Search found 294 matches
- Sat Oct 12, 2019 6:21 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 433366
Re: [MOD 0.17] Industrial Revolution
I left you a scathing review on reddit, in case you care.
- Tue Mar 19, 2019 4:40 pm
- Forum: Not a bug
- Topic: [0.17.15] Circuit wire renders on top of launching rocket
- Replies: 1
- Views: 1500
[0.17.15] Circuit wire renders on top of launching rocket
During the first second or so of the rocket launch animation some green circuit wire is rendered on top of the rocket. The glitch disappears roughly when the rocket has exited the silo. I'll add some screenshots to illustrate this. If you need a game save please let me know.
This is on version 0.17 ...
This is on version 0.17 ...
- Wed Mar 13, 2019 8:01 pm
- Forum: Not a bug
- Topic: [0.17.11] incorrect? (Train stations do not send artillery wagon contents to circuit network)
- Replies: 3
- Views: 2044
Re: [0.17.11] incorrect? (Train stations do not send artillery wagon contents to circuit network)
That'll do it. Question is why though?
- Wed Mar 13, 2019 3:34 pm
- Forum: Not a bug
- Topic: [0.17.11] incorrect? (Train stations do not send artillery wagon contents to circuit network)
- Replies: 3
- Views: 2044
[0.17.11] incorrect? (Train stations do not send artillery wagon contents to circuit network)
edit: I'm confused because it works now. I'm pretty sure the train was parked correctly because I placed it next to the station and didn't move it, so maybe there is a bit of funkiness with the initial hook-up?
Sorry, if this was indeed my mistake. I should have checked more thoroughly.
Original ...
Sorry, if this was indeed my mistake. I should have checked more thoroughly.
Original ...
- Fri Jan 19, 2018 2:15 pm
- Forum: Ideas and Suggestions
- Topic: Allow pasting from assemblers to constant combinators
- Replies: 1
- Views: 2133
Allow pasting from assemblers to constant combinators
As of 0.16 we can already copy-paste entity settings from assemblers to requester and buffer chests. We can also copy-paste settings between constant combinators. I suggest adding the option to copy-paste the ingredients list from assemblers onto constant combinators. Alternatively I'd welcome any ...
- Fri Dec 29, 2017 10:09 pm
- Forum: 1 / 0 magic
- Topic: [0.16.7] Crash on auto-save
- Replies: 7
- Views: 4604
Re: [0.16.7] Crash on auto-save
Same issue here in 0.16.9.
Might be related to bugged provider chests (viewtopic.php?f=7&t=55848): I've tried replacing one of the bugged providers and then immediately save and it crashes.
Might be related to bugged provider chests (viewtopic.php?f=7&t=55848): I've tried replacing one of the bugged providers and then immediately save and it crashes.
- Fri Jul 28, 2017 6:54 pm
- Forum: News
- Topic: Friday Facts #201 - 0.15 Stable, but not really
- Replies: 148
- Views: 61460
Re: Friday Facts #201 - 0.15 Stable, but not really
Release it already! Hype!!the 'new hotness' of 0.16.
- Sat Jun 17, 2017 2:47 pm
- Forum: News
- Topic: Friday Facts #195 - Poles re-design
- Replies: 102
- Views: 60420
Re: Friday Facts #195 - Poles re-design
I love that you're doing work on the power poles but the new versions do look rather bland. They need a lot more grunge and a bit more wonkiness to give them character. The suggested versions for big and medium poles are very similar to each other with the straight clean poles.
I love the old big ...
I love the old big ...
- Thu May 04, 2017 10:12 pm
- Forum: Not a bug
- Topic: [0.15.6] Can't place train stop in valid position
- Replies: 2
- Views: 7185
Re: [0.15.6] Can't place train stop in valid position
Makes sense. It can't guess that I plan to fix the signals later. In that case I'd suggest adding some kind of text popping up to tell me exactly why it won't let me do that. I think there's something like that in the game for a different situation though I can't remember what it was.
- Thu May 04, 2017 9:35 pm
- Forum: Not a bug
- Topic: [0.15.6] Can't place train stop in valid position
- Replies: 2
- Views: 7185
[0.15.6] Can't place train stop in valid position
Not sure why but I've found a location where the train stop ghost stays red so I can't place it via left click. I can however use shift-click to have it placed via construction robot, so the place seems to be completely valid.
For context: I am trying to reverse the station so if you check the ...
