Search found 40 matches
- Fri Mar 29, 2024 1:16 pm
- Forum: News
- Topic: Friday Facts #404 - Frustration not found
- Replies: 112
- Views: 21830
Re: Friday Facts #404 - Frustration not found
Indeed a 404 Not Found "error"
- Sun Mar 03, 2024 6:06 pm
- Forum: Tools
- Topic: "Make Everything" Generator for bot based malls/hubs
- Replies: 2
- Views: 8207
Re: "Make Everything" Generator for bot based malls/hubs
Hey, nice to hear someone else is using my tools :) So thanks for leting me know. Regarding your suggestions: Yes, I'm interested in improving my tools whenever useful. Can you tell me what mods, you're using? Because vanilla recipes are in the "crafing-with-fluid" category. If a mod mixes...
- Sat Aug 21, 2021 10:10 am
- Forum: Resolved Problems and Bugs
- Topic: [Genhis] [1.1.38] Wrong status indicator/text on mining drills
- Replies: 1
- Views: 3413
[Genhis] [1.1.38] Wrong status indicator/text on mining drills
1. What did I do? Marking a belt in front of a miner for deconstructions while the mining drill is in operating state (green status indicator led) and had at least outputted one ore on the belt (not directly after placing the miner). 2. What happened? The led instantaneously turned red and the text...
- Wed Jun 09, 2021 11:03 am
- Forum: Implemented in 2.0
- Topic: Production statistics per surface
- Replies: 18
- Views: 5679
Re: Production statistics per surface
That would be so awesome to have in my last Space Exploration run! Really good suggestion.
- Thu Mar 25, 2021 11:13 am
- Forum: Technical Help
- Topic: [SOLVED][0.18.32] Blueprint library restoration?
- Replies: 9
- Views: 3769
Re: [SOLVED][0.18.32] Blueprint library restoration?
This thread helped me a lot. I had a problem restoring my blueprint library (blueprint-storage.dat) from a backup after I've deleted it for testing stuff. nb: I had my blueprints still available even after deleting the file, I had to delete all books/blueprints from the ingame menu to get it empty. ...
- Mon Feb 22, 2021 8:09 am
- Forum: Ideas and Suggestions
- Topic: Combination of Crafting and Logistics Menu
- Replies: 22
- Views: 8434
Re: Combination of Crafting and Logistics Menu
Like I posted I would not do such "magic" things. I think we all agree, that recipes and items are two different things and such should not be handled the same (in the same UI). Especially with mods and multiple ways to craft an item, byproducts, ... For me it would already be streamlined,...
- Thu Jan 14, 2021 8:21 am
- Forum: Duplicates
- Topic: Crash in multiplayer while rename train station
- Replies: 2
- Views: 1243
Re: Crash in multiplayer while rename train station
Oh my bad. But thanks!
- Wed Jan 13, 2021 5:59 pm
- Forum: Duplicates
- Topic: Crash in multiplayer while rename train station
- Replies: 2
- Views: 1243
Crash in multiplayer while rename train station
In a multiplayer session with two friends I clicked on a train station to rename it, as soon as I hit the green confirm button with my mouse the game freezed a few seconds and then crashed. My friends could keep playing, only my (client) instance crashed. Log is attached. Edit: Just joined again, th...
- Thu Nov 19, 2020 7:16 pm
- Forum: Tools
- Topic: "Make Everything" Generator for bot based malls/hubs
- Replies: 2
- Views: 8207
"Make Everything" Generator for bot based malls/hubs
This app can be used to build bot based malls/hubs. Direct Link to the app: https://gaming-tools.jensforstmann.vercel.app/factorio/make-everything-generator Source code: https://github.com/JensForstmann/gaming-tools This generator gives you a blueprint to produce the selected recipes. result_1.png T...
- Thu Nov 19, 2020 2:50 pm
- Forum: News
- Topic: Friday Facts #363 - 1.1 is getting close
- Replies: 178
- Views: 106592
Re: Friday Facts #363 - 1.1 is getting close
Hello a greeting. There are two things that I want to keep in mind: Is it possible to modify the mouse pointer in such a way that it can be seen between so many entities? It is lost and not distinguished in many cases. On Windows it's just the default OS mouse pointer, you can change it to whatever...
