Search found 19 matches
- Fri Aug 02, 2024 3:01 pm
- Forum: News
- Topic: Friday Facts #422 - Tesla Turret
- Replies: 112
- Views: 20258
Re: Friday Facts #422 - Tesla Turret
That's just amazing, how much effort goes into making a two-second visual effect look practically perfect (according to the artist's vision, of course. You can't please all of the people all of the time). Just occasionally, I have to pinch myself, and recall how deeply impressed we were with straigh...
- Mon May 13, 2024 9:37 am
- Forum: News
- Topic: Friday Facts #410 - Rocket turret & Target priorities
- Replies: 112
- Views: 24025
Re: Friday Facts #410 - Rocket turret & Target priorities
Marketing 101 There's no chance any of us are going to hesitate for even a few seconds before we hit "Add to Basket"!barnaclebob wrote: βFri May 10, 2024 2:58 pm Every FF i hope for info on release but instead just get more cool shit i want to play with making me want info on release even more.
- Mon May 13, 2024 9:25 am
- Forum: News
- Topic: Friday Facts #410 - Rocket turret & Target priorities
- Replies: 112
- Views: 24025
Re: Friday Facts #410 - Rocket turret & Target priorities
Automated fishing already works in 1.0. Set up a long-handled inserter on the water's edge with a box behind it, and every time a fish comes into range, it'll be grabbed and salted down in the box. Plus, you don't have to supply the salt
- Fri Mar 08, 2024 2:27 pm
- Forum: News
- Topic: Friday Facts #401 - New terrain, new planet
- Replies: 105
- Views: 31441
Re: Friday Facts #401 - New terrain, new planet
This is just sloppy: why can't you simulate infalling debris to a molten planet, and then 4.5 billion years of tectonics, ocean and land erosion, then evolution of organisms and atmosphere, and just be done with it?? ... /joke , if that wasn't obvious! I'm very impressed with the degree to which the...
- Sun Feb 07, 2021 1:00 pm
- Forum: Maps and Scenarios
- Topic: Nauvis Post Collapse 2.0 will incorporate and build on SE // Discord Server:https://discord.gg/NTJF88UWhC
- Replies: 55
- Views: 38506
Re: Nauvis New Frontier (Nauvis Post Collapse Version 2.0 No response from the devs
Please tell me I'm not the only one who removed vehicles and filled cargo wagons with them as a way of delineating where I have been! Would be so cool to have a building to chuck them in and get parts back! ;) ... I came across Post Collapse thanks to a mention in FFF #308 and only stopped because ...
- Sun Feb 07, 2021 11:52 am
- Forum: Maps and Scenarios
- Topic: Nauvis Post Collapse 1.0 (Pre-Alpha)
- Replies: 115
- Views: 96322
Re: Nauvis Post Collapse 1.0 (Pre-Alpha)
Honestly I have no idea how you guys create so many errors with this scenario xD Oh, we're good at it! :) Let me explain... Having failed to get the scenario working with 1.1 experimental, see previous posts, I decided to wait until 1.1 was stable. I downloaded the v1.1 scenario from the mod portal...
- Wed Dec 02, 2020 9:07 pm
- Forum: Maps and Scenarios
- Topic: Nauvis Post Collapse 1.0 (Pre-Alpha)
- Replies: 115
- Views: 96322
Re: Nauvis Post Collapse (16GB ram minimum required)
That's fantastic! Thank you so much. I've played over a hundred hours on this scenario, and not exhausted all the possibilities yet.lilstrip wrote: βFri Nov 27, 2020 5:55 pm https://mods.factorio.com/mod/Nauvis-Post-Collapse
new versions uploaded on the portal which were converted to 1.0 and 1.1 respectively
- Tue Nov 24, 2020 8:59 pm
- Forum: Maps and Scenarios
- Topic: Nauvis Post Collapse 1.0 (Pre-Alpha)
- Replies: 115
- Views: 96322
Re: Nauvis Post Collapse (16GB ram minimum required)
yeah use 1.0 and save it there Thanks for the reply; I tried hopping from a 0.17 through 1.0 to 1.1 (see my follow-up post) which failed, so as you suggested I also tried starting a fresh scenario in 1.0 (i.e. not loading a 0.17 save). That starts a new game just fine, although there are expected w...
- Tue Nov 24, 2020 8:43 pm
- Forum: Maps and Scenarios
- Topic: Nauvis Post Collapse 1.0 (Pre-Alpha)
- Replies: 115
- Views: 96322
Re: Nauvis Post Collapse (16GB ram minimum required)
... e.g. downgrading Factorio and converting the map version.... Self-reply, sorry. I tried this by downgrading to 0.17.79 in the Steam betas list, which is the latest before v1.0. That is, there is no 0.18.x that I can downgrade to. I can begin a new Nauvis Post-Apocalypse scenario with 0.17.79, a...
