Search found 6672 matches

by kovarex
Fri Nov 02, 2018 9:45 pm
Forum: News
Topic: Friday Facts #267 - Experiments, Explosives & Extended tags
Replies: 96
Views: 6326

Re: Friday Facts #267 - Experiments, Explosives & Extended tags

It's cool to have a ping/tag on chat, but would be really cool to be able to say shift+click on the minimap to generate an instant ping, without chat interaction (Like some Multiplayer games do. To say some, League of Legends and Heroes of the Storm, and World of Warcraft). There is a special "powe...
by kovarex
Fri Nov 02, 2018 8:51 pm
Forum: News
Topic: Friday Facts #267 - Experiments, Explosives & Extended tags
Replies: 96
Views: 6326

Re: Friday Facts #267 - Experiments, Explosives & Extended tags

For those giving us ideas of what could go into the "empty hole" after the pickaxe:
The "main screen gui" is going to change lot. We have quite a concrete plan already that will be shown in some future FFF. I believe that most will like it :)
by kovarex
Sat Oct 27, 2018 1:51 pm
Forum: Off topic
Topic: Doomtrooper cards
Replies: 2
Views: 4954

Re: Doomtrooper cards

I only collect Engligh and czech cards, but thanks for the notice :)
by kovarex
Fri Oct 26, 2018 8:12 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 444
Views: 20670

Re: Friday Facts #266 - Cleanup of mechanics

Also, with the hardness, the argument why to remove it completely was, that we still have the mechanism of "mining category".
So if a mod wants to lock mining of certain resource to a certain miner, he can just use a mining category that the basic drills not handle.
by kovarex
Fri Oct 26, 2018 8:02 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 444
Views: 20670

Re: Friday Facts #266 - Cleanup of mechanics

I would like to clarify some things: Stone furnace versus steel furnace coal efficiency ratio is still the same (steel furnace uses half the coal per product compared to stone furnace), this is easily controlled by the actual energy consumption of the furnaces. The same goes when you compare electri...
by kovarex
Fri Oct 26, 2018 3:39 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 444
Views: 20670

Re: Friday Facts #266 - Cleanup of mechanics

On the topic of eliminating unnecessary complexity - there was a proposal on reddit to round belt throughputs to 15/30/45 ( link ). What do you think about it? We can't do that easily actually. The movement of items on belts is 1 pixel per tick, and if you change it to something else than the multi...
by kovarex
Mon Oct 15, 2018 7:27 pm
Forum: Resolved for 0.17
Topic: [kovarex] [0.16.30] Ghost placed rail signals are broken
Replies: 3
Views: 395

Re: [kovarex] [0.16.30] Ghost placed rail signals are broken

This thing was only done on my laptop and never actually pushed to our code base. I discovered it today, so I pushed it for 0.17
by kovarex
Tue Oct 02, 2018 7:24 pm
Forum: Not a bug
Topic: [0.16.51] Supply Szenario: Delivered goods count for both teams
Replies: 2
Views: 207

Re: [0.16.51] Supply Szenario: Delivered goods count for both teams

I believe, that it is not a bug.

The delivered items quotas are shared intentionally, as it forces a race between the teams. You can watch what other teams are doing, and you might skip on one product that everyone else is racing for to dominate some other one.
by kovarex
Fri Aug 10, 2018 4:09 pm
Forum: News
Topic: Friday Facts #255 - Construction tools
Replies: 138
Views: 10847

Re: Friday Facts #255 - Construction tools

Well, the case I'm mostly covering is, that you click a new blueprint and you select content for it right away. If you have an empty blueprint somewhere (inventory/action bar), and you pick it (so the hand on the slot appears) setup it, and press Q, there is no reason why it shouldn't go where you ...
by kovarex
Fri Aug 10, 2018 4:02 pm
Forum: News
Topic: Friday Facts #255 - Construction tools
Replies: 138
Views: 10847

