Search found 284 matches

by invisus
Sun Feb 06, 2022 12:48 am
Forum: News
Topic: Friday Facts #367 - Expansion news
Replies: 178
Views: 44396

Re: Friday Facts #367 - Expansion news

ptx0 wrote:
Sun Feb 06, 2022 12:07 am
4 to 5 hours in AB+PY? or 400-500 hours?
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.
by invisus
Fri Feb 04, 2022 9:32 pm
Forum: News
Topic: Friday Facts #367 - Expansion news
Replies: 178
Views: 44396

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...
by invisus
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: 1015

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.
by invisus
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: 1928

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.
by invisus
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: 1913

Re: [1.1.21] Character requested rockets end up in spidertron ammo slots

Rseding91 wrote:
Sat Feb 06, 2021 1:57 am
with spidertrons now having their own requests
This seems to be the answer right here. If both character and spidertron are now able to make their own requests, it would seem unintended for player requests to go to the vehicle.
by invisus
Wed Feb 03, 2021 4:43 am
Forum: Not a bug
Topic: [1.1.19] Automation wrong cost under expensive tech
Replies: 5
Views: 818

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.
by invisus
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: 618

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...
by invisus
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: 2151

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...
by invisus
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: 1664

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...
by invisus
Sat Jan 16, 2021 8:03 pm
Forum: Ideas and Suggestions
Topic: [1.0.0] Offensive Automatic Train Name
Replies: 29
Views: 3493

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...
by invisus
Sat Jan 16, 2021 12:41 am
Forum: Ideas and Suggestions
Topic: [1.0.0] Offensive Automatic Train Name
Replies: 29
Views: 3493

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...
by invisus
Fri Jan 15, 2021 11:52 pm
Forum: Ideas and Suggestions
Topic: [1.0.0] Offensive Automatic Train Name
Replies: 29
Views: 3493

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 ...
by invisus
Fri Jan 15, 2021 9:07 pm
Forum: Ideas and Suggestions
Topic: [1.0.0] Offensive Automatic Train Name
Replies: 29
Views: 3493

Re: [1.0.0] Offensive Automatic Train Name

Sigh.

This being "offensive" is completely subjective.
by invisus
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: 1965

Re: [1.1.6] Replay data discontinue after save

Tweak link for video:
Rseding91 wrote:
Sun Jan 10, 2021 8:17 pm

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