Search found 147 matches

by Merssedes
Fri Nov 22, 2024 7:00 pm
Forum: News
Topic: Friday Facts #438 - Space Age wrap up
Replies: 107
Views: 24557

Re: Friday Facts #438 - Space Age wrap up

We don't know exactly what it will be, but some of the more risky changes related to mod interface, quality of life, graphical tweaks... basically changes too big for putting into 2.0 stable.
Including another attempt to force enable smart belts for everyone? >_>
by Merssedes
Tue Nov 05, 2024 6:20 pm
Forum: Releases
Topic: Version 2.0.15
Replies: 17
Views: 13969

Re: Version 2.0.15

Is option to disable smart belt placing back?

UPD: Looks like it ^_^
by Merssedes
Mon Nov 04, 2024 1:18 pm
Forum: Implemented Suggestions
Topic: Smart Belt Dragging Setting
Replies: 74
Views: 7036

Re: Smart Belt Dragging Setting



Yes please!

Please let us spam belts again!

I was trying to set up my belt bus and could not drag belts sideways. It's very anoying!

Why did the option get removed?

Never used in 2,4k hours of play and never missed it!

And not even mentioned in the Release note!!!

So, I've tried to ...
by Merssedes
Wed Oct 30, 2024 9:10 pm
Forum: Releases
Topic: Version 2.0.12
Replies: 21
Views: 12292

Re: Version 2.0.12




Is smart belt placement toggle back?


Ya this is killing the game for me, I need it back:(


We sometimes remove obsolete options for the sake of the sake of simplicity.
With smart belt building, it was first off by default, then we changed it to be on by default, as we started to be ...
by Merssedes
Wed Oct 30, 2024 5:40 am
Forum: Implemented Suggestions
Topic: Smart Belt Dragging Setting
Replies: 74
Views: 7036

Re: Smart Belt Dragging Setting

Biometrix wrote: Tue Oct 29, 2024 10:35 pm Why would you have to rebuild Undergrounds after this auto-places undergrounds? They're already built.
Because it builds them in the way I don't need.
by Merssedes
Tue Oct 29, 2024 12:18 pm
Forum: Implemented Suggestions
Topic: Smart Belt Dragging Setting
Replies: 74
Views: 7036

Re: Smart Belt Dragging Setting

Biometrix wrote: Tue Oct 29, 2024 8:41 am I've gotten used to this over the past few days.

https://steamcommunity.com/app/427520/d ... 654315359/
Good for you. I'm not getting used to constantly rebuild undergrounds after this feature placed them.
by Merssedes
Tue Oct 29, 2024 5:49 am
Forum: Implemented Suggestions
Topic: Smart Belt Dragging Setting
Replies: 74
Views: 7036

Re: Smart Belt Dragging Setting

CyberCider wrote: Mon Oct 28, 2024 10:13 pm You definitely won’t be able to build for 10 hours in a demolisher zone.
From what was showin in FFFs I assume it can be lured into the base out of it's zone (intentionally or not). There was screenshot of demolisher into someone's base.
by Merssedes
Mon Oct 28, 2024 5:59 pm
Forum: Releases
Topic: Version 2.0.12
Replies: 21
Views: 12292

Re: Version 2.0.12

Is smart belt placement toggle back?
by Merssedes
Wed Oct 23, 2024 8:31 pm
Forum: Ideas and Suggestions
Topic: 2.0 update warning for 1.1 players
Replies: 5
Views: 561

Re: 2.0 update warning for 1.1 players



After a recent update I have to make huge changes to my 1.1 base to keep playing, e.g. rebuild all curved rails with new ones (still cant believe this).

I suggest that there is a warning for 1.1 players which tells about irreversible incompatible changes they will face after an update: 1) that ...
by Merssedes
Wed Oct 23, 2024 7:17 pm
Forum: Ideas and Suggestions
Topic: 2.0 update warning for 1.1 players
Replies: 5
Views: 561

Re: 2.0 update warning for 1.1 players

The only part that requires immediate fixing is white science (because of RCU being replaced with blue chips & landing pad that can be placed anywhere, although only one per surface) and long pipelines (new fluid mechanics).

