Search found 347 matches

by MasterBuilder
Sun Sep 05, 2021 1:30 pm
Forum: News
Topic: Friday Facts #365 - Future plans
Replies: 283
Views: 100594

Re: i haven't read the past 13page messages; so appologies if it's already mentioned.

Factorio 2 - Now a First Person "shooter". No top down view until you research drones that fly above you and look down. Try building your megafactory in first person view only. :) I know you're joking, but building your megafactory in first person is exactly how you do it in Satisfactory....
by MasterBuilder
Tue Dec 15, 2020 6:55 am
Forum: Not a bug
Topic: [1.1.6] Logistics Robots hover without doing anything despite having quite a lot of stuff to do
Replies: 3
Views: 671

Re: [1.1.6] Logistics Robots hover without doing anything despite having quite a lot of stuff to do

It looks like they're all waiting to recharge. (I only looked at the video, not the save.) A roboport can only charge 4 bots at once. And it's not exactly 'fast' when you scale it up. Them forming a circle around it is standard "waiting to recharge" formation. You just put something down t...
by MasterBuilder
Sat Dec 05, 2020 6:55 am
Forum: Mods
Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 741
Views: 130536

Re: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders

May I please request a 1.1 update so it works with the latest version of factorio? I'm sorry i dont know how mods work well enought to submit a github thingo. If I could I would. Thanks and many thanks for supporting the mod! It was update for 1.1 10 days ago. https://mods.factorio.com/mod/deadlock...
by MasterBuilder
Thu Dec 03, 2020 3:54 am
Forum: Releases
Topic: Version 1.1.3
Replies: 10
Views: 11786

Re: Version 1.1.3

This might not belong here, but it is related to 1.1.3. I was looking for some insights into a mod that I have provided assistance with, and I was trying to determine if there is an easy way to prevent handcrafting of certain items, because the recipe creates more than one stack when completed, and...
by MasterBuilder
Mon Nov 30, 2020 4:28 pm
Forum: Not a bug
Topic: [1.1.2] Walls with a hidden entity in the same tile prevent placement with other walls.
Replies: 2
Views: 573

[1.1.2] Walls with a hidden entity in the same tile prevent placement with other walls.

I asked on the modding discord and Honktown helped me narrow it down. The cause is most likely the change in 1.1 for "Fixed that players could be stuck in walls when building them." So the mod in question is Solar Walls . I'm updating it to 1.1 and I believe there's a bug will walls that p...
by MasterBuilder
Thu Nov 26, 2020 5:21 pm
Forum: Won't fix.
Topic: [1.1.1] New Tips window gets cut off or stretched at the bottom if game window is too small
Replies: 3
Views: 697

Re: [1.1.1] New Tips window gets cut off or stretched at the bottom if game window is too small

Oxyd wrote:
Mon Aug 03, 2020 11:26 pm
The GUI is designed for 1920×1080 px screens or larger. If your screen is smaller, you're supposed to use a lower UI scale.
I don't know what you have your UI scale at, but this probably isn't a bug.
by MasterBuilder
Thu Nov 26, 2020 4:01 pm
Forum: Not a bug
Topic: Logic combinators don't stop on power loss
Replies: 4
Views: 897

Re: Logic combinators don't stop on power loss

Yes that was also my situation. It would be nice to have some signal for power loss, or signal output on the power switch for reading its state of open or closed. Read from an accumulator. If stored power drops below 100%, you're using more power than you're generating. Engage backup power. It's al...
by MasterBuilder
Thu Nov 26, 2020 2:51 am
Forum: Won't implement
Topic: info.json factorio_version should support more as one version
Replies: 7
Views: 1371

Re: info.json factorio_version should support more as one version

while the wiki states that: Mods with the factorio_version "0.18" can also be loaded in 1.0 and the mod portal will return them when queried for factorio_version 1.0 mods. i find this very unintuitive and confusing, both for players and modders, resulting in the hard-to-navigate mods page...
by MasterBuilder
Tue Nov 24, 2020 9:30 pm
Forum: Releases
Topic: Version 1.1.0
Replies: 222
Views: 74699

