Search found 5111 matches
- Sun May 05, 2024 6:13 pm
- Forum: Implemented in 2.0
- Topic: Combine train viewer map and actual map
- Replies: 2
- Views: 211
Re: Combine train viewer map and actual map
We did this for 2.0, its mentioned at the bottom of the 'Remote view context' part: https://factorio.com/blog/post/fff-380 P.S. We used the same strategy for trains, so it is just a "glued" piece of GUI to the remote view, so you can interact with the world around the selected train the us...
- Mon Apr 15, 2024 9:50 am
- Forum: Technical Help
- Topic: playing multiplayer on same account
- Replies: 8
- Views: 758
Re: playing multiplayer on same account
... If OP wants to pirate the game that is up to him, no one really cares, neither me nor Wube I think. But it is against the terms so it's a bit weird to publically instruct on how to pirate the game on the official forums. We don't really consider playing with a friend or relative in your own hom...
- Tue Apr 09, 2024 6:39 pm
- Forum: Implemented in 2.0
- Topic: show different appearance to blacklist/whitelist icons in alt mode
- Replies: 21
- Views: 4765
Re: show different appearance to blacklist/whitelist icons in alt mode
I did this for 2.0
- Tue Mar 19, 2024 6:13 pm
- Forum: Fixed for 2.0
- Topic: [Klonan] [1.1.104] UI doubleclick speed is too fast
- Replies: 1
- Views: 336
Re: [Klonan] [1.1.104] UI doubleclick speed is too fast
Thanks for the report,
In 2.0, the game will try to respect the double click speed set in the OS settings, Windows default is said to be 500ms, so I also set that as the game default if it can't fetch the setting.
(Current value is 200ms which is actually the fastest Windows setting would allow)
In 2.0, the game will try to respect the double click speed set in the OS settings, Windows default is said to be 500ms, so I also set that as the game default if it can't fetch the setting.
(Current value is 200ms which is actually the fastest Windows setting would allow)
- Wed Mar 13, 2024 11:32 am
- Forum: Implemented in 2.0
- Topic: Auto-trash everything not requested
- Replies: 3
- Views: 328
- Wed Mar 06, 2024 9:10 am
- Forum: Fixed for 2.0
- Topic: [1.1.63] modding related - boilers take energy and consumption from input fluid, not output
- Replies: 10
- Views: 2329
Re: [1.1.63] modding related - boilers take energy and consumption from input fluid, not output
In this household we respect the laws of thermodynamics. In this case, the law of conservation of energy. I wasn't going to make the logic too complicated, but the basic principle that applying 10MJ to 100 water should result in Steam with 10MJ of potential energy. So if Steam has 1/10 the heat capa...
- Tue Mar 05, 2024 8:29 am
- Forum: Modding help
- Topic: Save file mod syncing does not take into account mod versions
- Replies: 1
- Views: 207
Re: Save file mod syncing does not take into account mod versions
Generally this is desired behavior, you want the latest versions If you want to sync the exact versions you can hold 'CONTROL' while clicking the 'sync mods with save' button and it will force it to try to download the exact versions Since both cases are supported, I will move this to modding help (...
- Sat Mar 02, 2024 11:48 am
- Forum: Modding interface requests
- Topic: Add a none option to PathfinderFlags
- Replies: 2
- Views: 280
Re: Add a none option to PathfinderFlags
You probably want to try disabling the path cache and see if it helps
- Sat Mar 02, 2024 9:18 am
- Forum: Fixed for 2.0
- Topic: [1.1.104] a player moving diagonally along a collision box won't contact perpendicular collision boxes
- Replies: 2
- Views: 309
Re: [1.1.104] a player moving diagonally along a collision box won't contact perpendicular collision boxes
Thanks for the report,
We have improved the character movement and the 'corner sliding logic' for 2.0,
So for now I will move this to resolved, if it is still frustrating and annoying in 2.0 then please make a new bug report (and link this one)
We have improved the character movement and the 'corner sliding logic' for 2.0,
So for now I will move this to resolved, if it is still frustrating and annoying in 2.0 then please make a new bug report (and link this one)
- Fri Mar 01, 2024 12:54 pm
- Forum: News
- Topic: Friday Facts #400 - Chart search and Pins
- Replies: 73
- Views: 12565
Re: Friday Facts #400 - Chart search and Pins
Why are there 4 different instances of X entities missing the material for construction. ? Are they in different clusters on the map? Or is this one instance for every type? Or are the separated by the time they came up? Oh right I forgot to mention it, the alerts are grouped by position, so 20 dam...
