Can I finally blueprint this in 1.1?
Search found 35 matches
- Sat Oct 31, 2020 2:31 am
- Forum: News
- Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
- Replies: 140
- Views: 26829
- Fri Oct 09, 2020 11:44 pm
- Forum: News
- Topic: Friday Facts #361 - Train stop limit, Tips and tricks
- Replies: 163
- Views: 27801
Re: Friday Facts #361 - Train stop limit, Tips and tricks
Amazing, now we can finally set a supply / demand train network, without the nightmare of manually balancing everything. Now, if only we could centralize train refueling. Maybe optional station conditions (go there if fuel count < X). What about GLOBAL train conditions, something that you set once a...
- Fri Jul 17, 2020 10:31 pm
- Forum: News
- Topic: Friday Facts #356 - Blueprint library for real
- Replies: 123
- Views: 16692
Re: Friday Facts #356 - Blueprint library for real
Stay strong kovarex! The new library looks great. One of the big problems of the live version is that input is kinda of a mess. You left click to pick blueprints, but right click to open books, so I always wrongly pick the book that I'm trying to open. I was hoping for a more standard click to selec...
- Fri Jun 19, 2020 5:22 pm
- Forum: News
- Topic: Friday Facts #352 - New website
- Replies: 83
- Views: 11772
Re: Friday Facts #352 - New website
Looks great. Just please, please, for the love of all that you hold dear, DO NOT change the forums to one of those infinite scrolling layouts. You can't search, you can't link. It's a nightmare. I can't even comprehend why they became so popular. Just no, please.
- Fri Jun 12, 2020 6:47 pm
- Forum: News
- Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
- Replies: 199
- Views: 19919
Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
I do like the final new beacon design, but removing the alt view from it is a very bad thing imo. It's inconsistent with the modules in asm and it's very much harder to see if the beacon has modules inserted compared to alt mode which is there to actually give that improved overview. The alt view g...
- Tue May 26, 2020 6:47 pm
- Forum: Releases
- Topic: Version 0.18.27
- Replies: 65
- Views: 14714
Re: Version 0.18.27
Perhaps this is a good time to ask: why the stack filter inserter can have only one filter, while the regular filter inserter supports 5?
I once tried to make an unloader that cleaned my building train from wood, coal and stone, but the stack filter inserter seemed needlessly limited.
I once tried to make an unloader that cleaned my building train from wood, coal and stone, but the stack filter inserter seemed needlessly limited.
- Fri Apr 17, 2020 3:23 pm
- Forum: News
- Topic: Friday Facts #343 - Environmental particle effects
- Replies: 51
- Views: 7678
Re: Friday Facts #343 - Environmental particle effects
Cool.
Will we eventually get proper nuke explosions? You know, mushrooms, and blinding lights, and shockwaves, and stuff.
Will we eventually get proper nuke explosions? You know, mushrooms, and blinding lights, and shockwaves, and stuff.
- Fri Mar 20, 2020 3:34 pm
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 211
- Views: 26819
Re: Friday Facts #339 - Beacon HR + Redesign process
If I may, I think you guys forgot the most important aspect of beacons: they are support units. They don't do anything, they just exist so stuff around them do things better. Let's take a look at this: https://cdn.factorio.com/assets/img/blog/fff-339-composition.png If you show this picture so someo...
- Fri Feb 21, 2020 3:42 pm
- Forum: News
- Topic: Friday Facts #335 - Scenario changes, Damage effect filtering
- Replies: 57
- Views: 8301
Re: Friday Facts #335 - Scenario changes, Damage effect filtering
A problem with scaling wave defense scenarios is that the only way to scale attacks is to increase the ammount of biters. As you increase the number of players, and they get gear, waves become trivial, even when you have thousands of enemies. But at that point, half the server stopped playing anyway...
- Fri Jun 28, 2019 4:27 pm
- Forum: News
- Topic: Friday Facts #301 - Crash site: First state
- Replies: 52
- Views: 11441
Re: Friday Facts #301 - Crash site: First state
The numbers, what do they mean?
