Search found 21 matches
- Mon Jul 02, 2018 5:59 am
- Forum: News
- Topic: Friday Facts #249 - Dead end exploration
- Replies: 206
- Views: 79982
Re: Friday Facts #249 - Dead end exploration
I think proposal 4 sounds great. If you have a button to create a duplicate of a blueprint you can still easily create a variation of a blueprint "just for this game", except of course that it'll be available in all games. I think that would be max flexibility. Edit: and I love that the FF...
- Sun Feb 18, 2018 6:14 pm
- Forum: Duplicates
- Topic: [0.16.24] Reproducible crash (broken save attached)
- Replies: 2
- Views: 1499
Re: [0.16.24] Reproducible crash (broken save attached)
That sounds like it. Thanks for linking, didn't find it in my search .
- Sun Feb 18, 2018 3:41 pm
- Forum: Duplicates
- Topic: [0.16.24] Reproducible crash (broken save attached)
- Replies: 2
- Views: 1499
[0.16.24] Reproducible crash (broken save attached)
Long story of background information: I was just in the process of rebuilding my base from a starter base with many messy "quick solutions" to a large scale base. Setting up a new train station for ore loading I changed my mind on how I want to configure circuit network conditions to disa...
- Mon Nov 27, 2017 9:43 pm
- Forum: News
- Topic: Friday Facts #218 - Import bpy, Export player
- Replies: 67
- Views: 36117
Re: Friday Facts #218 - Import bpy, Export player
The new player sprites look amazing. Personally, I can't relate as much to colors like others in this topic do, mostly though because I've never really changed mine... All the modularisation work in the rendering process is cool, and well, fits into the game (automation and such ;-) ) Regarding the ...
- Mon Sep 04, 2017 5:20 pm
- Forum: Ideas and Suggestions
- Topic: Cover ore with bricks/concrete
- Replies: 18
- Views: 11875
Cover ore with bricks/concrete
TL;DR When placing stone bricks or concrete on top of ores, the ores shouldn't be visible through the tile. What ? Currently, when you place stone or concrete tiles they'll actually be placed under the ore. Sometimes, when large bases are built, you need to build on top of ores patches, or make sur...
- Sun Aug 27, 2017 1:06 pm
- Forum: Resolved Problems and Bugs
- Topic: [15.34] Unnamed blueprints show "1" when placing
- Replies: 3
- Views: 1680
Re: Unnamed blueprints show "1" when placing
Oh duh, that's what that's supposed to be. It makes sense from that point of view, but apparently managed to confuse me very well :D . Cause, thing is, you scroll through the list and see different names there, and once it changes to something that doesn't have a name it suddenly shows the item coun...
- Sun Aug 27, 2017 11:03 am
- Forum: Resolved Problems and Bugs
- Topic: [15.34] Unnamed blueprints show "1" when placing
- Replies: 3
- Views: 1680
[15.34] Unnamed blueprints show "1" when placing
When equipping an unnamed blueprint to place it on the map, it shows "1" where it'd show the name of a blueprint that was given a name. unnamed_blueprint_name.png unnamed_blueprint.jpg This is just a minor annoyance that I just noticed while playing, but I thought I'd post it up for comple...
- Thu Apr 13, 2017 3:04 pm
- Forum: Off topic
- Topic: [photos] Factorio in real life
- Replies: 152
- Views: 319658
Re: [photos] Factorio in real life
Wasn't Rseding optimizing the belts? Did he have something like this in mind ?
- Fri Jan 20, 2017 4:20 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Factorio Maps
- Replies: 63
- Views: 97943
Re: [MOD 0.12.x] Factorio Maps
IIRC that's a bug when the folder path has a space in it. Try moving it somewhere without a space.
- Wed Sep 07, 2016 3:26 pm
- Forum: Implemented Suggestions
- Topic: Add SRV Record support
- Replies: 85
- Views: 63089
Re: Add SRV Record support
Yeah, I do agree that it's not a high priority task :D. It would be much more clever to suggest hidden or unlisted servers instead of this. :) Hmm, I don't quite understand what you mean by that. As I wanted to point with my screenshot, unlisted servers already exist :). If you choose "hidden&q...
