Search found 409 matches
- Thu Jan 14, 2021 8:21 pm
- Forum: Releases
- Topic: Version 1.1.10
- Replies: 13
- Views: 4361
Re: Version 1.1.10
and in the last bug report that was submitted wrt 'status' indicators, kovarex said they're all very low priority. Kovarex fixed all of them anyway. I got some even more minor ones up my sleeves though :mrgreen: Right now locomotives and gates are the entities with the most useless statuses imo. (P...
- Thu Jan 14, 2021 11:19 am
- Forum: Releases
- Topic: Version 1.1.9
- Replies: 20
- Views: 5628
Re: Version 1.1.9
"Minor Features" automatic underground belts and rotation ... you call that 'minor' feature? Thanks guys! +1 Their attention to details is exceptional. So exceptional in fact that they sometimes seem to underestimate how much of an effect these minor features, bugfixes and modding additions can have.
- Thu Jan 14, 2021 11:09 am
- Forum: Modding help
- Topic: [Solved] Error in assignID
- Replies: 10
- Views: 188
Re: Error in assignID
Only moderators and admins can close topics. And it’s usually only done when a discussion derailed completely. What I do in a case like this is changing the topic title and adding “[Solved]” at the beginning of it. So people know that there is no further help needed and that there might be an answer...
- Wed Jan 13, 2021 3:52 pm
- Forum: Ideas and Suggestions
- Topic: Increase bot queue processing rate
- Replies: 27
- Views: 796
Re: Increase bot queue processing rate
Any new entities ghosted are also appended to the back of the queue. Have a separate internal queue for ghosts which have little hope of being built Adding new ghost to the beginning of the queue would increase responsiveness drastically in some cases I imagine. I also really like thue's suggestion...
- Wed Jan 13, 2021 2:23 pm
- Forum: This Forum
- Topic: Quote accuracy
- Replies: 11
- Views: 303
Re: Quote accuracy
You get a notification if someone quoted you. (at least I do, I don't even know if I could disable it)
- Tue Jan 12, 2021 9:58 pm
- Forum: Ideas and Requests For Mods
- Topic: Among us Mods??
- Replies: 6
- Views: 146
Re: Among us Mods??
Well I am pretty sure you could make an Among Us scenario map in Factorio. Lot‘s of different surfaces to obstruct vision and small factories to fix and so on.
„You murdered the engineer!“
- „No, I’ve fixed the nuclear reactor on floor 8. It must have been you!“
„You murdered the engineer!“
- „No, I’ve fixed the nuclear reactor on floor 8. It must have been you!“
- Tue Jan 12, 2021 8:15 pm
- Forum: Ideas and Suggestions
- Topic: Increase bot queue processing rate
- Replies: 27
- Views: 796
Re: Increase bot queue processing rate
the aversion to mods doesn't make any sense to me. I don't thin rain9441 qualifies as "mod aversionist". see https://www.youtube.com/watch?v=RW_yxSpsRFo I said this before: The point of this subforum is to present ideas for the base game . If it is moddable, there are mods already or people make mo...
- Tue Jan 12, 2021 5:36 pm
- Forum: Ideas and Suggestions
- Topic: Consistency between Production and Electric Network Info screens
- Replies: 3
- Views: 95
Re: Consistency between Production and Electric Network Info screens
Can’t believe I never noticed that.
Thanks for ruining it for me. 


- Tue Jan 12, 2021 5:33 pm
- Forum: Ideas and Suggestions
- Topic: Increase bot queue processing rate
- Replies: 27
- Views: 796
Re: Increase bot queue processing rate
I think this would be a perfekt candidate for a setting. The issue is: What kind of setting? Since it needs to be the same for all players in multiplayer.
This would really only make sense as a mod startup (or map?) setting. Or, to hide it in “the rest” and apply it only in single player.
This would really only make sense as a mod startup (or map?) setting. Or, to hide it in “the rest” and apply it only in single player.
