I stumbled over this for a minute too, until satisfying myself that this was meant as four fifths or 80%... but that's still a guess.
Search found 284 matches
- Sun Feb 06, 2022 12:48 am
- Forum: News
- Topic: Friday Facts #367 - Expansion news
- Replies: 220
- Views: 144287
- Fri Feb 04, 2022 9:32 pm
- Forum: News
- Topic: Friday Facts #367 - Expansion news
- Replies: 220
- Views: 144287
Re: Friday Facts #367 - Expansion news
Yep. I'd pay $60 for v1.2 Not only enjoyment from the hours of playing this game, but actually being a part of this community (as we are right now) is a rare thing these days. I thank Wube for what they've accomplished, both with Factorio v1.1 and with the community of players and fans they've creat...
- Fri Feb 12, 2021 8:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.21] Blueprint containing only landmines does not snap to grid
- Replies: 3
- Views: 2608
Re: [1.1.21] Blueprint containing only landmines does not snap to grid
Yeah, this is likely due to just that.
From what I know, blueprints are... "informed" of their grid from the entities they contain. Hence why adding an "on-grid" entity makes this work, and adding a section of rail suddenly makes the grid snap to 2x2 instead of 1x1, etc.
From what I know, blueprints are... "informed" of their grid from the entities they contain. Hence why adding an "on-grid" entity makes this work, and adding a section of rail suddenly makes the grid snap to 2x2 instead of 1x1, etc.
- Fri Feb 12, 2021 8:01 pm
- Forum: Duplicates
- Topic: [1.1.21] Request GUI will not close with Enter in all cases
- Replies: 2
- Views: 1734
Re: [1.1.21] Request GUI will not close with Enter in all cases
Sounds related to or duplicate of 95845
- Sun Feb 07, 2021 6:09 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.19] Blurry text in the Circuit Network tip
- Replies: 8
- Views: 4262
Re: Blurry text in the Circuit Network tip
I believe amirlb is referencing the "2^31" superscript on the third line of the description below the image.
- Sat Feb 06, 2021 3:32 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [1.1.21] Character requested rockets end up in spidertron ammo slots
- Replies: 5
- Views: 3896
- Wed Feb 03, 2021 4:43 am
- Forum: Not a bug
- Topic: [1.1.19] Automation wrong cost under expensive tech
- Replies: 5
- Views: 2438
Re: [1.1.19] Automation wrong cost under expensive tech
I asked about this recently, and from what I know this was done intentionally for _just_ automation science, as to not delay the early game and requiring 4x handcrafting to get to that first step in research.
As far as I know, this is Not a Bug.
As far as I know, this is Not a Bug.
- Sun Jan 31, 2021 3:31 am
- Forum: Not a bug
- Topic: [1.1.9] Spidertron inventory management not behaving as expected
- Replies: 4
- Views: 1551
Re: [1.1.9] Spidertron inventory management not behaving as expected
Picker Inventory Tools also allows to sort Spidertron inventory, but allows it without the other enhancements, if that is something you're into...
- Tue Jan 19, 2021 8:16 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.12] Fast replace belt & undergroud belt not working as described
- Replies: 12
- Views: 5553
Re: [1.1.12] Fast replace belt & undergroud belt not working as described
From what I see in the video (paying close attention to the red dot indicating a mouse click), it is as boskid describes for the first attempt. But it seems after this, a "belt power replace" is attempted which replaces the first underground, and places belt up to the second... which unlik...
- Mon Jan 18, 2021 6:34 pm
- Forum: Not a bug
- Topic: [1.1.12] Mod changes or game updates reset new recipe notifications
- Replies: 12
- Views: 4160
Re: [1.1.12] Mod changes or game updates reset new recipe notifications
Great, looks like Snowfious already reported this to the mod author(s).
- Sun Jan 17, 2021 7:22 pm
- Forum: Not a bug
- Topic: [1.1.12] Mod changes or game updates reset new recipe notifications
- Replies: 12
- Views: 4160
Re: [1.1.12] Every update causes map items to be undiscovered
Ah yeah, pretty similar thing. Like I said, any kind of updates to mods or the game, or adding a new mod causes this issue. It could very be a mod, I'll investigate. If it makes it easier in your investigations, the other thread I linked above has a savegame attached. Might be helpful to cross-refe...
- Sun Jan 17, 2021 6:33 pm
- Forum: Not a bug
- Topic: [1.1.12] Mod changes or game updates reset new recipe notifications
- Replies: 12
- Views: 4160
Re: [1.1.12] Every update causes map items to be undiscovered
Sounds similar to 94015
- Sun Jan 17, 2021 5:13 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.12] Ghost smart belt building creates real underground belt without item consumption
- Replies: 3
- Views: 2948
Re: [1.1.12]Ghost smart belt building generates underground belt
Reformat of the video link:
- Sat Jan 16, 2021 8:03 pm
- Forum: Ideas and Suggestions
- Topic: Offensive Backer List entry (Train stops, Trains, Labs, Roboports, Radars)
- Replies: 31
- Views: 10158
Re: [1.0.0] Offensive Automatic Train Name
Sure thing, Mr " Some of my best friends have 'mental issues'". I'm aware of what words are and how language is co-constructed. None of this cod-philosophy of language banter stops "retarded" from being a stupid and unnecessary thing to appear on screen in a family-friendly vide...
- Sat Jan 16, 2021 12:41 am
- Forum: Ideas and Suggestions
- Topic: Offensive Backer List entry (Train stops, Trains, Labs, Roboports, Radars)
- Replies: 31
- Views: 10158
Re: [1.0.0] Offensive Automatic Train Name
You know perfectly well that's almost certainly not what was meant. No actually, I don't know that and neither do you - definitely maybe. The way people can rationalise this shit away is the reason it's a problem. ... Educate yourself. As far as my education goes, I have friends and family with men...
- Fri Jan 15, 2021 11:52 pm
- Forum: Ideas and Suggestions
- Topic: Offensive Backer List entry (Train stops, Trains, Labs, Roboports, Radars)
- Replies: 31
- Views: 10158
Re: [1.0.0] Offensive Automatic Train Name
Let us not forget that this is the name of a train stop in a video game. This wasn't aimed at anyone. This isn't schoolyard bullying. This isn't those "fascists" in the states. This was the name provided by someone that paid money out of their own pocket to support a game we all love. The ...
- Fri Jan 15, 2021 9:07 pm
- Forum: Ideas and Suggestions
- Topic: Offensive Backer List entry (Train stops, Trains, Labs, Roboports, Radars)
- Replies: 31
- Views: 10158
Re: [1.0.0] Offensive Automatic Train Name
Sigh.
This being "offensive" is completely subjective.
This being "offensive" is completely subjective.
- Sun Jan 10, 2021 10:58 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [1.1.6] Replay data discontinue after save when using non-blocking save
- Replies: 8
- Views: 4525
- Sun Jan 10, 2021 2:38 am
- Forum: Not a bug
- Topic: [1.1.8] Trying to place tiles with increased character speed skips placing
- Replies: 3
- Views: 1772
- Sun Jan 10, 2021 2:38 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.8] Gaps when dragging entities in line
- Replies: 3
- Views: 1901