458

Re: [2.0.20] Rail network stuck after "fix"

That is not as described in the FFF I think?
by ejg
Wed Nov 20, 2024 8:05 pm
Forum: Resolved Problems and Bugs
Topic: [Tobias] [2.0.5] Train interrupt on destination full skips the full stop completely
Replies: 10
Views: 3097

Re: [Tobias] [2.0.5] Train interrupt on destination full skips the full stop completely

Please revert back to the intended behaviour as illustrated in the FFF's.
by ejg
Wed Sep 06, 2023 1:43 pm
Forum: News
Topic: Friday Facts #374 - Smarter robots
Replies: 219
Views: 69542

Re: Friday Facts #374 - Smarter robots

Will this be available in the base game as well or just the expansion?
by ejg
Sat Mar 13, 2021 2:53 pm
Forum: Balancing
Topic: 1.1.27 tank excessive self damage using explosive shells?
Replies: 2
Views: 2319

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.
by ejg
Sat Mar 13, 2021 1:06 am
Forum: Balancing
Topic: 1.1.27 tank excessive self damage using explosive shells?
Replies: 2
Views: 2319

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 ...
by ejg
Mon Feb 08, 2021 3:10 pm
Forum: Pending
Topic: [1.1.21] additional admin player "Big K" in playerlist
Replies: 4
Views: 1828

Re: [1.1.21] additional admin player "Big K" in playerlist

Thanks! Happy to hear it is not an actual player accessing the game.
by ejg
Mon Feb 08, 2021 1:32 pm
Forum: Pending
Topic: [1.1.21] additional admin player "Big K" in playerlist
Replies: 4
Views: 1828

Re: [1.1.21] additional admin player "Big K" in playerlist

Game was created yesterday on version 1.1.21.
by ejg
Mon Feb 08, 2021 12:16 pm
Forum: Pending
Topic: [1.1.21] additional admin player "Big K" in playerlist
Replies: 4
Views: 1828

[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
by ejg
Sat Mar 21, 2020 1:09 pm
Forum: News
Topic: Friday Facts #339 - Beacon HR + Redesign process
Replies: 216
Views: 107064

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 ...
by ejg
Tue Mar 17, 2020 5:45 pm
Forum: Duplicates
Topic: [18.13] All turrets have the colour of hosting player
Replies: 8
Views: 3412

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.
by ejg
Tue Mar 17, 2020 5:13 pm
Forum: Duplicates
Topic: [18.13] All turrets have the colour of hosting player
Replies: 8
Views: 3412

[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
by ejg
Sun Feb 16, 2020 7:49 pm
Forum: Balancing
Topic: More powerfull lights, better light profiles
Replies: 6
Views: 4662

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.
by ejg
Fri Apr 19, 2019 1:28 pm
Forum: News
Topic: Friday Facts #291 - New Campaign, MP stress testing, HR Icons II
Replies: 40
Views: 23903

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?
by ejg
Thu Apr 11, 2019 8:29 am
Forum: Ideas and Suggestions
Topic: Beacon on/off via circuit network
Replies: 27
Views: 11723

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 ...
by ejg
Thu Apr 11, 2019 8:22 am
Forum: Ideas and Suggestions
Topic: Adjust stacksize in hand by +/-
Replies: 4
Views: 1911

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 ...
by ejg
Mon Apr 08, 2019 5:48 am
Forum: Duplicates
Topic: Rail over cliff does not trigger bot to use cliff explosive
Replies: 3
Views: 2108

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.
by ejg
Sun Apr 07, 2019 6:17 pm
Forum: Duplicates
Topic: Rail over cliff does not trigger bot to use cliff explosive
Replies: 3
Views: 2108

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 ...

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