Search found 80 matches

by maniak1349
Sun Mar 23, 2025 12:10 am
Forum: Bug Reports
Topic: [2.0.42] "Request satisfied" is true when not requested
Replies: 0
Views: 106

[2.0.42] "Request satisfied" is true when not requested

Platform is staying in Aquilo's orbit and only moves anywhere when one of the interrupts is triggered.
One of the interrupts is for science delivery to Nauvis (on screenshot) : when 6k Cryo Science request from Aquilo is satisfied - go to Nauvis, wait for either 60 second of inactivity or Cryo ...
by maniak1349
Mon Nov 18, 2024 3:36 am
Forum: Resolved Problems and Bugs
Topic: [raiguard][2.0.7] Mod window drown beyond window borders and in incorrect way
Replies: 3
Views: 540

Re: [raiguard][2.0.7] Mod window drown beyond window borders and in incorrect way

Also have noticed same thing happening on galaxy upload screen. Hides buttons too.
by maniak1349
Mon Nov 04, 2024 6:22 am
Forum: Implemented Suggestions
Topic: Smart Belt Dragging Setting
Replies: 74
Views: 8583

Re: Smart Belt Dragging Setting

+1
Quite used to the option for an old behavior (no smart no line lock) for quick distance measurement, place holding for not yet researched entities in copy paste blueprints and bulk belt line placement.
by maniak1349
Sat Oct 26, 2024 3:37 pm
Forum: Gameplay Help
Topic: Can you disable the "snap to straight" belt feature?
Replies: 7
Views: 1060

Re: Can you disable the "snap to straight" belt feature?

Joining in with the request to bring the option back. Pretty please!
by maniak1349
Mon Oct 21, 2024 12:57 pm
Forum: Resolved Problems and Bugs
Topic: [raiguard][2.0.7] Mod window drown beyond window borders and in incorrect way
Replies: 3
Views: 540

[raiguard][2.0.7] Mod window drown beyond window borders and in incorrect way

With UI scale set to manual -> 100% on a small screen (1280x1024) mod windows is drawn beyond window borders. While that is probably a correct behavior for the settings, the off-screen part of the window appear to be not drawn properly.

That's the mod window when it is opened:
1.opened.png


That ...
by maniak1349
Mon Oct 21, 2024 11:15 am
Forum: News
Topic: Factorio: Space Age is here!
Replies: 123
Views: 84873

Re: Factorio: Space Age is here!

Congrats on release! The day we all waited for is finally here.
Now excuse me, I have some 1k more hours to sink into the game.
by maniak1349
Fri Aug 30, 2024 12:13 pm
Forum: News
Topic: Friday Facts #426 - Resource search & Assembler GUI improvements
Replies: 91
Views: 23636

Re: Friday Facts #426 - Resource search & Assembler GUI improvements

Resource search
Now thats some feature I wanted since 2015. I even started to make a working mock up on SDL to show how convenient it would be, but then decided that you guys probably know all about it already, just don't have time to put it into the game. And there it is. Was I right or what ...
by maniak1349
Fri Aug 02, 2024 11:03 am
Forum: News
Topic: Friday Facts #422 - Tesla Turret
Replies: 112
Views: 30327

Re: Friday Facts #422 - Tesla Turret

Rubber shoes in motion!
by maniak1349
Tue Jul 30, 2024 4:01 am
Forum: News
Topic: Friday Facts #421 - Optimizations 2.0
Replies: 109
Views: 28257

Re: Friday Facts #421 - Optimizations 2.0


Not one to know much about optimisation and that kind of stuff, but Intel VTune was mentioned specifially, so I assume Wube's rigs are Intel-based, is there any way to know if these optimisations will have the same effect on AMD processors? I personally run AMD so I'm curious as to wether I'd see ...
by maniak1349
Fri Jul 19, 2024 11:32 am
Forum: News
Topic: Friday Facts #420 - Fusion Reactor
Replies: 108
Views: 32581

