Having the same issue with the zoom-out key as of 0.17.11. Did some checking, and found the following:
- Tapping the zoom-in key seems to produce the same change as moving the scroll wheel by one notch.
- Scroll wheel operates consistently, with zoom-in and zoom-out speeds being equivalent ...
Search found 46 matches
- Thu Mar 14, 2019 8:36 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.8] Map zoom speed irregular
- Replies: 2
- Views: 1579
- Wed Oct 17, 2018 7:48 pm
- Forum: Implemented mod requests
- Topic: Add the ability to influence item loot in lua
- Replies: 13
- Views: 5818
Re: Add the ability to influence item loot in lua
As I understood it, a rock should be mineable with a pick as normal (thus generating stone), but shouldn't drop stone when mined with, say, a grenade.
- Sat Oct 06, 2018 9:46 pm
- Forum: Technical Help
- Topic: [0.16.51] High frequency flickering with Steam In-Home Streaming
- Replies: 6
- Views: 4950
Re: [0.16.51] High frequency flickering with Steam In-Home Streaming
I've had similar issues with Steam before. Try the following:
On the host, go to Settings -> In-Home Streaming -> Advanced Host Options, and uncheck "Enable hardware encoding"
On the host, go to Settings -> In-Home Streaming -> Advanced Host Options, and uncheck "Enable hardware encoding"
- Wed Sep 26, 2018 3:36 pm
- Forum: General discussion
- Topic: What happened to Factorio updates?
- Replies: 36
- Views: 15740
Re: What happened to Factorio updates?
"Releasable" has no objective definition. Your first assumption, that the game is releasable, is correct (feature-complete, bug free). Adding features doesn't retroactively change this fact. You're just bending words at this point.
There's no purely objective definition of "releasable" in ...
- Tue Sep 25, 2018 10:39 pm
- Forum: General discussion
- Topic: Factorio annotated roadmap - 0.17+
- Replies: 68
- Views: 67263
- Tue Sep 18, 2018 10:51 pm
- Forum: News
- Topic: Friday Facts #247 - Pricing and its exploits
- Replies: 140
- Views: 74656
Re: Friday Facts #247 - Pricing and its exploits
I don't think "disable blueprints entirely" is what they were going for. If I'm understanding them correctly, they believe that being able to import fully-optimized blueprints from elsewhere ruins the enjoyment of the game, both for the person doing it and the other players on the server. I'm not ...
- Mon Sep 17, 2018 3:53 pm
- Forum: Ideas and Suggestions
- Topic: Do not show no_power_warning icon when using power switch
- Replies: 68
- Views: 22223
Re: Do not show no_power_warning icon when using power switch
Knowing that an entity is powered down is still useful, though. Offhand, here's how I'd do it:
- Does it have a network? If not, display the icon for "not connected to anything"
- Does the network have power? If yes, there's no problem.
- Does the network have power providers? If yes, display an ...
- Does it have a network? If not, display the icon for "not connected to anything"
- Does the network have power? If yes, there's no problem.
- Does the network have power providers? If yes, display an ...
- Tue Sep 11, 2018 4:55 pm
- Forum: Gameplay Help
- Topic: Handling precise fluid amounts... how?
- Replies: 33
- Views: 15305
Re: Handling precise fluid amounts... how?
Did some experimenting last night and found a couple of weird behaviors re: pump outputs. Some of it looks useful:
- A pump will never hold on to more than 100 units of fluid if given a choice.
- A pump is limited by the fill level at the output. If it's connected to a storage tank (and nothing ...
- A pump will never hold on to more than 100 units of fluid if given a choice.
- A pump is limited by the fill level at the output. If it's connected to a storage tank (and nothing ...
- Tue Sep 04, 2018 1:04 pm
- Forum: Duplicates
- Topic: [0.16.51] Game closes on hibernation
- Replies: 3
- Views: 2046
Re: [0.16.51] Game closes on hibernation
In my experience, the game can crash anytime something happens that cuts it off from its active display. Sleep, hibernate, disconnecting the monitor cable, whatever. It can't write to the display it was told to, it throws an error, Factorio crashes.
Though if you really need to hibernate while ...
Though if you really need to hibernate while ...
- Wed Aug 29, 2018 1:32 pm
- Forum: Outdated/Not implemented
- Topic: Key to fill in ghost
- Replies: 11
- Views: 36290
Re: Key to fill in ghost
Simplest compromise I can think of would be to add "snap to ghost" as an option. Same behavior as now when it's off, automagically center the item in your hand over the nearest (to the cursor) ghost of the same type (respecting placement range and ghost rotation) when it's on.
- Tue Aug 28, 2018 4:36 pm
- Forum: Gameplay Help
- Topic: Combinator Wizard needed! Train releaser logic
- Replies: 7
- Views: 4142
Re: Combinator Wizard needed! Train releaser logic
I've got a few ideas, but I want to make sure I'm clear on the constraints:
- A pulse of negative 'I' should be sent when a train departs the station
- The amount of signal I doesn't matter, so long as it's negative
- The pulse should be sent within five ticks of the train departing, and last no ...
