Search found 208 matches

by ManaUser
Sat Aug 22, 2020 7:55 am
Forum: Ideas and Suggestions
Topic: Manual inventory sorting please!!
Replies: 15
Views: 2168

Re: Sorting button

I used to the auto sort now, but I definitely would have preferred this when I started playing.

A similar button to sort chests and other containers would be nice too.
by ManaUser
Fri Aug 21, 2020 6:59 pm
Forum: Resolved for the next release
Topic: [1.0.0] Can't easily swap spidertron remotes
Replies: 2
Views: 263

[1.0.0] Can't easily swap spidertron remotes

Specifically, with a spidertron remote in your cursor, you can't pick up a different one from your inventory. Works from the quick bar though.

I mean, yeah, you could just press Q first, but it's still unexpected behavior (to me anyway).
by ManaUser
Mon Aug 17, 2020 7:50 pm
Forum: Resolved for the next release
Topic: [1.0.0] In-Game EULA opens in window much wider than the screen
Replies: 1
Views: 238

[1.0.0] In-Game EULA opens in window much wider than the screen

I know you don't really expect anyone to read that... but you know, to keep up appearances it should probably be fixed.
EULA.jpg
EULA.jpg (87.51 KiB) Viewed 238 times
by ManaUser
Mon Aug 17, 2020 7:44 pm
Forum: Bug Reports
Topic: [1.0.0] With map zoomed to "radar level" you can hear things in unrevealed chunks
Replies: 4
Views: 318

Re: [1.0.0] With map zoomed to "radar level" you can hear things in unrevealed chunks

I would argue that in real life too you can hear things further than you can see sometimes Well sure, I kind of anticipated that comment, but the thing is this has unlimited range. You can hear any generated chunk, no matter how far it is from you or a radar, which doesn't really seem reasonable or...
by ManaUser
Mon Aug 17, 2020 6:56 am
Forum: Bug Reports
Topic: [1.0.0] With map zoomed to "radar level" you can hear things in unrevealed chunks
Replies: 4
Views: 318

[1.0.0] With map zoomed to "radar level" you can hear things in unrevealed chunks

So in the map, if you zoom in to the level where visible areas become a live picture, you can hear sounds from any part of the map, even if not visible, or never revealed (black). Because spawners regularly emit a gross burbling sound, means you can locate them past the edge of the visible map or ot...
by ManaUser
Fri Aug 07, 2020 1:59 am
Forum: General discussion
Topic: Blueprint Library Feedback
Replies: 42
Views: 2558

Re: Blueprint Library Feedback

Most of the new functionality seems OK to me (although I've not been a heavy blueprint user up to now). But the one thing that I'm not happy with is how easy it is to accidentally delete a book from the library. I lost a book that way (luckily, I think it was one I'd imported rather than one I'd bu...
by ManaUser
Sat Jul 25, 2020 1:17 am
Forum: News
Topic: Friday Facts #357 - Nuke
Replies: 95
Views: 9616

Re: Friday Facts #357 - Nuke

I had some difficulty getting the nuke animation to play, probably just my weird browser, but once I got it working, wow. I have to say that looks awesome. Well done. Looking forward to blowing things up in style.
by ManaUser
Sun Jul 12, 2020 2:25 pm
Forum: General discussion
Topic: Purchasing game from website
Replies: 6
Views: 519

Re: Purchasing game from website

You need an account to access the mods portal and the multiplayer matching server. Both of these are additional services provided by Factorio.com so I can't really blame Wube for limiting them to verified customers. But the game itself does not require any kind of activation, and you can still insta...
by ManaUser
Fri Jun 12, 2020 4:22 pm
Forum: News
Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Replies: 199
Views: 16597

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

Honestly I still don't understand why the underground beacon concept was chosen, but I like this iteration of the idea much better. Definitely looking forward to seeing how it looks in game. On the fluid mixing, do you plan to revert some of the strictest prevention measures now that there's another...
by ManaUser
Wed Jun 03, 2020 4:41 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.29] Progression pitfall in Tutorial: Crash
Replies: 3
Views: 496

Re: [0.18.29] Progression pitfall in Tutorial: Crash

Thanks for the quick work as usual. This is definitely better, but I do note that without the GUI check the arrow intended to point at the furnace appears on top of the GUI. It looks funny, and is perhaps a bit confusing. Still, you've got the text directions in the corner, so I doubt anybody would ...
by ManaUser
Tue Jun 02, 2020 7:31 am
Forum: Gameplay Help
Topic: Is there there any way to increase the width of the shortcut bar?
Replies: 1
Views: 215

Is there there any way to increase the width of the shortcut bar?