Re: Friday Facts #420 - Fusion Reactor

Overheats? Meltdowns? At least some sort of control or moderation via circuits which will allow to increase output if done correctly?
Was kind of disappointed with nuclear energy when it was introduced without any kind of xFUNx mechanics. Was hoping for some this time around.
by maniak1349
Fri Jul 05, 2024 11:31 am
Forum: News
Topic: Friday Facts #418 - Space Age release date
Replies: 185
Views: 60770

Re: Friday Facts #418 - Space Age release date

TheoMarque wrote: Fri Jul 05, 2024 11:25 am My Manager said - you are crazy, 2 weeks for just playing a game.
Merely two weeks to play Factorio? Your manager is right. :)
by maniak1349
Fri Jul 05, 2024 11:19 am
Forum: News
Topic: Friday Facts #418 - Space Age release date
Replies: 185
Views: 60770

Re: Friday Facts #418 - Space Age release date

So a bit further then longshot guesstimate of September, yet within the margin of "everything takes longer then expected". That is a great news. Thank you for sharing!
Also - why Space Age is not listed in DLCs on the main steam Factorio page? I only see sound track there. Does it have something ...
by maniak1349
Sat Jun 22, 2024 2:56 am
Forum: News
Topic: Friday Facts #416 - Fluids 2.0
Replies: 464
Views: 115565

Re: Friday Facts #416 - Fluids 2.0

After some thought maybe my idea is not that great from players' standpoint. People will have setups with bunch of providers connected to bunch of consumers with a single line of pipes, eventually hit the throughput cap and try to solve it with obvious addition of pipelines in middle part. It won't ...
by maniak1349
Sat Jun 22, 2024 2:10 am
Forum: News
Topic: Friday Facts #416 - Fluids 2.0
Replies: 464
Views: 115565

Re: Friday Facts #416 - Fluids 2.0



How about keeping a new mechanics and have a limited throughput for each segment?

A bases pipe network will only be one single "segment" for each type of fluid apart from pump separated branches for cracking or the like.
The pipe networks will essentially be like electric networks, one for ...
by maniak1349
Sat Jun 22, 2024 12:55 am
Forum: News
Topic: Friday Facts #416 - Fluids 2.0
Replies: 464
Views: 115565

Re: Friday Facts #416 - Fluids 2.0

It's a good change, but complete lack of challenge is a bit disheartening.
How about keeping a new mechanics and have a limited throughput for each segment? This way annoying problems with very low flow on long distances and unreliable flow due to build order will be solved. Yet moving large ...
by maniak1349
Fri May 03, 2024 2:23 pm
Forum: News
Topic: Friday Facts #409 - Diminishing beacons
Replies: 180
Views: 49284

Re: Friday Facts #409 - Diminishing beacons

No more manual calculations for me I guess.
by maniak1349
Fri Oct 13, 2023 6:12 pm
Forum: News
Topic: Friday Facts #380 - Remote view
Replies: 183
Views: 54446

Re: Friday Facts #380 - Remote view

... why Informatron is listed as a place to be?
by maniak1349
Fri Oct 06, 2023 1:17 pm
Forum: News
Topic: Friday Facts #379 - Abstract rewiring
Replies: 153
Views: 45817

Re: Friday Facts #379 - Abstract rewiring

A wild idea: allow putting any shortcut bar items into players belt.
by maniak1349
Fri Sep 29, 2023 1:55 pm
Forum: News
Topic: Friday Facts #378 - Trains on another level
Replies: 342
Views: 130377

Re: Friday Facts #378 - Trains on another level

The last FFF i was like - well, it's all nice, but that's it? It was kinda ok as it is?
But now I see. Now I truly see. Just - wow.
by maniak1349
Sat Sep 09, 2023 7:26 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 254209

Re: Friday Facts #375 - Quality

Will this feature affect mods in some sort of automatic mode? Or will it be the modders job to implement quality for each and every item the have added?

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