Search found 294 matches
- Mon Apr 16, 2018 3:03 am
- Forum: News
- Topic: Friday Facts #238 - The GUI update (Part II)
- Replies: 143
- Views: 61122
Re: Friday Facts #238 - The GUI update (Part II)
As more people has noted, when checking readability and contrast also check that for other parts of the game. Not only the stone patches also Icons and signs that buildings like train-station is on/off. It's so hard to see if some of the buildings is active most players don't even know it's possible...
- Thu Apr 12, 2018 11:33 am
- Forum: Ideas and Suggestions
- Topic: ingame calculator
- Replies: 12
- Views: 6796
Re: ingame calculator
You can use Lua code in the console as a calculator, not optimal...
https://wiki.factorio.com/Console#Use_it_as_calculator
https://wiki.factorio.com/Console#Use_it_as_calculator
- Sat Apr 07, 2018 8:05 am
- Forum: Resolved Problems and Bugs
- Topic: [0.16.36] Inserters get stuck
- Replies: 15
- Views: 9513
Re: [16.36] Inserters get stuck
Thanks for the engagement, it's not surprising that Factorio players thinks this sort of stuff is fun to figure out. https://i.imgur.com/nIkb0uU.jpg I tested the debug overlay. You can see that the inserter is coupled to the wrong belt, but the belt it's connected to is also empty? It's an low angle...
- Fri Apr 06, 2018 5:02 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.36] Inserters get stuck
- Replies: 15
- Views: 9513
Re: [16.36] Inserters get stuck
It happens when the belt is full so the inserters can't put down more stuff and then when the belt starts to move again the inserters don't automatically start again. I think it could be that the inserter get to sleep to save CPU and the wake up call from the belt don't work if the bob's adjustable ...
- Thu Apr 05, 2018 11:19 am
- Forum: Ideas and Suggestions
- Topic: Better train control
- Replies: 53
- Views: 16598
Re: Better train control
But it ridiculously hard. For you. Outpost is full of waiting trains? Toggle the station off. New trains don't go there. It's literally not rocket science. I'm not saying that the train interface shouldn't change, but it's interesting how many people post threads demanding easy point'n'click soluti...
- Wed Apr 04, 2018 8:40 pm
- Forum: Ideas and Suggestions
- Topic: buildings are no longer items
- Replies: 13
- Views: 4199
Re: buildings are no longer items
That works in games like Rimworld where there is lots of "pawns" that you command. In Factorio it's only you that can do stuff so the assembly of the assembly machines must be possible to be automatic and done in assembly machines or it would be very tedious. And the game is about automati...
- Tue Apr 03, 2018 2:46 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.36] Inserters get stuck
- Replies: 15
- Views: 9513
[0.16.36] Inserters get stuck
The inserters sometimes stops even if there is room on the belt to drop the item. If I change the setting on the inserter it starts again. It happens repeatedly in several similar places in the factory. I am playing A Seablock with all the recommended mods and settings and nothing else. I think it c...
- Sat Mar 31, 2018 9:11 am
- Forum: Ideas and Suggestions
- Topic: Better train control
- Replies: 53
- Views: 16598
Re: Better train control
What if there where some sort of train-schedule combinator that you could send a train to a specific train-station with. Then it would be possible but hard to make an effective train controller jiggamajigg with combinator magic. (Is there a mod that is doing that?) The trick with name the train stat...
- Mon Mar 26, 2018 3:24 pm
- Forum: News
- Topic: Friday Facts #235 - 0.16 stable
- Replies: 122
- Views: 57251
Re: Friday Facts #235 - 0.16 stable
thank you for the diagram eradicator. :) that is how it should work. if game makers swap the reverse direction you will have people growing up parallel parking into oncoming traffic. :roll: What I say is that tanks and stuff that can turn on the spot behaves the other way. The tank in factorio beha...
- Mon Mar 26, 2018 11:27 am
- Forum: News
- Topic: Friday Facts #235 - 0.16 stable
- Replies: 122
- Views: 57251
Re: Friday Facts #235 - 0.16 stable
Left and forward goes left, left and reverse goes to the right. what? not for me. left+reverse the back of the car goes left as it should. There is some controversy with the direction stuff should turn when reversing in games. A real car changes direction it turns when backing, that get's very stra...