- Thu May 23, 2019 3:42 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][0.17.42] Incorrect loss count in the Kills panel
- Replies: 1
- Views: 830
[Twinsen][0.17.42] Incorrect loss count in the Kills panel
Hi, Last week I reported that the Loss side of the Kill count was incorrectly reporting some values, and Rseding stablished that some values were being incorrectly rounded, and it was fixed. But today I came upon something fishy: factorio_2019-05-23_11-26-16.png As you can see in the bottom, 2 bots ...
- Wed May 15, 2019 3:56 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.17.39] Loss icon count show 1 less for some entities
- Replies: 4
- Views: 1039
Re: [0.17.39] Loss icon count show 1 less for some entities
Amazing, that was fast.
- Wed May 15, 2019 2:58 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.17.39] Loss icon count show 1 less for some entities
- Replies: 4
- Views: 1039
- Wed May 15, 2019 2:50 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.17.39] Loss icon count show 1 less for some entities
- Replies: 4
- Views: 1039
[Rseding91] [0.17.39] Loss icon count show 1 less for some entities
Hi, In the Kills panel, the Loss count icon shows 1 less for some entities. For example: factorio_2019-04-26_15-59-55.png In the above picture, I lost 2 turrets (as evidenced by the 2 ghosts) and 2 bots, but the panel displays 1. I appears that the icon is displaying empty for 1 loss, 1 for 2 losses...
- Fri Apr 05, 2019 7:48 pm
- Forum: News
- Topic: Friday Facts #289 - Character GUI
- Replies: 137
- Views: 22962
Re: Friday Facts #289 - Character GUI
Another suggestion, it would be nice if the character tab showed every relevant stat. Like, what's your current move speed? How much power is your armor generating? What's your personal laser DPS? And more...
You know, similar to how ARPGs do.
You know, similar to how ARPGs do.
- Fri Apr 05, 2019 7:37 pm
- Forum: News
- Topic: Friday Facts #289 - Character GUI
- Replies: 137
- Views: 22962
Re: Friday Facts #289 - Character GUI
Ewww durability. Amazing changes all around, the number of personal requests is not nearly enough right now, so happy it will be infinite. It's missing one thing though, what happened to the sort buttons idea? https://cdn.factorio.com/assets/img/blog/fff-191-inventory.png Source: FFF #191 The use ca...
- Wed Feb 27, 2019 4:54 pm
- Forum: Resolved Problems and Bugs
- Topic: [TOGoS][0.17.1] Map preview, random seed stops working after importing exchange string
- Replies: 4
- Views: 1520
[TOGoS][0.17.1] Map preview, random seed stops working after importing exchange string
When creating a new game the "random seed" button stops working after you import a map exchange string. Steps to reproduce: - Play / New Game - Expand Preview - Import map exchange string (input a string then confirm) - Click "Random seed" - The number of the seed will change, but the map itself won...
- Mon Feb 18, 2019 7:05 am
- Forum: News
- Topic: Friday Facts #282 - 0.17 in sight
- Replies: 186
- Views: 41271
Re: Friday Facts #282 - 0.17 in sight
The hand tool sounds great, and I think the idea can be extended for the bots themselves. For example, when deconstructing a huge forest, your inventory will quickly fill with wood, then the bots themselves can't go back in because it's full. Currently I need to manually allocate space for them. fac...
- Sat Feb 02, 2019 8:53 pm
- Forum: News
- Topic: Friday Facts #280 - Visual Feedback is the king
- Replies: 243
- Views: 35702
Re: Friday Facts #280 - Visual Feedback is the king
It seems the temporary station defaults to the "5s passed" condition. Wouldn't it make more sense if it defaulted to the new "Passenger present" one? As it seems the most common use case of using trains to pick you up at random places.
- Fri Feb 01, 2019 5:59 pm
- Forum: News
- Topic: Friday Facts #280 - Visual Feedback is the king
- Replies: 243
- Views: 35702
Re: Friday Facts #280 - Visual Feedback is the king
Amazing. Specially the toolbar, and toggles. Would you kindly add an option to Toggle Personal Logistics? For example, when you die, you don't need to re-request everything, since your stuff is waiting for you in your body. Actually, it would be really convenient if there was an option to automatica...