- Sat Jan 09, 2021 10:04 am
- Forum: Releases
- Topic: Version 1.1.7
- Replies: 25
- Views: 7778
Re: Version 1.1.7
TL;DR: I official request an advanced interface option "I know what i'm doing, just let me flip everything." option that just 180° rotates fluid-assemblers, pipes, etc and disables the smartness. (I thought the prevent-fluid-mixing saga told us a thing about smartness.) Yeah that would be a really ...
- Sat Jan 09, 2021 9:57 am
- Forum: Ideas and Suggestions
- Topic: New infinite research
- Replies: 4
- Views: 182
Re: New infinite research
I just did a quick search on the mod portal. I might have overlooked some other (better) mods, I didn’t test all of them and not all of them have 1.1 versions. Senpais Inventory tech Big Brother Laboratory Productivity Robot Battery Research Also some notes: Robot battery research should mainly save...
- Sat Jan 09, 2021 9:33 am
- Forum: Off topic
- Topic: Kovarex in the morning...
- Replies: 3
- Views: 547
Re: Kovarex in the morning...
If you assume he is located in Czech he is actually most productive, at least when it comes to bug reports, between 8 pm and 3 am (or 20:00 and 03:00). I noticed this before and just checked again. I always love it when he drops several fixes in the middle of the night.
- Fri Jan 08, 2021 5:27 pm
- Forum: Technical Help
- Topic: Lost blueprints after version rollback
- Replies: 18
- Views: 26
Re: Version 1.1.8
There should be at least a 1.0 blueprint backup in %AppData%\Factorio
- Fri Jan 08, 2021 2:10 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex][1.1.8] Power producer without connection show status "Working" instead of "No power connection"
- Replies: 1
- Views: 229
[kovarex][1.1.8] Power producer without connection show status "Working" instead of "No power connection"
Steam engines and turbines with steam but no power connection show status "Working" instead of eg. "No power connection". Same goes for solar panels.
- Fri Jan 08, 2021 2:04 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex][1.1.8] Inserter targeting ground has wrong status
- Replies: 1
- Views: 229
[kovarex][1.1.8] Inserter targeting ground has wrong status
Inserters targeting ground (or more accurate item-entity) always have status "Working" instead of "Waiting for space in destination".
- Fri Jan 08, 2021 1:59 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex][1.1.8] Inserter targeting ghost has wrong status
- Replies: 1
- Views: 224
[kovarex][1.1.8] Inserter targeting ghost has wrong status
Inserters targeting ghosts with no items in hand, items in source chest but no space in destination have status "Waiting for source items" instead of "Waiting for space in destination".
- Fri Jan 08, 2021 12:52 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex][1.1.8] Inserter targeting rails has wrong status
- Replies: 2
- Views: 318
[kovarex][1.1.8] Inserter targeting rails has wrong status
Inserters targeting rails or rolling stock with no items in hand but items in source chest but no space in destination have status "Waiting for source items" instead of "Waiting for space in destination" For transparency: I reported this already ( 91889 ) but since that post got moved to resolved wi...
- Fri Jan 08, 2021 12:47 pm
- Forum: Ideas and Suggestions
- Topic: Settings - Controls - Search bindings
- Replies: 1
- Views: 43
Re: Settings - Controls - Search bindings
Please note that you can already search for specific key binds. For example try "Shift + R". Capitalisation doesn't matter but it is essential to include the spaces. I agree that this is not very helpful if you are searching for things like "W" since quite a lot of useless junk will appear as well. ...
- Fri Jan 08, 2021 11:56 am
- Forum: Won't implement
- Topic: Change turret_id in technology modifier effects to an array
- Replies: 4
- Views: 136
Re: Change turret_id in technology modifier effects to an array
the bonus GUI and the technology effect definition are unrelated Thanks for your answer, I didn't know that. I just assumed the bonus GUI makes one group for every effect. But good to know. The game has no way to know that bonuses are related - since they aren't. Bonuses are a simple number bonus s...
- Thu Jan 07, 2021 4:50 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.0] Science and auto… (mobilism?) tutorial truncated
- Replies: 4
- Views: 824
Re: [kovarex] [1.1.0] Science and auto… (mobilism?) tutorial truncated
Could you add the name to the tooltip if it doesn’t fit?