- Tue Nov 24, 2020 8:00 pm
- Forum: Maps and Scenarios
- Topic: Nauvis Post Collapse 1.0 (Pre-Alpha)
- Replies: 115
- Views: 96322
Re: Nauvis Post Collapse (16GB ram minimum required)
Hi, I have so enjoyed Nauvis Post-Collapse, and thought that I would start again with all the goodies that have come with v1.0 and v1.1 (not least the spidertron!) However, when I select Nauvis Post Collapse (Freeplay) from the User Scenarios menu, I get the following message: Map version 0.17.65-2 ...
- Fri Nov 13, 2020 12:01 pm
- Forum: News
- Topic: Friday Facts #363 - 1.1 is getting close
- Replies: 178
- Views: 108180
Re: Friday Facts #363 - 1.1 is getting close
It doesn't support all the functionality that the rich supports, like changing font color or using some obscure sprites, as we don't want to advertise this usage too much I don't know how much would be too much, but dangling a hook like that in a FFF post could be enough. I'm off to try out weird s...
- Fri Aug 14, 2020 12:10 pm
- Forum: News
- Topic: Friday Facts #360 - 1.0 is here!
- Replies: 210
- Views: 118238
Re: Friday Facts #360 - 1.0 is here!
To all at WUBE - Huge congratulations and respect for driving through to 1.0. Your efforts have shown the value of early access when the development team engages with its user base early, often and with honesty. I've played for thousands of hours (don't tell my family...) and you must be responsible...
- Fri Jul 26, 2019 2:20 pm
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 329351
Re: Friday Facts #305 - The Oil Changes
... (having seen the oil refinery) will run a straight pipe above and below the refinery Yes, and the solution would be to have Basic Oil Refinery and Advanced Oil Refinery as distinct entities. If Basic were an ingredient of Advanced in the entity recipe, cf. the belt hierarchy, there would be the...
- Sun Jul 21, 2019 9:42 am
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 242823
Re: Friday Facts #304 - Small bugs; Big changes
Really surprised by the oil change. Feels like a completely bizarre retrograde dumb-down to be honest, coming out of the blue. Fortunately modding it back again won't be much work. Yes, hugely surprising, and not in a good way. The FFF says We decided to change the Basic oil processing recipe so th...
- Sat May 04, 2019 7:48 pm
- Forum: News
- Topic: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan
- Replies: 124
- Views: 62343
Re: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan
I don't know whether anyone else has mentioned this thing about the labels 'player' and 'character'. I was playing yesterday without Klonan's Construction Drones, broken by the change!, and having to build a lot. When I stand too close, the game says " Player is in the way". 1,$s/player/ch...
- Wed Feb 27, 2019 10:23 pm
- Forum: Resolved Problems and Bugs
- Topic: Error Inventory.cpp:858: this->handPosition == NO_ITEM_STACK_INDEX was not true
- Replies: 4
- Views: 2528
Error Inventory.cpp:858: this->handPosition == NO_ITEM_STACK_INDEX was not true
Crashed when playing introductory campaign in v0.17.1 (factorio-previous.log, attached). Updated to v0.17.2 and attempted to load the autosave file: immediate crash again with the same error (factorio-current.log, attached) Edit: I loaded the preceding autosave successfully, and have now progressed ...
- Sun Jun 04, 2017 1:14 pm
- Forum: Resolved Problems and Bugs
- Topic: [HanziQ] [0.15.18] Cannot dismiss notice overlay on main menu
- Replies: 5
- Views: 4401
Re: [HanziQ] [0.15.18] Cannot dismiss notice overlay on main menu
Ah, ok, I'll give that a try. Is that a Steam bug, then, or a Factorio one?Workaround: Opting in to 0.15.x instead of 0.15.18...
- Sat Jun 03, 2017 9:31 pm
- Forum: Resolved Problems and Bugs
- Topic: [HanziQ] [0.15.18] Cannot dismiss notice overlay on main menu
- Replies: 5
- Views: 4401
Further information
Supplementary: I removed the mods I had been using in case they were the source of the issue:
This makes no difference: the overlay is still fixed in place, covering the main menu.
Code: Select all
jonathan@Odin:~/.factorio$ mv mods .14-mods
- Sat Jun 03, 2017 9:13 pm
- Forum: Resolved Problems and Bugs
- Topic: [HanziQ] [0.15.18] Cannot dismiss notice overlay on main menu
- Replies: 5
- Views: 4401
[HanziQ] [0.15.18] Cannot dismiss notice overlay on main menu
Having been playing 0.14.23, I opted into the 0.15.18 beta on Steam. On startup everything is as expected until the main menu appears with an overlay titled 'Automatic Steam update notice'. [screenshot attached]. Although there is an 'OK' button for the notice overlay, it doesn't respond to any mous...