- Wed Nov 18, 2020 8:47 pm
- Forum: News
- Topic: Friday Facts #363 - 1.1 is getting close
- Replies: 178
- Views: 106592
Re: Friday Facts #363 - 1.1 is getting close
Really can't wait for 1.1
- Tue Nov 17, 2020 7:13 pm
- Forum: Ideas and Suggestions
- Topic: Combination of Crafting and Logistics Menu
- Replies: 22
- Views: 8434
Re: Combination of Crafting and Logistics Menu
I kinda liked the idea in the first read (couple of days ago), but I also forgot about the item vs recipes problem. In fact I also thought about something like this suggestions before. Reading several posts here (and also from the recent FFF thrad) shows, that there is not only one type of player: S...
- Sun Nov 15, 2020 1:08 am
- Forum: Won't fix.
- Topic: [1.0.0] "Load after sync" does not load if there is nothing to sync (in the "Sync mods with save" dialog)
- Replies: 6
- Views: 2489
Re: [1.0.0] "Load after sync" does not load if there is nothing to sync (in the "Sync mods with save" dialog)
fully understandable, thanks
- Sat Nov 14, 2020 10:32 am
- Forum: Won't fix.
- Topic: [1.0.0] "Load after sync" does not load if there is nothing to sync (in the "Sync mods with save" dialog)
- Replies: 6
- Views: 2489
Re: [1.0.0] "Load after sync" does not load if there is nothing to sync (in the "Sync mods with save" dialog)
I do not found it intuitive from a user's perspective. You expect that a user must know when a (real) sync is needed and it will restart the game. Even more: The user selects the wanted mods, chose to directly jump into the game but then the "Continue" and the "Back" buttons doin...
- Sat Nov 14, 2020 1:29 am
- Forum: Won't fix.
- Topic: [1.0.0] "Load after sync" does not load if there is nothing to sync (in the "Sync mods with save" dialog)
- Replies: 6
- Views: 2489
Re: [1.0.0] "Load after sync" does not load if there is nothing to sync (in the "Sync mods with save" dialog)
It didn't sync, so it didn't load: it loads after it syncs. ("Load after sync") That's exactly what I've written in the last section. (Or do you mean something else?) But, then again: why does it load when "syncing" startup settings (where in fact no startup settings are synced).
- Fri Nov 13, 2020 10:11 pm
- Forum: News
- Topic: Friday Facts #363 - 1.1 is getting close
- Replies: 178
- Views: 106592
Re: Friday Facts #363 - 1.1 is getting close
1.1 will bring a search bar to find savegames by name at least.
- Fri Nov 13, 2020 10:10 pm
- Forum: Won't fix.
- Topic: [1.0.0] "Load after sync" does not load if there is nothing to sync (in the "Sync mods with save" dialog)
- Replies: 6
- Views: 2489
[1.0.0] "Load after sync" does not load if there is nothing to sync (in the "Sync mods with save" dialog)
TL;DR In specific scenarios the confirm button in the "Sync mods with save" dialog will load the the save when pressing "Confirm" but will refuse to do so in other scenarios. (Although in both cases the checkmark is set to load the save.) Steps to reproduce including explanation...
- Fri Nov 13, 2020 9:55 pm
- Forum: Ideas and Suggestions
- Topic: Return to selected savegame if pressing "Back" in the "Sync mods with save" dialog.
- Replies: 0
- Views: 704
Return to selected savegame if pressing "Back" in the "Sync mods with save" dialog.
TL;DR If I choose to go "Back" from the "Sync mods with save" dialog I want the previously selected savegame still being selected (and not the last played savegame which is selected when coming from the main menu). What ? Ich choose a savegame I want to play from the list. Becau...
- Fri Oct 30, 2020 12:13 pm
- Forum: Implemented Suggestions
- Topic: Search bar in "Load game" window
- Replies: 2
- Views: 1200
- Fri Oct 30, 2020 12:09 pm
- Forum: News
- Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
- Replies: 141
- Views: 85444
Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
@Devs: You're awesome... just awesome. Keep it up forever