Search found 214 matches
- Wed Apr 14, 2021 11:06 am
- Forum: Ideas and Suggestions
- Topic: Prompt to sync mods when hosting saved game
- Replies: 0
- Views: 368
Prompt to sync mods when hosting saved game
Is there any good reason why the "Host saved game" option doesn't prompt you to sync mods with the save like the single player "Load game" menu does? I'm almost tempted to call this a bug, but perhaps there's some logic that escapes me. None the less I suggest that when selecting...
- Sun Jan 24, 2021 7:58 am
- Forum: Ideas and Suggestions
- Topic: Option to update loaded mods only
- Replies: 4
- Views: 832
Re: Option to update loaded mods only
That sounds good too, but I'm not sure I understand exactly how it relates. I guess the same sort of "playstyle" selector could be included on the Update tab, but even if it were I'd still like "currently loaded mods" to be included as an option as well.
- Sat Jan 23, 2021 6:23 am
- Forum: Ideas and Suggestions
- Topic: Option to update loaded mods only
- Replies: 4
- Views: 832
Option to update loaded mods only
TL;DR It would be nice to have a quick way to update only the currently loaded mods in the build-in mod manager. What ? I'd like to have either a button to select only the mods currently loaded, or just have only the loaded mods checked by default when you first go to the update tab. Why ? If you h...
- Thu Jan 14, 2021 5:15 pm
- Forum: Releases
- Topic: Version 1.1.10
- Replies: 13
- Views: 9342
- Fri Oct 30, 2020 9:00 am
- Forum: News
- Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
- Replies: 141
- Views: 61184
Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Only bit I'm a little skeptical about is ghosts replacing physical buildings. Guess I'll have to wait and see how I like it, but I wonder if an option to enable or disable this would be good.
- Fri Oct 09, 2020 7:03 am
- Forum: News
- Topic: Friday Facts #361 - Train stop limit, Tips and tricks
- Replies: 163
- Views: 62997
Re: Friday Facts #361 - Train stop limit, Tips and tricks
Nice. Just yesterday I was thinking about how I miss getting updates on what you guys are up to. I understand if every week was too much, but I'm glad to hear we'll be getting occasionally updates again. As for the content, the train limit sounds great. I don't often reach a scale where this is a bi...
- Sat Aug 22, 2020 7:55 am
- Forum: Ideas and Suggestions
- Topic: Manual inventory sorting please!!
- Replies: 15
- Views: 9540
Re: Sorting button
I'm 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.
A similar button to sort chests and other containers would be nice too.
- Fri Aug 21, 2020 6:59 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.0.0] Can't easily swap spidertron remotes
- Replies: 2
- Views: 929
[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).
I mean, yeah, you could just press Q first, but it's still unexpected behavior (to me anyway).
- Mon Aug 17, 2020 7:50 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.0.0] In-Game EULA opens in window much wider than the screen
- Replies: 1
- Views: 764
[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.
- Mon Aug 17, 2020 7:44 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding] [1.0.0] With map zoomed to "radar level" you can hear things in unrevealed chunks
- Replies: 4
- Views: 2434
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...
- Mon Aug 17, 2020 6:56 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding] [1.0.0] With map zoomed to "radar level" you can hear things in unrevealed chunks
- Replies: 4
- Views: 2434
[Rseding] [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...
- Fri Aug 07, 2020 1:59 am
- Forum: General discussion
- Topic: Blueprint Library Feedback
- Replies: 42
- Views: 9040
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...
- Sat Jul 25, 2020 1:17 am
- Forum: News
- Topic: Friday Facts #357 - Nuke
- Replies: 96
- Views: 34056
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.
- Sun Jul 12, 2020 2:25 pm
- Forum: General discussion
- Topic: Purchasing game from website
- Replies: 6
- Views: 1797
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...
- Fri Jun 12, 2020 4:22 pm
- Forum: News
- Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
- Replies: 199
- Views: 52972
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...
- Wed Jun 03, 2020 4:41 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.29] Progression pitfall in Tutorial: Crash
- Replies: 3
- Views: 1816
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 ...
- 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: 838
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...
- Mon Jun 01, 2020 4:06 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.29] Progression pitfall in Tutorial: Crash
- Replies: 3
- Views: 1816
[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...
- Sat May 30, 2020 10:18 am
- Forum: Ideas and Suggestions
- Topic: UI Sound Suggestion: Unique toggle button effect
- Replies: 2
- Views: 666
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 b...
- Fri May 29, 2020 7:50 pm
- Forum: News
- Topic: Friday Facts #349 - The 1.0 plan
- Replies: 59
- Views: 24079
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.