Search found 294 matches

by Gandalf
Sat Oct 12, 2019 6:21 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 355517

Re: [MOD 0.17] Industrial Revolution

I left you a scathing review on reddit, in case you care. ;)
by Gandalf
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: 1234

[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....
by Gandalf
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: 1673

[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 pos...
by Gandalf
Fri Jan 19, 2018 2:15 pm
Forum: Ideas and Suggestions
Topic: Allow pasting from assemblers to constant combinators
Replies: 1
Views: 1681

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: 3948

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: 51696

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: 52385

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: 6305

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: 6305

[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: 1636

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: 66692

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: 40640

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: 916

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: 44769

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: 63201

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 ...
by Gandalf
Mon Jul 25, 2016 11:58 pm
Forum: Releases
Topic: Version 0.13.11
Replies: 26
Views: 24392

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: 1137

--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: 2369

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: 2369

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"...

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