Search found 77 matches
- Tue Jan 18, 2022 2:31 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [1.1.49] Biters path to character who started forest fire at any distance
- Replies: 2
- Views: 2535
Re: [Oxyd] [1.1.49] Biters path to character who started forest fire at any distance
Biters are actually not supposed to chase you across the entire map for the reasons you mentioned. I changed it so that if the player is far enough away, they'll path toward the point where the fire originated β this should be reasonably close to where they took damage, and it makes them move. ok, ...
- Wed Feb 17, 2021 9:06 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [1.1.25] Reservations and train limits don't update in train overview GUI.
- Replies: 1
- Views: 1734
[Klonan] [1.1.25] Reservations and train limits don't update in train overview GUI.
As the subject says: In the new train overview GUI, in the "Stations" tab, the numbers of reservations and train limits on the right side of the list of stations don't update. It shows a frozen state of the moment that the GUI was opened at, until someone else adds or removes a station of ...
- Sat Jan 30, 2021 2:40 am
- Forum: News
- Topic: Friday Facts #364 - 1.1 stable
- Replies: 57
- Views: 21421
Re: Friday Facts #364 - 1.1 stable
https://cdn.factorio.com/assets/img/blog/fff-364-train-gui-new-2.png what does the symbol of circuit network on the right side of all 3 train stops on the right, and 1 on the left mean? it's rather not the "disabled by circuit network" notification, because that looks different for me in 1...
- Sun Jan 17, 2021 4:22 am
- Forum: Won't fix.
- Topic: [1.1.11] Drag-placing still places underground segments when rotating out of range and 2 other issues
- Replies: 3
- Views: 845
Re: [1.1.11] Drag-placing still places underground segments when rotating out of range and 2 other issues
overall i fully understand and agree that it is not supposed to be mind-reading, so i'm perfectly fine with leaving issue #3 the way it is atm. however, the issue #1 looks really dumb with the reversed underground belt - which, from what i can see, was fixed in 1.1.12, so that's gucci. i would perso...
- Thu Jan 14, 2021 8:27 pm
- Forum: Won't fix.
- Topic: [1.1.11] Drag-placing still places underground segments when rotating out of range and 2 other issues
- Replies: 3
- Views: 845
[1.1.11] Drag-placing still places underground segments when rotating out of range and 2 other issues
to sorta continue https://forums.factorio.com/94359 OOJ3eSkDme.mp4 OOJ3eSkDme.mp4_snapshot_00.06.647.jpg during drag-pacing, when you rotate the belt after you move too far to place the first belt in the new direction, you get an underground belt segment - and a reversed one for that matter! I also ...
- Thu Jan 14, 2021 2:09 am
- Forum: Releases
- Topic: Version 1.1.8
- Replies: 26
- Views: 17889
Re: Version 1.1.8
Awesome GUI! Suggestion: - Remember open tab and selected station/train. Maybe remember even scrollbar position. It is be useful for manage all stations one to one with same name. In this moment I want visit all my crude oil patchs and for every station I select second tab, scroll the scrollbar nam...
- Fri Jan 08, 2021 10:26 pm
- Forum: Releases
- Topic: Version 1.1.7
- Replies: 25
- Views: 12908
Re: Version 1.1.7
it wouldn't match if you flipped EVERYTHING? are you sure?jodokus31 wrote: βFri Jan 08, 2021 1:38 pmThat still wouldnt help with blueprints, because the Pipe Layout wouldnt matchpeternlewis wrote: βFri Jan 08, 2021 7:10 amNo, I meant you should be able to flip the chemical plant and the refinery in the same way you can rotate them.
- Sat Nov 14, 2020 12:53 pm
- Forum: News
- Topic: Friday Facts #363 - 1.1 is getting close
- Replies: 178
- Views: 66323
Re: Friday Facts #363 - 1.1 is getting close
character tab was rarely used, because it wasn't developed to its full potential i used it to change the color of my character in a civilized way. rarely, but basically at least once every game. i used it to see the actual proper numeric values of my batteries and shields. i used it to enable/disabl...
- Fri Oct 30, 2020 5:18 pm
- Forum: News
- Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
- Replies: 141
- Views: 47877
Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
love the changes. will placing/force-placing blueprints change the rotation of existing belts etc., or does it work only with manual ghost placing? also: 1.1? If i'm not mistaken that means having to change the Factorio version in settings of all mods. Are there any actual backwards-incompatible mod...