For context: I am trying to reverse the station so if you check the ...
- Wed Apr 26, 2017 2:46 pm
- Forum: Not a bug
- Topic: Finished modules research missing in the research menu
- Replies: 2
- Views: 2027
Finished modules research missing in the research menu
In the research view you can find the icons of finished research on the bottom left. However the research icons for finished productivity, efficiency, and speed modules appear to be missing.
Now I realize that this may be intentional as some other research that has incremental levels also only ...
Now I realize that this may be intentional as some other research that has incremental levels also only ...
- Fri Mar 03, 2017 9:35 pm
- Forum: News
- Topic: Friday Facts #180 - Map interaction
- Replies: 161
- Views: 77209
Re: Friday Facts #180 - Map interaction
> Interactive (clickable) electric and logistics networks that open the window with detailed info.
I imagine it might be fairly simple to highlight / outline individual power networks on cursor hover on the map. I.e. if the setting is toggled on and you hover the cursor over any part of a network ...
I imagine it might be fairly simple to highlight / outline individual power networks on cursor hover on the map. I.e. if the setting is toggled on and you hover the cursor over any part of a network ...
- Fri Jan 27, 2017 6:18 pm
- Forum: News
- Topic: Friday Facts #175 - Programmable Speaker
- Replies: 88
- Views: 46531
Re: Friday Facts #175 - Programmable Speaker
People on Stackexchange being helpful as always… Post it on SO, they'll tell you to use a jQuery plugin for sending those two packets.
- Fri Dec 16, 2016 5:04 pm
- Forum: Ideas and Suggestions
- Topic: Categorize Reasearch
- Replies: 0
- Views: 1069
Categorize Reasearch
There's a lot of research available and .15 will bring even more . We already have an awesome tech tree view which helps identify missing dependencies. However the main part of the research UI is still just a massive wall of research icons. When you have a lot available and it's not really in any ...
- Sat Nov 19, 2016 2:57 am
- Forum: News
- Topic: Friday Facts #165 - Death by a thousand cuts
- Replies: 101
- Views: 51109
Re: Friday Facts #165 - Death by a thousand cuts
I assume we are allowed to plaster that amazing render all over the internet?
- Sat Oct 29, 2016 3:21 pm
- Forum: News
- Topic: Friday Facts #162 - Theme Art Again
- Replies: 173
- Views: 74906
Re: Friday Facts #162 - Theme Art Again
I like the artefacts, I'd be quite sad when they are gone. :<
1. They give an incentive to hunt aliens beside "they are in the way". They force you to be offensive for a small portion of the game. I liked that. This makes it necessary to do a small bit of planning ahead when you construct your ...
1. They give an incentive to hunt aliens beside "they are in the way". They force you to be offensive for a small portion of the game. I liked that. This makes it necessary to do a small bit of planning ahead when you construct your ...
- Mon Jul 25, 2016 11:58 pm
- Forum: Releases
- Topic: Version 0.13.11
- Replies: 26
- Views: 26142
Re: Version 0.13.11
Yay, no more involuntary no-crafting challenge.FactorioBot wrote:Fixed that the Linux binaries would crash after handcrafting finishes. (29614)
- Sun Jul 24, 2016 2:36 pm
- Forum: Implemented Suggestions
- Topic: --help for command line interface
- Replies: 1
- Views: 1331
--help for command line interface
Ignore everything I wrote, I fucked it up myself.
I run factorio on linux and read in the release notes for 0.13.10 that it now supports a --mod-directory switch on the command line. Naturally I wanted to find out what other options are available. However neither -h nor --help gave me any clues ...
I run factorio on linux and read in the release notes for 0.13.10 that it now supports a --mod-directory switch on the command line. Naturally I wanted to find out what other options are available. However neither -h nor --help gave me any clues ...
- Fri Jul 22, 2016 6:39 pm
- Forum: Technical Help
- Topic: No more automatic updates for standalone?
- Replies: 3
- Views: 2814
Re: No more automatic updates for standalone?
Yup it works now. Thanks!
- Wed Jul 20, 2016 11:53 am
- Forum: Technical Help
- Topic: No more automatic updates for standalone?
- Replies: 3
- Views: 2814
No more automatic updates for standalone?
I have both the standalone version and the Steam version of the game installed. The Steam version is kept up-to-date via Steam (experimental updates enabled), which works fine. However my standalone version is no longer updating itself. It's now on 0.13.0 and when I hit the "Check updates" button in ...