The shortcut bar is a nice feature, and it's great that mods can add to it, but the default size is just enough for all the vanilla shortcut buttons, and I want to keep pretty much all of those. I know you can increase the height, but then it's taller than my standard two-row toolbar. Is there any w...
by ManaUser
Mon Jun 01, 2020 4:06 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.29] Progression pitfall in Tutorial: Crash
Replies: 3
Views: 496

[0.18.29] Progression pitfall in Tutorial: Crash

When you first learn to smelt ore, triggering the next step (remove plates from furnace) seems to require the following conditions: Furnace is not processing Furnace contains an iron plate No window is open #3 creates an easy way to mess it up and get (as far as the new player can tell) completely s...
by ManaUser
Sat May 30, 2020 10:18 am
Forum: Ideas and Suggestions
Topic: UI Sound Suggestion: Unique toggle button effect
Replies: 2
Views: 96

UI Sound Suggestion: Unique toggle button effect

TL;DR Toggle buttons, such as "Toggle Personall Roboport" on the new toolbar should make different sounds when turned on vs. off. What ? I'm thinking like "click" vs. "pop", high vs. low, or even something that emulates a real mechanical toggle button. Why ? It would be nice to get the extra feedba...
by ManaUser
Fri May 29, 2020 7:50 pm
Forum: News
Topic: Friday Facts #349 - The 1.0 plan
Replies: 59
Views: 10615

Re: Friday Facts #349 - The 1.0 plan

Tangentially related: I don't usually pay much attention to Steam, but I happened to look at Factorio's page there and I noticed you've got some outdated info about what 1.0 will look like in the "Why Early Access?" section.
by ManaUser
Fri May 15, 2020 2:17 pm
Forum: News
Topic: Friday Facts #347 - New hope demo levels
Replies: 46
Views: 5823

Re: Friday Facts #347 - New hope demo levels

I think it's very exciting that the demo (as in free sample) is getting expanded. And using the tried and true campaign levels seems like a good way to go. As cool as it was to have a demo at all (something I miss from older games, seems much rarer nowadays) I always thought the old one it was a lit...
by ManaUser
Tue May 05, 2020 3:42 am
Forum: Resolved Problems and Bugs
Topic: [0.18.18] Cliff explosives have two different explosions
Replies: 3
Views: 890

Re: [0.18.18] Cliff explosives have two different explosions

Was just about to report this myself, but I see someone beat me to it. Yeah, it's kinda weird. I'm inclined to think the bot-deployed one is incorrect; that's a pretty big crater for such a mundane kind of explosion to leave. Either way though, one would expect them to match. Additionally, I just no...
by ManaUser
Mon Mar 30, 2020 8:26 pm
Forum: Releases
Topic: Version 0.18.17
Replies: 8
Views: 9370

Re: Version 0.18.17

Just checked: Still includes a bin folder with an executable.
by ManaUser
Fri Mar 20, 2020 4:44 pm
Forum: News
Topic: Friday Facts #339 - Beacon HR + Redesign process
Replies: 211
Views: 23622

Re: Friday Facts #339 - Beacon HR + Redesign process

This is definitely a big change. I'm not sure that to think. But the one part I'm pretty sure I don't like is having it painted red. This just seems like a weird choice. For most entities bright colors are used rather sparingly. And I just can't think of any reason it should be used here. Unless you...
by ManaUser
Tue Mar 17, 2020 6:31 pm
Forum: Releases
Topic: Version 0.18.13
Replies: 57
Views: 10774

Re: Version 0.18.13

Removed the utility slots (to create blueprint, book etc) from blueprint library as it is now available directly through quick tools menu. Not sure what I think of this one... I was used to getting them from the library, and I don't see how it does any harm to have them available in two places.
by ManaUser
Tue Jan 07, 2020 3:03 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 989
Views: 143488

Re: [MOD 0.17] Industrial Revolution

All good things must come to an end, mediocre things too. I will not be updating the mod any further - it will not be ported to Factorio 0.18 by me. I'd like to thank the players who supported me and the mod while it lasted. Sad to hear that. I haven't actually tried this mod yet but I was looking ...

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