Including another attempt to force enable smart belts for everyone? >_>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.
Search found 147 matches
- 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
- 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 ^_^
UPD: Looks like it ^_^
- 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 ...
- 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 ...
- Wed Oct 30, 2024 5:40 am
- Forum: Implemented Suggestions
- Topic: Smart Belt Dragging Setting
- Replies: 74
- Views: 7036
Re: Smart Belt Dragging Setting
Because it builds them in the way I don't need.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.
- Tue Oct 29, 2024 12:18 pm
- Forum: Implemented Suggestions
- Topic: Smart Belt Dragging Setting
- Replies: 74
- Views: 7036
Re: Smart Belt Dragging Setting
Good for you. I'm not getting used to constantly rebuild undergrounds after this feature placed them.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/
- Tue Oct 29, 2024 5:49 am
- Forum: Implemented Suggestions
- Topic: Smart Belt Dragging Setting
- Replies: 74
- Views: 7036
Re: Smart Belt Dragging Setting
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.CyberCider wrote: Mon Oct 28, 2024 10:13 pm You definitely won’t be able to build for 10 hours in a demolisher zone.
- 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?
- 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 ...
- 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 ...
Rails can be postponed: old rails work just fine, but for expension ...
- 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?
- 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.
- 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
- Mon Oct 21, 2024 9:50 pm
- Forum: Releases
- Topic: Version 2.0.7
- Replies: 28
- Views: 53699
Re: Version 2.0.7
Research new early technologies.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
- 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...
- 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...
- 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.
P.S. Agree about 256 tile size instead 250. Numbers should be beautiful.
- 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
Sorry, was wrong about this one.curiosity wrote: Sat Jul 27, 2024 10:53 amThen what's this? https://wiki.factorio.com/Mod_publish_API
- 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 ...
- 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 ...