Search found 290 matches

by Gandalf
Fri Jan 19, 2018 2:15 pm
Forum: Ideas and Suggestions
Topic: Allow pasting from assemblers to constant combinators
Replies: 1
Views: 144

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 o...
by Gandalf
Fri Dec 29, 2017 10:09 pm
Forum: 1 / 0 magic
Topic: [0.16.7] Crash on auto-save
Replies: 7
Views: 823

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.
by Gandalf
Fri Jul 28, 2017 6:54 pm
Forum: News
Topic: Friday Facts #201 - 0.15 Stable, but not really
Replies: 148
Views: 15420

Re: Friday Facts #201 - 0.15 Stable, but not really

the 'new hotness' of 0.16.
Release it already! Hype!!
by Gandalf
Sat Jun 17, 2017 2:47 pm
Forum: News
Topic: Friday Facts #195 - Poles re-design
Replies: 102
Views: 19395

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 py...
by Gandalf
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: 682

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.
by Gandalf
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: 682

[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 scree...
by Gandalf
Wed Apr 26, 2017 2:46 pm
Forum: Not a bug
Topic: Finished modules research missing in the research menu
Replies: 2
Views: 278

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 shows...
by Gandalf
Fri Mar 03, 2017 9:35 pm
Forum: News
Topic: Friday Facts #180 - Map interaction
Replies: 161
Views: 24822

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 it...
by Gandalf
Fri Jan 27, 2017 6:18 pm
Forum: News
Topic: Friday Facts #175 - Programmable Speaker
Replies: 88
Views: 16464

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.
by Gandalf
Fri Dec 16, 2016 5:04 pm
Forum: Ideas and Suggestions
Topic: Categorize Reasearch
Replies: 0
Views: 157

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 pa...
by Gandalf
Sat Nov 19, 2016 2:57 am
Forum: News
Topic: Friday Facts #165 - Death by a thousand cuts
Replies: 101
Views: 19082

Re: Friday Facts #165 - Death by a thousand cuts

I assume we are allowed to plaster that amazing render all over the internet?
Image
by Gandalf
Sat Oct 29, 2016 3:21 pm
Forum: News
Topic: Friday Facts #162 - Theme Art Again
Replies: 173
Views: 23096

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 facto...
by Gandalf
Mon Jul 25, 2016 11:58 pm
Forum: Releases
Topic: Version 0.13.11
Replies: 26
Views: 17634

Re: Version 0.13.11

FactorioBot wrote:Fixed that the Linux binaries would crash after handcrafting finishes. (29614)
Yay, no more involuntary no-crafting challenge.
by Gandalf
Sun Jul 24, 2016 2:36 pm
Forum: Implemented Suggestions
Topic: --help for command line interface
Replies: 1
Views: 224

--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 and...
by Gandalf
Fri Jul 22, 2016 6:39 pm
Forum: Technical Help
Topic: No more automatic updates for standalone?
Replies: 3
Views: 593

Re: No more automatic updates for standalone?

Yup it works now. Thanks! :)
by Gandalf
Wed Jul 20, 2016 11:53 am
Forum: Technical Help
Topic: No more automatic updates for standalone?
Replies: 3
Views: 593

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...
by Gandalf
Sun Jul 03, 2016 1:48 am
Forum: Ideas and Suggestions
Topic: [0.13.3] Drop blueprint back into the book on `q`
Replies: 1
Views: 196

[0.13.3] Drop blueprint back into the book on `q`

Pretty simple but keeps bugging me: I can select a blueprint directly from the book. After I've used it I always press Q to get rid of it. However that drops it into my inventory instead of back into the book. Would be awesome if the blueprint could remember if it was in the book and go back there.
by Gandalf
Fri Jun 24, 2016 11:25 am
Forum: News
Topic: Friday Facts #144 - The gfx report
Replies: 99
Views: 23269

Re: Friday Facts #144 - The gfx report

I wonder what the signal with number 44 on the right means. Edit: maybe it's not a signal but something logic-related? Pretty sure that's just the ghost of the item he's currently holding to be placed. (The 44 indicates how many of it he has in his inventory. It's red because he can't place it in t...
by Gandalf
Fri Jun 03, 2016 10:06 pm
Forum: Modding discussion
Topic: Source management and Licensing for Mods
Replies: 65
Views: 23727

Re: Source management and Licensing for Mods

A bit late but I'd still like to reply to this post as I'm sure there are many others with similar questions. For me, I just mod for fun, all this licencing crap to me is confusing and seems dumb (to me). I just like to do random stuff, I don't expect to ever get payed for it. I do it to add things ...
by Gandalf
Fri Jun 03, 2016 9:19 pm
Forum: News
Topic: Friday Facts #141 - Mod Portal
Replies: 190
Views: 32362

Re: Friday Facts #141 - Mod Portal

We will be requiring every mod to specify a license
Thank you! :)

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