Rails can be postponed: old rails work just fine, but for expension ...
by Merssedes
Tue Oct 22, 2024 7:06 pm
Forum: Releases
Topic: Version 2.0.9
Replies: 15
Views: 12479

Re: Version 2.0.9

Is smart belt dragging toggle back?
by Merssedes
Tue Oct 22, 2024 5:31 am
Forum: Implemented Suggestions
Topic: Smart Belt Dragging Setting
Replies: 74
Views: 7036

Re: Smart Belt Dragging Setting

P.S. Downgrading to 1.1.110 and postponing SA purchase until there are at least workarounds.
by Merssedes
Mon Oct 21, 2024 10:03 pm
Forum: Implemented Suggestions
Topic: Smart Belt Dragging Setting
Replies: 74
Views: 7036

Re: Smart Belt Dragging Setting

+1 for the option
by Merssedes
Mon Oct 21, 2024 9:50 pm
Forum: Releases
Topic: Version 2.0.7
Replies: 28
Views: 53699

Re: Version 2.0.7

theotherone wrote: Mon Oct 21, 2024 9:47 pm 1) Radar recipe got lost - can't build on my own nor set it as a recipe for an automatic production
Research new early technologies.
by Merssedes
Mon Oct 21, 2024 7:43 pm
Forum: Releases
Topic: Version 2.0.7
Replies: 28
Views: 53699

Re: Version 2.0.7

How to disable smart dragging of belts/pipes? There was option in 1.1...
by Merssedes
Fri Oct 11, 2024 11:46 am
Forum: News
Topic: Friday Facts #432 - Aquilo
Replies: 187
Views: 45618

Re: Friday Facts #432 - Aquilo

I'm interested in the list of not affected by cold entities. Because solar panel and some of power poles (or substations) should be some of them...
by Merssedes
Fri Sep 27, 2024 12:32 pm
Forum: News
Topic: Friday Facts #430 - Drowning in Fluids
Replies: 320
Views: 53774

Re: Friday Facts #430 - Drowning in Fluids

Will placing 2 pumps one into another will be giving any advantages compared to 1 pump?

P.S. Agree about 256 tile size instead 250. Numbers should be beautiful.
by Merssedes
Sat Jul 27, 2024 12:34 pm
Forum: Mod portal Discussion
Topic: Limit the number of a direct dependencies per mod
Replies: 26
Views: 2923

Re: Limit the number of a direct dependencies per mod

curiosity wrote: Sat Jul 27, 2024 10:53 am
Merssedes wrote: Sat Jul 27, 2024 10:23 am BTW, there is no automated way to upload mods
Then what's this? https://wiki.factorio.com/Mod_publish_API
Sorry, was wrong about this one.
by Merssedes
Sat Jul 27, 2024 10:23 am
Forum: Mod portal Discussion
Topic: Limit the number of a direct dependencies per mod
Replies: 26
Views: 2923

Re: Limit the number of a direct dependencies per mod



But IMHO, we gone offtopic.

The point is, this suggestion will do nothing but add to the number of useless garbage mods, not to mention the additional garbage mods required by legitimate use cases. The increase in difficulty you point out is barely noticeable, and that's before any kind of ...
by Merssedes
Thu Jul 11, 2024 5:00 pm
Forum: Mod portal Discussion
Topic: Limit the number of a direct dependencies per mod
Replies: 26
Views: 2923

Re: Limit the number of a direct dependencies per mod



But IMHO, we gone offtopic.

The point is, this suggestion will do nothing but add to the number of useless garbage mods, not to mention the additional garbage mods required by legitimate use cases. The increase in difficulty you point out is barely noticeable, and that's before any kind of ...

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