Search found 17 matches
- Tue Jun 08, 2021 10:18 pm
- Forum: Minor issues
- Topic: [1.1.19] mod manager installs and activates dependencies of deactivated mod
- Replies: 4
- Views: 890
Re: [1.1.19] mod manager installs and activates dependencies of deactivated mod
I have a large collection of Factorio mods. I never run games where all the mods are activated simultaneously. I run different saved games to enable me to enjoy the mods in a proper context, and this also helps avoid incompatibility issues between them. Mod authors often update their mods to fix bug...
- Tue Feb 16, 2021 3:03 pm
- Forum: Releases
- Topic: Version 1.1.23
- Replies: 5
- Views: 8106
Re: Version 1.1.23
Thanks for fixing the crash so quickly.
- Fri Feb 05, 2021 10:28 am
- Forum: News
- Topic: Friday Facts #365 - Future plans
- Replies: 283
- Views: 104707
Re: Friday Facts #365 - Future plans
IMO the one big thing that could be improved is the presentation of the players' viewpoint. At the moment, Factorio is a relatively simple top-down 2D game with a square grid. Although the 'angled' presentation of the sprites makes it look 'semi-3D', it quickly becomes apparent that the perspective ...
- Fri Aug 14, 2020 10:19 am
- Forum: Releases
- Topic: Version 1.0.0
- Replies: 130
- Views: 79578
Re: Version 1.0.0
CONGRATULATIONS WUBE!
- Sat May 09, 2020 4:06 pm
- Forum: News
- Topic: Friday Facts #346 - He who does nothing, breaks nothing
- Replies: 47
- Views: 12833
Re: Friday Facts #346 - He who does nothing, breaks nothing
Thank you.
- Sat May 09, 2020 10:22 am
- Forum: News
- Topic: Friday Facts #346 - He who does nothing, breaks nothing
- Replies: 47
- Views: 12833
Re: Friday Facts #346 - He who does nothing, breaks nothing
So what are "Wang tiles"?
- Sat May 02, 2020 3:23 am
- Forum: News
- Topic: Friday Facts #345 - Unit group collision mask & Artillery shell particle
- Replies: 48
- Views: 13239
- Sat Jan 25, 2020 3:21 am
- Forum: General discussion
- Topic: Thank you (Make the dev-team happy today!)
- Replies: 561
- Views: 215007
Re: Thank you (Make the dev-team happy today!)
I first joined Steam in August 2004, and I've used it as my main game retailer ever since. I've now purchased 375 games on Steam, and about ten days ago, Factorio became my first ever 1,000+ hour game on the platform. The 2nd-place game is Euro Truck Sim 2, with "only" 570 hours. :D Thank ...
- Sat Jan 25, 2020 2:54 am
- Forum: General discussion
- Topic: Update to Beta, lost all BPs, super mad.
- Replies: 14
- Views: 2494
Re: Update to Beta, lost all BPs, super mad.
The biggest "fail" is nothing to do with Factorio. It's down to a player who spends "hours and hours" creating items in a game, and then expects everyone else (Factorio, Steam etc) to look after them for him while he upgrades, downgrades, and generally messes around with his inst...
- Mon Oct 01, 2018 4:10 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Signals
- Replies: 11
- Views: 8013
Re: [MOD 0.14] AAI Signals
How about including a few extra signal names to cover common functions and values used in circuits? IMO this could make circuit diagrams easier to read and understand by giving parts of the circuit more meaningful names. Some suggestions: 'On' & 'Off' 'Max' & 'Min' 'Left' & 'Right' 'Cloc...
- Sat Jun 09, 2018 6:06 pm
- Forum: Gameplay Help
- Topic: Automated fluid embarkation
- Replies: 3
- Views: 1313
Re: Automated fluid embarkation
Hi there. I have always created transport systems which keep different types of fluid completely separate from each other. As you have found, if any fluid is left in a pipe or a pump, and a different fluid is sent through, all you get is contaminated fluid. I don't know of any method which can "...
- Fri Jun 08, 2018 4:46 pm
- Forum: News
- Topic: Friday Facts #246 - The GUI update (Part 3)
- Replies: 161
- Views: 41374
Re: Friday Facts #246 - The GUI update (Part 3)
"Hopefully you're not getting tired of hearing about the GUI....". No way! For a game like Factorio, the GUI is really important. For new players who might be a bit overwhelmed by all of the materials and components in the game, a well-designed GUI can help them find their way around and l...
- Wed May 02, 2018 10:18 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.40] Train signals no longer working
- Replies: 33
- Views: 10808
Re: Train signals no longer working (0.16.40, Build 36428)
After 16.40 update on Steam, started game (no mods) and tried to load a save from 16.38 vanilla. All signals on map are just blinking red/yellow/green, trains colliding all over the place.
- Mon Apr 23, 2018 6:26 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.36] Inserters get stuck
- Replies: 15
- Views: 6383
Re: [0.16.36] Inserters get stuck
Thank you thank you thank you for fixing this!Rseding91 wrote:Thanks for the report and investigation. It's now fixed for the next version of 0.16 or 0.17 which ever comes first.
- Sun Jan 21, 2018 1:06 am
- Forum: News
- Topic: Friday Facts #226 - New mod portal & other news
- Replies: 93
- Views: 29355
Re: Friday Facts #226 - New mod portal & other news
Thanks for the new mod portal! It's SO much faster!
- Thu Jan 04, 2018 2:38 am
- Forum: Mods
- Topic: [MOD 0.15.15+] FNEI Mod
- Replies: 129
- Views: 40062
Re: [MOD 0.15.15+] Factorio NEI 0.0.16
I find FNEI really useful, it saves me doing a lot of alt-tabbing in and out of the game to look at the wiki for recipe details. Thanks for developing it! However, I have a suggestion. At the moment there is no quick way to get back to the search page apart from closing FNEI and reopening it, which ...
- Mon Jul 24, 2017 10:16 am
- Forum: News
- Topic: Friday Facts #200 - Plans for 0.16
- Replies: 129
- Views: 49337
Re: Friday Facts #200 - Plans for 0.16
I think adding elevation effects to the map terrain would be a terrific idea, and would give players some interesting tactical and strategic problems to solve. For example, if there were ranges of high hills or mountains on the map, with the peak areas being closed off as impassable, and with only n...