Re: Version 1.1.0

Really weird no one here is talking about Transport belt drag building is locked into a line, can be turned off by an interface setting. I personally love it, but I'd like to have it under (modifier) hotkey or shortcut. It just feels weird it behaves differently for belts than other entities and tu...
by MasterBuilder
Tue Nov 24, 2020 4:19 pm
Forum: Releases
Topic: Version 1.1.0
Replies: 222
Views: 74699

Re: Version 1.1.0

I'm quite surprised by the complaints related to the quickbar change. It seems like a super obvious thing to me, that I always clear the cursor automatically whenever I'm done doing something with an item. Clicking some other quickbar item with something else is hand is just something that doesn't ...
by MasterBuilder
Tue Nov 24, 2020 2:51 am
Forum: Releases
Topic: Version 1.1.0
Replies: 222
Views: 74699

Re: Version 1.1.0

But the whole point is that while the old quickbar did contain items, the new one (i.e. new a few versions ago) actually contains shortcuts. Trying to make it look like it contains items just increases the confusion. My original complaint was based on a reading of the change-log. Now an hour of act...
by MasterBuilder
Mon Nov 23, 2020 11:12 pm
Forum: Won't fix.
Topic: [1.1.0] Update does not appear to be available
Replies: 7
Views: 1340

Re: [1.1.0] Update does not appear to be available

Correct. It was removed due to causing issues. Here's the bug report for the issue: https://forums.factorio.com/viewtopic.php?f=7&t=91658 And here's the post about disabling the update package: https://forums.factorio.com/viewtopic.php?p=521967#p521967 There are some updater problems, so we have...
by MasterBuilder
Mon Nov 23, 2020 8:52 pm
Forum: Releases
Topic: Version 1.1.0
Replies: 222
Views: 74699

Re: Version 1.1.0

fbo wrote:
Mon Nov 23, 2020 8:49 pm
On win64 too:
"VCDIFF error on factorio.pdb"
viewtopic.php?f=7&t=91658
brunzenstein wrote:
Mon Nov 23, 2020 8:47 pm
The update fails on the Mac
Report it as a bug. viewforum.php?f=7
by MasterBuilder
Mon Nov 23, 2020 8:42 pm
Forum: Won't fix.
Topic: [1.0.0] Update to 1.1.0 failed: VCDIFF failed for file C:/Program Files/Factorio/bin/x64//factorio.pdb
Replies: 3
Views: 1331

[1.0.0] Update to 1.1.0 failed: VCDIFF failed for file C:/Program Files/Factorio/bin/x64//factorio.pdb

Happened from the auto-update from 1.0 to 1.1. --------------------------- Error --------------------------- VCDIFF failed for file C:/Program Files/Factorio/bin/x64//factorio.pdb --------------------------- OK --------------------------- Also have this in the log: 0.344 Error Util.cpp:83: Cannot lo...
by MasterBuilder
Fri Oct 09, 2020 3:32 pm
Forum: News
Topic: Friday Facts #361 - Train stop limit, Tips and tricks
Replies: 163
Views: 49991

Re: Friday Facts #361 - Train stop limit, Tips and tricks

I have wanted and asked for something akin to the train stop limit a long time ago. Finally!

This is the awesome news! Thanks so much for adding this!
by MasterBuilder
Sun Aug 16, 2020 4:05 am
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 274192

Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources

Hey, thanks for the mod, after trying the sandbox mode and /editor mode, this is what I settled on, its got everything I need! I had a few suggestions for stuff that you might want to fix, but nothing critical. - You're still using all the old icons and graphics - It would be nice to allow easily '...
by MasterBuilder
Wed Jul 29, 2020 3:48 pm
Forum: Releases
Topic: Version 0.18.37
Replies: 33
Views: 11511

Re: Version 0.18.37

Been looking forward to this for a while. Awesome. From my initial impressions, I'd just say list view could be made so much better (at least to me) by shrinking the icons on it a lot. List view's primary source of info is, well, the names. But those are spread rather far apart. If the icons were ev...
by MasterBuilder
Fri Jun 12, 2020 5:29 pm
Forum: News
Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Replies: 199
Views: 41960

Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing

I love the new look. I didn't like the big red things, for much the same reasons you've pointed out. Glad you've redesigned them. Would it be possible to prep the graphics for it to support displaying up to 4 modules? I know vanilla beacons are limited to 2, but if they had room for 4 module on the ...

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