Search found 66 matches
- 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?
- 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?
- 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.
- 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?
- 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.
- 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 ...
- 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.
- 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.
- 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
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: 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 ...
Now it looks organic and alien; while all other buildings look engineering and tidy (except for nuclear; but you know ...
- 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.
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: 3412
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: 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
Same goes for flame turrets
- 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.
- 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?
- Mon Apr 15, 2019 3:58 pm
- Forum: Implemented Suggestions
- Topic: Character logistic slots color code for delivery/satisfied
- Replies: 9
- Views: 5033
Re: Character logistic slots color code for delivery/satisfied
I guess this one made it
. https://factorio.com/blog/post/fff-289
![Smile :)](./images/smilies/icon_e_smile.gif)
- 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 ...
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 ...
- 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 ...
I propose to make the stack size held in hand adjustable ...
- 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.
- 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 ...
Location in save for example: -555,-921, DEV can pm me for save file ...