- A pulse of negative 'I' should be sent when a train departs the station
- The amount of signal I doesn't matter, so long as it's negative
- The pulse should be sent within five ticks of the train departing, and last no ...
- Sun Aug 26, 2018 10:05 pm
- Forum: Ideas and Suggestions
- Topic: Plant and grow trees
- Replies: 9
- Views: 5049
Re: Plant and grow trees
One other usage of planteble trees is an indestructible anti-biter fence.
Since biters don't harm trees, you could surround a base or an important building with trees and prevent biter attacks.
That feature would be balanced by the fact that trees need significant time to grow and can die out from ...
Since biters don't harm trees, you could surround a base or an important building with trees and prevent biter attacks.
That feature would be balanced by the fact that trees need significant time to grow and can die out from ...
- Fri Aug 24, 2018 4:29 pm
- Forum: Off topic
- Topic: [photos] Factorio in real life
- Replies: 152
- Views: 338703
Re: [photos] Factorio in real life
Looks more like a 25-pin parallel cable to me.Jap2.0 wrote:Is it just me, or does it look like they're using DVI cables to control conveyer belts (second video)?
- Mon Aug 13, 2018 10:29 am
- Forum: Outdated/Not implemented
- Topic: Personal robots prioritizing nearest first
- Replies: 207
- Views: 79904
Re: Personal robots prioritizing nearest first
Mods, generally.mrvn wrote:How do you shrink the construction zone size?
- Fri Aug 10, 2018 9:56 pm
- Forum: Not a bug
- Topic: [0.16.51] FPS drop in heavy Smog Areas
- Replies: 10
- Views: 4666
Re: [0.16.51] FPS drop in heavy Smog Areas
The command removes all pollution currently on the map and disables all pollution calculations.
- Fri Aug 10, 2018 8:21 pm
- Forum: Not a bug
- Topic: [0.16.51] FPS drop in heavy Smog Areas
- Replies: 10
- Views: 4666
Re: [0.16.51] FPS drop in heavy Smog Areas
Sounds like it's more the amount of things on screen than the smog itself causing a problem. Should be easy to verify:
- Load a map where you experience the issue
- Run the following command to disable pollution: /c for _, surface in pairs(game.surfaces) do
surface.clear_pollution()
end
game.map ...
- Load a map where you experience the issue
- Run the following command to disable pollution: /c for _, surface in pairs(game.surfaces) do
surface.clear_pollution()
end
game.map ...
- Thu Aug 09, 2018 3:25 pm
- Forum: General discussion
- Topic: Game+ in Factorio?
- Replies: 17
- Views: 7444
Re: Game+ in Factorio?
I'll say "No, because I hate the Game+ trend".
What are you talking about? There are maybe 3 games in total that even have something like that.
TVTropes can think of about a hundred .
For what it's worth, I'd like to see something like one of the following:
- A "genesis device" technology ...
What are you talking about? There are maybe 3 games in total that even have something like that.
TVTropes can think of about a hundred .
For what it's worth, I'd like to see something like one of the following:
- A "genesis device" technology ...
- Thu Aug 09, 2018 1:16 pm
- Forum: Ideas and Suggestions
- Topic: Small islands map [need resources not covered by water]
- Replies: 4
- Views: 2554
Re: Small islands map [need resources not covered by water]
I haven't dug too deep into the map generation code, but something stands out to me:
- Resources are generated by taking a noise function, transforming it, and placing resources around the peaks.
- Water is generated by taking a noise function, transforming it, and placing water in the valleys.
So ...
- Resources are generated by taking a noise function, transforming it, and placing resources around the peaks.
- Water is generated by taking a noise function, transforming it, and placing water in the valleys.
So ...
- Mon Aug 06, 2018 6:46 pm
- Forum: Ideas and Suggestions
- Topic: Compilation of GUI ideas
- Replies: 6
- Views: 3240
Re: Compilation of GUI ideas
Addressing these in order:
1. Logo on pause menu + quicksave
A dedicated quicksave button and/or hotkey is almost never a bad idea. As for the logo needing to be on the game menu, I'll reserve judgement until I see what the menu looks like post-GUI-update.
2. Unique turret indicators
Useful, but ...
1. Logo on pause menu + quicksave
A dedicated quicksave button and/or hotkey is almost never a bad idea. As for the logo needing to be on the game menu, I'll reserve judgement until I see what the menu looks like post-GUI-update.
2. Unique turret indicators
Useful, but ...
- Fri Aug 03, 2018 4:44 pm
- Forum: Wiki Talk
- Topic: Using underground belts to split belt lanes?
- Replies: 7
- Views: 11030
Re: Using underground belts to split belt lanes?
That, and belt-only solutions don't require power (and won't stop if power is interrupted)