- Sat Oct 24, 2020 10:46 pm
- Forum: News
- Topic: Friday Facts #361 - Train stop limit, Tips and tricks
- Replies: 163
- Views: 48316
Re: Friday Facts #361 - Train stop limit, Tips and tricks
Just have a fuel train that drops fuel off at every station yeah... that's one of the workarounds that i don't like. and one that is not even possible in some cases. If it is possible to route the train to a fueling station, then how can it be impossible to send fuel to a station on the train's rou...
- Mon Oct 12, 2020 10:51 am
- Forum: News
- Topic: Friday Facts #361 - Train stop limit, Tips and tricks
- Replies: 163
- Views: 48316
Re: Friday Facts #361 - Train stop limit, Tips and tricks
There is some logic " a manager" which controls traffic. It is not just limiter, it is traffic controller. On top is easier to talk about the feature as manager rather then limiter. Perhaps it would be nice to make it work as technology to research. In a way you're right that there's a so...
- Sun Oct 11, 2020 12:24 pm
- Forum: News
- Topic: Friday Facts #361 - Train stop limit, Tips and tricks
- Replies: 163
- Views: 48316
Re: Friday Facts #361 - Train stop limit, Tips and tricks
Lets name the feature Departure queue manager abreviation used in the fallowing text is DQM Because: - it better describe what it does. Manages a queue of trains which are heading to a destination. (...) - wording " stop limit " sounds restrictively and negative. This feature helps & ...
- Fri Jul 10, 2020 1:53 pm
- Forum: Releases
- Topic: Version 0.18.34
- Replies: 23
- Views: 15240
Re: Version 0.18.34
most of the time, if i want to have about a full stack of something, i set the requests to something like from 80% or 90% of a stack size to one stack, so when bots deliver slightly more than the minimum, neither i get another stack, nor they have to fly all the way back to put it to some random st...
- Tue Jul 07, 2020 2:03 pm
- Forum: Releases
- Topic: Version 0.18.34
- Replies: 23
- Views: 15240
Re: Version 0.18.34
i mean, if you just set something to be in the range of 100-100 (or whatever is the stack size for that item) then it will not create a new stack either... Say you set 1k belts and you mine some belts up, then you have 11 stacks of belts tying up inventory space now. That can be mitigated by trash ...
- Mon Jul 06, 2020 3:54 pm
- Forum: Releases
- Topic: Version 0.18.34
- Replies: 23
- Views: 15240
Re: Version 0.18.34
i set the requests to something like from 80% or 90% of a stack size to one stack I do it because when I'm working on my base and I retrieve a few of something it will not automatically roll over to a new stack. i mean, if you just set something to be in the range of 100-100 (or whatever is the sta...
- Sun Jul 05, 2020 10:57 pm
- Forum: Releases
- Topic: Version 0.18.34
- Replies: 23
- Views: 15240
Re: Version 0.18.34
most of the time, if i want to have about a full stack of something, i set the requests to something like from 80% or 90% of a stack size to one stack, so when bots deliver slightly more than the minimum, neither i get another stack, nor they have to fly all the way back to put it to some random sto...
- Fri Jun 26, 2020 7:34 pm
- Forum: News
- Topic: Friday Facts #353 - Trailer update
- Replies: 38
- Views: 11720
Re: Friday Facts #353 - Trailer update
it's not something i paid attention to when reading this FFF for the first time, but after reading those comments here and playing around with site's CSS, i'm on board that the new website's colors could be made better. just because it's an FFF doesn't mean the text color needs to be #FFF :P somethi...
- Fri Jun 12, 2020 1:44 pm
- Forum: News
- Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
- Replies: 199
- Views: 40543
Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
oh, regarding the fluid flushing: i really don't understand how is that related to fluid mixing prevention . it's a greatly convenient* solution to clearing the wrong fluid from a pipe, but it really has nothing to do with solving the cause of the problem when fluid mixing happens in the rarest of c...
- Fri Jun 12, 2020 12:50 pm
- Forum: News
- Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
- Replies: 199
- Views: 40543
Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
okay, this looks much better. they look like a part of the background now, so the important buildings are more noticeable etc. but i have one issue: with this flat design of a mess of cables, they look like destroyed remnants of some building, instead of an active working one, at least on a static i...
- Fri Jun 12, 2020 12:45 pm
- Forum: Releases
- Topic: Version 0.18.31
- Replies: 56
- Views: 19530
Re: Version 0.18.31
the point was that despite what you wrote it is NOT redundant now, and will not be made redundant even if they add this indicator to new assemblers. It will only be redundant if A L L machines get this indicator, and it will be as clearly visible and as configurable as Bottleneck is. https://media....