- Sat Mar 24, 2018 7:42 am
- Forum: News
- Topic: Friday Facts #235 - 0.16 stable
- Replies: 122
- Views: 57251
Re: Friday Facts #235 - 0.16 stable
With redirecting the execution there is no limit with what you can do with mods! An many mods makes the game harder not easier.deer_buster wrote:Hahah, cheat mode on top of the cheat mods out there...wtf is wrong with people that they feel they have to cheat more than the game allows them
- Sun Mar 18, 2018 8:16 am
- Forum: News
- Topic: Friday Facts #234 - Office pictures
- Replies: 79
- Views: 38027
Re: Friday Facts #234 - Office pictures
I think attacking was a little bit to strong and it is a little bit to hard to defend. Nerfing the landmines would make it harder to defend, the problem was when they filled the enemy factory with landmines. So my suggestion is to disable the possibility to put down entities in others home area. The...
- Mon Mar 12, 2018 8:30 am
- Forum: Releases
- Topic: Version 0.16.28
- Replies: 31
- Views: 26622
Re: Version 0.16.28
All those crashes! Sounds like you're focussing on getting code out there too quickly and not taking the time for defensive programming. Users HATE HATE HATE crashes but can live with a slightly longer release cycle. Handle those exceptions; fill in those default: sections and use else! Initialise ...
- Sat Mar 03, 2018 7:18 pm
- Forum: Ideas and Suggestions
- Topic: limit chests to one stack by default
- Replies: 20
- Views: 8467
Re: limit chests to one stack by default
I agree. I limit most chests to 1 stack and only leave a few uncapped.
- Fri Mar 02, 2018 7:49 pm
- Forum: Releases
- Topic: Version 0.16.27
- Replies: 51
- Views: 38691
Re: Version 0.16.27
Recycling could be an alternative to upgrading stuff. If you get 50% of the ingredients back in a recycler you have some use for outdated machines and you can't make a mater replicator with an assembler with modules and a recycler (in vanilla).
- Thu Feb 22, 2018 4:55 pm
- Forum: Releases
- Topic: Version 0.16.25
- Replies: 72
- Views: 41449
Re: Version 0.16.25
Can you show the difference in belt compression now and before? How much does it impacts the game? Would be interesting to see - sometimes I've had belts that are 1/2 item gap every 15 items or so, hardly a big effect, other circumstances I'd see maybe on average 4 items every 5 slots. I might try ...
- Tue Feb 20, 2018 7:06 am
- Forum: Releases
- Topic: Version 0.16.25
- Replies: 72
- Views: 41449
Re: Version 0.16.25
Happy for the sideloading but sad that the inserters directly compresses the belts.
Know compression won't even be a thing.
Know compression won't even be a thing.
- Fri Feb 16, 2018 5:06 pm
- Forum: News
- Topic: Friday Facts #191 - Gui improvements
- Replies: 380
- Views: 165672
Re: Friday Facts #191 - Gui improvements
I like the ideas. I also have problem with finding stuff in my inventory. It's much easier to find stuff in the crafting menu but when i craft something it first get's lost in the inventory somewhere. So i realized that the crafting menu is 1 divided up in tabs, 2 the stuff is always in the same spo...
- Thu Feb 15, 2018 7:21 pm
- Forum: Releases
- Topic: Version 0.16.24
- Replies: 106
- Views: 58135
Re: Version 0.16.24
Where do you see a privacy concern with sending a crash report? The log does not contain personal data. I suspect he is worried the logs contain auth tokens, usernames and IP addresses. Which when sent over the internet could be intercepted if not properly encrypted. The path to your log/save direc...
- Mon Feb 12, 2018 1:27 pm
- Forum: Resolved Problems and Bugs
- Topic: Issue with bonuses
- Replies: 9
- Views: 5727
Re: Issue with bonuses
The game can only output on recipe each game-tick anyway. So ridiculous designs like breaks before that bugs appear anyway. The productivity bar also breaks and usually you loose all productivity bonuses but sometimes you can get to much.