Search found 113 matches

by thuejk
Fri Sep 15, 2023 12:07 pm
Forum: Ideas and Suggestions
Topic: All achievements in one playthrough in the expansion
Replies: 3
Views: 593

All achievements in one playthrough in the expansion

In Factorio 1.1, it is possible to get every single achievement in one single playthrough session, without any loading or saving or other shenanigans. Example: https://www.speedrun.com/factorio/runs/me0v792z This might be a bit obscure for most players, but I think this is quite a cool property. So ...
by thuejk
Thu Sep 14, 2023 2:23 pm
Forum: Ideas and Suggestions
Topic: Controller suggestions around driving
Replies: 6
Views: 743

Re: Controller suggestions around driving

We spend the entire game using WASD to move in the normal, traditional way, but the second we hop into a car, that all changes for no good reason (that I can see The car needs to be able to drive at any angle. That is not possible with the WASD-style movement used for walking. As Twinsen also said....
by thuejk
Tue Sep 12, 2023 11:18 am
Forum: Duplicates
Topic: [Raiguard] Crash after saving game
Replies: 2
Views: 480

[Raiguard] Crash after saving game

My Factorio crashed shortly after saving a Space Exploration multiplayer game, and going to the main menu after that.
by thuejk
Fri Aug 25, 2023 3:26 pm
Forum: News
Topic: Friday Facts #373 - Factorio: Space Age
Replies: 267
Views: 70428

Re: Friday Facts #373 - Factorio: Space Age

AntiElitz wrote: ↑
Fri Aug 25, 2023 1:46 pm
[...] Hard to see even for non colorblind people :)

Image
I am not sure I agree. Can you point to a pair of flasks you think are hard to distinguish, for non-colorblind people?
by thuejk
Tue Dec 06, 2022 2:59 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.74] latest experimental headless link is not updated
Replies: 0
Views: 609

[1.1.74] latest experimental headless link is not updated

On https://factorio.com/download , you write: "If you are running a server, you can use this link to always download the latest experimental version." I just did that, and it downloaded 1.1.73. So it does not "always download the latest experimental version". There was the same p...
by thuejk
Thu Dec 01, 2022 9:34 pm
Forum: Pending
Topic: [1.1.73] Desync on joining game
Replies: 3
Views: 860

Re: [1.1.73] desync on join game

Mod is "playtime".
by thuejk
Thu Dec 01, 2022 8:26 pm
Forum: Not a bug
Topic: [1.1.73] latest experimental headless link is not updated
Replies: 4
Views: 915

Re: [1.1.73] latest experimental headless link is not updated

It is working for me too now. But did not at release. Last release I tried downloading it from 2 different computers, and both gave the old version - it is not local cache.

What I want is for the link to work on release, not at some random time after.
by thuejk
Thu Dec 01, 2022 7:02 pm
Forum: Not a bug
Topic: [1.1.73] latest experimental headless link is not updated
Replies: 4
Views: 915

[1.1.73] latest experimental headless link is not updated

On https://factorio.com/download , you write: "If you are running a server, you can use this link to always download the latest experimental version." I just did that, and it downloaded 1.1.72. So it does not "always download the latest experimental version". There was the same p...
by thuejk
Mon Oct 10, 2022 10:44 am
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.69] Underground belt item duplication
Replies: 3
Views: 2544

Re: [1.1.69] Underground belt item duplication

Oh, it works without the ghosts too. Using the same upgrade-both-sides-instantly behavior.
by thuejk
Mon Oct 10, 2022 10:06 am
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.69] Underground belt item duplication
Replies: 3
Views: 2544

[boskid][1.1.69] Underground belt item duplication

Ghost a yellow underground connection. Have a pair of blue (or red) undergrounds in inventory, whereof one is damaged. Place one of the blue undergrounds on top of the yellow underground ghost. Now you have 3 blue undergrounds.

by thuejk
Mon Aug 08, 2022 2:51 pm
Forum: Resolved Problems and Bugs
Topic: [Donion] [1.1.63] Most sounds stop playing after hours of play
Replies: 6
Views: 3369

