Search found 12 matches
- Sat May 20, 2017 6:27 pm
- Forum: Gameplay Help
- Topic: Destroying Blueprint Books and Blueprints (Blueprints Tab)
- Replies: 3
- Views: 2804
Re: Destroying Blueprint Books and Blueprints (Blueprints Tab)
Sorry if this has been addressed before or if it's a known bug, but I'd like to learn how to destroy blueprints and blueprint books under "My Blueprints" in the 0.15 Blueprint Tab. I can add them in, but cannot overwrite existing ones or remove them from the list. I also cannot edit them - trying ...
- Sat May 20, 2017 6:25 pm
- Forum: Technical Help
- Topic: How do I do mod portal password reste?
- Replies: 2
- Views: 1776
Re: How do I do mod portal password reste?
I can't seem to find where to do a Mod Portal password reset/request.
My forum login works fine, and I use Steam to update the game, it's just my Mod Portal login that is giving me trouble.
How? Why?
From what I understand, it uses single signon with the website login system, so you reset your ...
My forum login works fine, and I use Steam to update the game, it's just my Mod Portal login that is giving me trouble.
How? Why?
From what I understand, it uses single signon with the website login system, so you reset your ...
- Sat May 20, 2017 6:24 pm
- Forum: Technical Help
- Topic: DS-Lite and IPv6
- Replies: 1
- Views: 1419
Re: DS-Lite and IPv6
My ISP only offers DS-Lite, real Dual Stack can't be optained, not even bought.
My question: Is there IPv6 Support yet? If so, how can I force Factorio to use IPv6?
I really like the game and I hate that I am unable to play a multiplayergame without using a Tunneling client.
Thanks for all ...
My question: Is there IPv6 Support yet? If so, how can I force Factorio to use IPv6?
I really like the game and I hate that I am unable to play a multiplayergame without using a Tunneling client.
Thanks for all ...
- Sat May 20, 2017 3:23 am
- Forum: News
- Topic: Friday Facts #191 - Gui improvements
- Replies: 380
- Views: 178572
Re: Friday Facts #191 - Gui improvements
Twinsen, I think you have a lot of good ideas in your proposal.
However, I didn't see you bring up what I think are the most unusual and limiting user interaction choices compared to other games and general UI conventions:
1. Wasting the Alt modifier key as a toggle for showing crafting details ...
However, I didn't see you bring up what I think are the most unusual and limiting user interaction choices compared to other games and general UI conventions:
1. Wasting the Alt modifier key as a toggle for showing crafting details ...
- Sat May 06, 2017 5:39 pm
- Forum: Ideas and Suggestions
- Topic: Blueprint UI improvements
- Replies: 1
- Views: 1241
Blueprint UI improvements
http://i.imgur.com/hgMfNjT.png
http://i.imgur.com/cacnptZ.png
http://i.imgur.com/kAjMNfh.png
1. The current way of destroying (not clearing) blueprints is inefficient. It requires opening the blueprint, and a semi precise click. This could be improved by adding a target when you pick up the ...
http://i.imgur.com/cacnptZ.png
http://i.imgur.com/kAjMNfh.png
1. The current way of destroying (not clearing) blueprints is inefficient. It requires opening the blueprint, and a semi precise click. This could be improved by adding a target when you pick up the ...
- Sat Nov 19, 2016 11:32 pm
- Forum: Bob's mods
- Topic: [0.13.x] Bob's Mods: General Discussion
- Replies: 439
- Views: 179504
Re: [0.13.x] Bob's Mods: General Discussion
Temporary solution, remove bobinserters.
I'll take a look at the mod and see if I can release an update, at which point you can re-add the mod.
Any chance of reducing the range of area of affect projectiles?
It's something on my list to look at for the next release already.
Yeah, no worries, I ...
I'll take a look at the mod and see if I can release an update, at which point you can re-add the mod.
Any chance of reducing the range of area of affect projectiles?
It's something on my list to look at for the next release already.
Yeah, no worries, I ...
- Sat Nov 19, 2016 12:48 am
- Forum: Bob's mods
- Topic: [0.13.x] Bob's Mods: General Discussion
- Replies: 439
- Views: 179504
Re: [0.13.x] Bob's Mods: General Discussion
Getting a bit of a server crash on player connect.
Environment details:
Factorio 0.14.20 headless dedicated server on Arch Linux (factorio-headless-experimental AUR package)
Log:
-- Logs begin at Sun 2016-07-10 21:19:32 UTC, end at Sat 2016-11-19 00:32:41 UTC. --
Nov 19 00:31:20 factorio systemd ...
Environment details:
Factorio 0.14.20 headless dedicated server on Arch Linux (factorio-headless-experimental AUR package)
Log:
-- Logs begin at Sun 2016-07-10 21:19:32 UTC, end at Sat 2016-11-19 00:32:41 UTC. --
Nov 19 00:31:20 factorio systemd ...
- Mon Oct 03, 2016 12:06 am
- Forum: Not a bug
- Topic: Mod portal: /api/mods/mod missing latest_release
- Replies: 1
- Views: 1111
Mod portal: /api/mods/mod missing latest_release
If I `GET /api/mods/FARL`, for example, on host `mods.factorio.com`, the response doesn't include `latest_release`. However, if I `GET /api/mods/?page_size=max&order=alpha`, then, in the `results` list, the entry where name = 'FARL' has the `latest_release` property.
- Sat Jan 10, 2015 8:08 pm
- Forum: General discussion
- Topic: Automatic mining bases expansion (or eliminating the need)
- Replies: 31
- Views: 23026
Re: Automatic mining bases expansion (or eliminating the nee
I totally agree with your points, and there are plans (not official) for the (far) future to solve this issues.
There are going to be ways, 1 or 2 major releases in the future to do it more centralised.
3) Create a rail all the way to the new base
I have a plan for much alternative convenient ...
There are going to be ways, 1 or 2 major releases in the future to do it more centralised.
3) Create a rail all the way to the new base
I have a plan for much alternative convenient ...
- Wed Jan 07, 2015 5:06 am
- Forum: Resolved Problems and Bugs
- Topic: [0.11.8] Updates always require UAC approval
- Replies: 8
- Views: 3401
Re: [0.11.8] Updates always require UAC approval
I believe that's related to the problem I was having with my mrp system a bit back, win 7+ will auto promote exe files that include update or install in the name regardless if they where marked as needing it
Hmm, interesting. Would the install fail if you declined the UAC, even if it doesn't need ...
Hmm, interesting. Would the install fail if you declined the UAC, even if it doesn't need ...
- Wed Jan 07, 2015 1:35 am
- Forum: Resolved Problems and Bugs
- Topic: [0.11.8] Updates always require UAC approval
- Replies: 8
- Views: 3401
[0.11.8] Updates always require UAC approval
Every time the game updates, it pops up a UAC box, even though it doesn't require admin to write to the folder that it's installed in (portable/zip version).
This doesn't annoy me, but I suspect that it'd be a problem for some people.
This doesn't annoy me, but I suspect that it'd be a problem for some people.
- Thu Jan 01, 2015 5:00 am
- Forum: Ideas and Suggestions
- Topic: Stop / sleep button for assemblers / etc
- Replies: 18
- Views: 8021
Re: Stop / sleep button for assemblers / etc
That sounds like a quite useful feature. IMHO the best way to implement it is via a shift left click on the machine. Kinda like the power poles.
EDIT: oh yeah... copy paste. Nevermind.
EDIT: oh yeah... copy paste. Nevermind.