- Thu Dec 14, 2023 10:58 pm
- Forum: Multiplayer
- Topic: 2 player Wave Defense Factorio Scenario/mod
- Replies: 2
- Views: 923
Re: 2 player Wave Defense Factorio Scenario/mod
Me and my buddy whom used to game together all the time but have jobs+kids now are going to have a spot to play a game this upcoming holiday season. We have already done the base game together. Is there a more PvE scenario TD game defense mod/scenario anyone would recommend? Thank you in advance!...
- Wed Dec 06, 2023 6:53 pm
- Forum: Mod portal Discussion
- Topic: Help needed: Broken download link of latest mod version
- Replies: 3
- Views: 511
Re: Help needed: Broken download link of latest mod version
we're on the case
- Sat Dec 02, 2023 9:30 am
- Forum: Modding help
- Topic: Question regarding LuaSurface::request_path
- Replies: 2
- Views: 405
Re: Question regarding LuaSurface::request_path
Question: Given that no parameters except for path_args.goal have changed, is there a guarantee that both path requests return the same path iff there are no gates between vehicle.position and path_args.goal? There is no guarantee in any part of the pathfinder, especially as it normally takes some ...
- Tue Nov 28, 2023 8:17 pm
- Forum: Fixed for 2.0
- Topic: [1.1.89] Can't deselect category in Mods Install tab
- Replies: 1
- Views: 519
Re: [1.1.89] Can't deselect category in Mods Install tab
This is fixed in 2.0
- Tue Nov 28, 2023 4:59 pm
- Forum: Implemented for 2.0
- Topic: Custom scaling of alt-info icons
- Replies: 8
- Views: 2720
Re: Custom scaling of alt-info icons
I went through and cleaned it all up In 2.0, there will be a 'icon_draw_specification' for all entity prototypes, and it will control how the alt-mode icons are drawn, scale, shift, etc. It is all unified in this 1 place, so it will also be easy to add new features or requests in the future without ...
- Mon Nov 27, 2023 8:37 am
- Forum: Fixed for 2.0
- Topic: [1.1.98] Tight Spot: Red/Green wire permanently lost when deconstructing
- Replies: 3
- Views: 602
Re: [1.1.98] Tight Spot: Red/Green wire permanently lost when deconstructing
In 2.0 the wires are free, so this is fixed as the other players pointed out
- Mon Nov 27, 2023 8:36 am
- Forum: Fixed for 2.0
- Topic: [0.12.*] [Pending] Bug or Realism? The Flash in Factorio.
- Replies: 14
- Views: 5998
Re: [0.12.*] [Pending] Bug or Realism? The Flash in Factorio.
This is fixed in 2.0
- Thu Nov 23, 2023 8:00 pm
- Forum: Implemented in 2.0
- Topic: Options for Tree & Rock Generation
- Replies: 22
- Views: 5301
Re: Options for Tree & Rock Generation
We added rocks control in 2.0, so I guess this is complete
- Tue Nov 14, 2023 6:27 pm
- Forum: Modding interface requests
- Topic: Allow disabling spider vehicle autopilot path visualisation line width
- Replies: 2
- Views: 391
Re: Allow disabling spider vehicle autopilot path visualisation line width
There is no proper way to do it right now, as a workaround you can set the width to a very very small value (I tried 1 / 100000) and it won't be visible on the chart (A value of 0 makes the renderer call a specific drawLine function instead of the width one)
- Sun Nov 05, 2023 10:43 am
- Forum: Fixed for 2.0
- Topic: [1.1.94] Filter frame has misalignment
- Replies: 1
- Views: 420
Re: [1.1.94] Filter frame has misalignment
Thanks for the report,
This is fixed in 2.0
This is fixed in 2.0