Re: [Donion] [1.1.63] Most sounds stop playing after hours of play

The problem disappeared once I saved-restarted-reloaded, so I don't think a save would be useful? I will take a look at the sound instances if the problem reoccurs.
by thuejk
Tue Aug 02, 2022 9:55 am
Forum: Resolved Problems and Bugs
Topic: [Donion] [1.1.63] Most sounds stop playing after hours of play
Replies: 6
Views: 3369

[Donion] [1.1.63] Most sounds stop playing after hours of play

I am doing a game of the mod Warptorio 2 expansion. After some hours of play, I noticed that most sounds were not playing. Notably the warp countdown alert. This worked well on the old sound engine. Restarting Factorio fixed it - this was not necessary on the old sound engine.
by thuejk
Mon Aug 30, 2021 11:24 am
Forum: Resolved Problems and Bugs
Topic: [Oxyd] Biters run away from activating mines
Replies: 4
Views: 3777

Re: Biters run away from activating mines

But lemmings biters are not normally know for their sense of self-preservation, with e.g. single biters running straight at walls of turrets...
by thuejk
Mon Aug 30, 2021 9:49 am
Forum: Resolved Problems and Bugs
Topic: [Oxyd] Biters run away from activating mines
Replies: 4
Views: 3777

[Oxyd] Biters run away from activating mines

Mines have an activation time, after which they become invisible to enemies. When this happens, biters who were targeting the mine seems to for whatever reason run far away from the mine, instead of trying to acquire a new target. Video demonstration: https://thuejk.dk/factorio_biters_mine_big_2021_...
by thuejk
Mon May 03, 2021 1:49 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.32] Blueprint copying ignores planned belt direction changes
Replies: 1
Views: 2161

[1.1.32] Blueprint copying ignores planned belt direction changes

So some time ago I made "Blueprints ignore planned upgrades" (https://forums.factorio.com/73287), where I pointed out that a blueprint copy should implement ghosted changes to the thing being copied. This was implemented by Kovarex. However, there is one other case where "ghosted"...
by thuejk
Wed Mar 24, 2021 5:56 pm
Forum: Releases
Topic: Version 1.1.28
Replies: 14
Views: 12414

Re: Version 1.1.28

FactorioBot wrote: ↑
Wed Mar 24, 2021 1:27 pm
Minor Features
  • The announcement of player death now contains GPS tag with the location.
Nice :D! No more pixel hunting.
by thuejk
Tue Mar 02, 2021 10:13 pm
Forum: Implemented Suggestions
Topic: Make the corpse smaller and more ground-colored
Replies: 15
Views: 3996

Re: Make the corpse smaller and more ground-colored

@Kyralessa

That is clearly the superior gameplay design. I am surprised they haven't implemented it already. That way you could spend even more time on this the best part of Factorio.
by thuejk
Tue Mar 02, 2021 11:57 am
Forum: Implemented Suggestions
Topic: Make the corpse smaller and more ground-colored
Replies: 15
Views: 3996

Make the corpse smaller and more ground-colored

I think every Factorio player knows about searching for your corpse, when you are not 100% sure where it is, to reclaim your expensive powerarmor and inventory. Frustrated pixelhunting for your corpse is clearly the best part of the game, central to the Factorio experience. My suggestion is to make ...
by thuejk
Sun Feb 21, 2021 11:24 am
Forum: Not a bug
Topic: [1.1.25] Can't ghost-place in fog of war
Replies: 1
Views: 935

[1.1.25] Can't ghost-place in fog of war

The 1.1.15 changelog said: - Allowed to build blueprints anywhere regardless fog of war. However, this seems to be inconsistent. if I hold e.g. a single powerpole in my hand and shift-click with it in the fog of war, I get the error message "Cannot build in fog of war". But if I have a blu...
by thuejk
Wed Feb 10, 2021 10:54 am
Forum: Minor issues
Topic: [kovarex] [1.1.19] Autodrag underground belt removes belt from unconnected beltnetwork
Replies: 7
Views: 2811

Re: [1.1.19] Autodrag underground belt removes belt from unconnected beltnetwork

out.mp4
(58.71 KiB) Downloaded 137 times
Simpler test case. It seems clear that it just considers all belts going the other way as replaceable. IMO this is a real bug.

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