Re: Friday Facts #255 - Construction tools

Yes, that is how it is. Pressing Q always puts it where you picked it from, unless it was just created. And that's how I understood it. (Though there is room for confusion, since new blueprint always start with a blank blueprint, that often comes from my inventory). Well, the case I'm mostly coveri...
by kovarex
Fri Aug 10, 2018 3:48 pm
Forum: News
Topic: Friday Facts #255 - Construction tools
Replies: 138
Views: 10847

Re: Friday Facts #255 - Construction tools

Also in the clipboard menu definitely have an option to turn it into a proper blueprint. This would integrate copy-paste with the blueprint library a lot more workflow will become: ctrl+v and select the area to blueprint, then if temporary use ctrl+v to past wherever, if you want a more permanent c...
by kovarex
Fri Aug 10, 2018 3:46 pm
Forum: News
Topic: Friday Facts #255 - Construction tools
Replies: 138
Views: 10847

Re: Friday Facts #255 - Construction tools

I SEVERELY object to the proposed Q/blueprint let go solution. In an average 30 minute chunk, I might use blueprints 50 or more times -- that would be a heck of a lot of clicking some option box! ...I reuse the same BP multiple times for small things... I think a lot of people are misunderstanding ...
by kovarex
Fri Aug 10, 2018 3:45 pm
Forum: News
Topic: Friday Facts #255 - Construction tools
Replies: 138
Views: 10847

Re: Friday Facts #255 - Construction tools

Nice new additions! Does the Upgrade Planner functionality mark tiles for upgrade within a network? For example, if you want to upgrade your entire main bus, and you run out of belts on your character: will it also draw from storage within the logistics network? (And ask bots in the roboports to co...
by kovarex
Sat Jun 30, 2018 2:24 am
Forum: News
Topic: Friday Facts #249 - Dead end exploration
Replies: 206
Views: 13642

Re: Friday Facts #249 - Dead end exploration

A lot of people asked how blueprint would be transferred between players if it wasn't an item. Simply by the chat as described in more detail here (https://www.factorio.com/blog/post/fff-237). You would just open chat and drag (click) the blueprint there (note that you can either write to general ch...
by kovarex
Tue Jun 12, 2018 4:33 pm
Forum: Not a bug
Topic: [0.16.50] Infinite research increment resets with console?
Replies: 1
Views: 164

Re: [0.16.50] Infinite research increment resets with console?

This is intended behaviour.

Also, I might have a good news for you, you can access the level, so you can write that the level = 300 and you are done.
by kovarex
Mon Jun 11, 2018 2:12 pm
Forum: Pending
Topic: [Oxyd] [0.16.48] Shutdown saves corrupt .tmp.zip
Replies: 2
Views: 203

Re: [Oxyd] [0.16.48] Shutdown saves corrupt .tmp.zip

Can you reproduce the problem?
by kovarex
Mon Jun 11, 2018 2:11 pm
Forum: Won't fix.
Topic: [0.16.48] Update failed
Replies: 3
Views: 398

Re: [0.16.48] Update failed

There were few people, that got the update of the wrong release before we redid it. These people will have to redownload the game.
by kovarex
Mon Jun 11, 2018 1:51 pm
Forum: Pending
Topic: [0.16.49] Crash: "SpriteDrawOrder::render"
Replies: 7
Views: 369

Re: [0.16.49] Crash: "SpriteDrawOrder::render"

Was it a 1 time random thing, or is it happening regularly?
by kovarex
Mon Jun 11, 2018 10:46 am
Forum: 1 / 0 magic
Topic: [0.16.48] Error on start: "Direct3D device lost during loading of sprites"
Replies: 3
Views: 351

Re: [0.16.48] Error on start: "Direct3D device lost during loading of sprites"

That really sound weird. I don't really know what is the exact problem, but I would guess that the drivers are really related. Can you just use the downgraded drivers?

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