- Wed Sep 07, 2016 2:54 pm
- Forum: Implemented Suggestions
- Topic: Add SRV Record support
- Replies: 85
- Views: 63089
Re: Add SRV Record support
Has the SRV support been implemented? Otherwise this move might be a bit misleading...
While I do understand that the implementation of the ingame server browser does make this feature a bit redundant, it would still be helpful for hidden (or unlisted) servers.
While I do understand that the implementation of the ingame server browser does make this feature a bit redundant, it would still be helpful for hidden (or unlisted) servers.
- Wed Sep 07, 2016 1:26 pm
- Forum: Ideas and Suggestions
- Topic: Factorio Official Team Challenge Feedback
- Replies: 1
- Views: 2003
Re: Factorio Official Team Challenge Feedback
Impossible Rounds I've personally encountered two 'impossible rounds' (and others have been encountered), including impossible research (modular armor) and impossible products (piercing shotgun shells). Suggested fix: whitelist the possible research items/products and only select tasks from those l...
- Fri Aug 12, 2016 6:04 am
- Forum: This Forum
- Topic: Tapatalk
- Replies: 49
- Views: 36680
Re: Tapatalk
In fact the latest release of phpbb got a responsive design, you can try here: http://try-phpbb.com/31x So the "easiest" would be to upgrade the forums to 3.1. Easy in quotes because there have been a significant amount of changes, i.e. a new template engine, so I don't know how easy the c...
- Mon Aug 08, 2016 8:43 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Factorio Maps
- Replies: 63
- Views: 97943
Re: [MOD 0.12.x] Factorio Maps
I've crafted myself a little method that can automatically generate the map for me. All I do is run a batch file and see it do its magic. That's still not suitable for headless servers, but if you have a server with a graphics card you can at least just for the map generation launch the normal versi...
- Mon Aug 08, 2016 8:20 pm
- Forum: Not a bug
- Topic: [0.13.0] Spawners spawn far too close
- Replies: 25
- Views: 16270
Re: [0.13.0] Spawners spawn far too close
I remembered the victory poles from Zisteau's videos. He showed he left power poles in the cleared areas and even explained the debug info regarding base expansion. So after turret creeping some nearby nests out to reduce the attacks I was getting I left the poles behind to test if it still works......
- Fri Jul 08, 2016 4:58 pm
- Forum: General discussion
- Topic: Smegheads
- Replies: 6
- Views: 3839
Re: Smegheads
Well, the reason I asked was...
Spoiler
- Sun Jun 19, 2016 5:19 pm
- Forum: General discussion
- Topic: Smegheads
- Replies: 6
- Views: 3839
Smegheads
I just read through a certain list on Steam... Who's a Red Dwarf fan here, especially on the dev team ?
- Fri Jun 17, 2016 1:43 pm
- Forum: Ideas and Suggestions
- Topic: Multi Screen - Map on one side, player on the other
- Replies: 18
- Views: 11759
Re: Multi Screen - Map on one side, player on the other
Run something like Xsplit make it view only the map, then livestream it to twitch or something and view that on your other monitor. It's a bit DIY but it would work. That's a bit over complicated :D. Far easier: OnTopReplica . You can select a window and a specific area in it that's redrawn in a ne...
- Thu May 26, 2016 9:49 am
- Forum: General discussion
- Topic: What inspired you to buy Factorio?
- Replies: 29
- Views: 10724
- Fri Apr 01, 2016 4:18 pm
- Forum: News
- Topic: Friday Facts #132 - Side Project
- Replies: 118
- Views: 71218
Re: Friday Facts #132 - Side Project
Hehe, nice one. Only around the end though I noticed that something seems off .
Pay per automation? In a game about automation? That'd be pay 2 play then and not really fit the name free 2 play .
@mastermind shush, don't spoil the fun
Pay per automation? In a game about automation? That'd be pay 2 play then and not really fit the name free 2 play .
@mastermind shush, don't spoil the fun