Search found 16 matches
- Sun Jan 19, 2025 6:25 pm
- Forum: General discussion
- Topic: They need to rename Gleba to Bartleby
- Replies: 117
- Views: 17493
Re: They need to rename Gleba to Bartleby
.... I absolutely despise the time wasted on that hellhole and I'm scratching my head wondering how it was possible for the devs to not notice how bad this was and to pull the plug and start over.
Looking at the responses and how debated Gleba is, it seems to be enough people for a developer ...
- Sun Jan 19, 2025 6:17 pm
- Forum: General discussion
- Topic: They need to rename Gleba to Bartleby
- Replies: 117
- Views: 17493
Re: They need to rename Gleba to Bartleby
Here's perhaps the big rub of Gleba where objections flow from. What essential foundations do you feel Gleba lacks?
Factorio has had a few basic rules that I like very much. One of those rules is that you can pause at any time, nothing ever goes away by itself. Need to fix something in your ...
- Sat Jan 18, 2025 5:39 am
- Forum: General discussion
- Topic: They need to rename Gleba to Bartleby
- Replies: 117
- Views: 17493
Re: They need to rename Gleba to Bartleby
.... I absolutely despise the time wasted on that hellhole and I'm scratching my head wondering how it was possible for the devs to not notice how bad this was and to pull the plug and start over.
Have you considered the most obvious answer: most people like Gleba, and you're in a minority who ...
- Fri Jan 17, 2025 8:31 pm
- Forum: General discussion
- Topic: They need to rename Gleba to Bartleby
- Replies: 117
- Views: 17493
Re: They need to rename Gleba to Bartleby
tl;dr Gleba is not the problem, the lack of proper tutorials and documentation is; one FFF walking through the first hours on a planet would've sufficed.
That may work for some people, for me the whole design of Gleba breaks a few of the fundamental rules and design paradigm of the game. It's ...
- Fri Jan 17, 2025 8:16 pm
- Forum: General discussion
- Topic: Gleba has killed the game for me.
- Replies: 412
- Views: 105386
Re: Gleba has killed the game for me.
Gleba completely turns the game on it's head, requiring a completely different approach to factory design
Yeah, to me it feels like one of those instant death stealth levels in otherwise fast paced action games, completely negating most of what I love about this game. Thankfully there are mods ...
- Thu Jan 16, 2025 5:07 pm
- Forum: Ideas and Suggestions
- Topic: Bacteria cultivation research should not be a separate technology
- Replies: 2
- Views: 627
Re: Bacteria cultivation research should not be a separate technology
It unlocks after bioflux. It requires bioflux to work and push player in right direction. Exactly the same for nutrients receipts. And close to oil and uranium processing in base game. Your suggestion just break pattern and leave player with recipe he can't use. Bad idea.
I agree it isn't ideal ...
- Sat Dec 28, 2024 7:37 am
- Forum: Ideas and Suggestions
- Topic: Bacteria cultivation research should not be a separate technology
- Replies: 2
- Views: 627
Bacteria cultivation research should not be a separate technology
Putting bacteria cultivation into a separate technology that unlocks later is counterproductive. It suggests to new players to build up a set up with spoilage to bacteria as a first step for production, just like basic oil does on Nauvis. However due to how terribly slow and inefficient those ...
- Fri Dec 20, 2024 6:21 pm
- Forum: Ideas and Suggestions
- Topic: Searching in a logistic network can't be finished with enter
- Replies: 1
- Views: 308
Searching in a logistic network can't be finished with enter
Not sure if this is a (minor) bug or low enough priority to be considered a suggestion:
In the L dialog, you can ctrl+f to open/focus the search textbox, however pressing enter/return in that textbox doesn't defocus the textbox, so you can't E out of this dialog nor can you just hit Q to select ...
In the L dialog, you can ctrl+f to open/focus the search textbox, however pressing enter/return in that textbox doesn't defocus the textbox, so you can't E out of this dialog nor can you just hit Q to select ...
- Wed Dec 18, 2024 11:28 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.26] Error message when setting maximum logistic request to zero
- Replies: 1
- Views: 1557
[2.0.26] Error message when setting maximum logistic request to zero
On a space platform, if you set the maximum request amount to zero (by dragging the slider) and have a manually changed minimum amount, you get an error message that the minimum amount can't be lower than the maximum amount.
1. Go to a space platform. Set a new logistic request (for example ...
1. Go to a space platform. Set a new logistic request (for example ...
- Sun Nov 24, 2024 6:49 am
- Forum: Ideas and Suggestions
- Topic: Max zoom out before going to the map view
- Replies: 0
- Views: 328
Max zoom out before going to the map view
The feature, where you could hold shift while zooming out and it stopping before going to the map view (and the reverse when zooming in in the map view) was recently removed, apparently intentional. It did interfere with scrolling through blueprints in a book, so it wasn't perfect and I can see why ...
- Sun Nov 24, 2024 6:41 am
- Forum: Ideas and Suggestions
- Topic: Resource drain should always be shown in tooltips
- Replies: 4
- Views: 934
Resource drain should always be shown in tooltips
Resource drain isn't shown in tooltips of normal mining drills or oil jacks which is confusing. Only seeing a drain on the big mining drill can lead people to assume it is some additional wastage that isn't present in your normal drill instead of the productivity increase it actually is.
- Wed Nov 06, 2024 8:54 am
- Forum: Not a bug
- Topic: [2.0.7+] Map zoom & preventing view change
- Replies: 3
- Views: 607
Re: [2.0.7+] Map zoom & preventing view change
Sad to see this go as well, I used this constantly and with the increased focus on doing things remotely I would love if this feature would get readded in some way.
There are shortcuts for reset zoom and 2x zoom (F9 and CTRL+F9), maybe we could get another one for a zoomed out as much as possible ...
There are shortcuts for reset zoom and 2x zoom (F9 and CTRL+F9), maybe we could get another one for a zoomed out as much as possible ...
- Sat Jan 09, 2021 4:27 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.8] Extended pole connections by a mod are removed forever when updating blueprint
- Replies: 1
- Views: 2053
[kovarex] [1.1.8] Extended pole connections by a mod are removed forever when updating blueprint
I play modded and vanilla games at the same time. In Krastorio 2, the large power poles connect over larger distances than in vanilla. I have blueprints with those power poles at max distance in Krastorio 2.
If I load into a normal game and place those blueprints, the poles won't connect, which is ...
If I load into a normal game and place those blueprints, the poles won't connect, which is ...
- Tue May 07, 2019 3:54 pm
- Forum: Not a bug
- Topic: [0.17.32] corrupted save
- Replies: 6
- Views: 1985
Re: [0.17.32] corrupted save
I still can't open that save file. It was the only time when a save was corrupted though, so no idea if the bug that caused the file to be broken was fixed.
- Fri Apr 19, 2019 1:27 pm
- Forum: Not a bug
- Topic: [0.17.32] corrupted save
- Replies: 6
- Views: 1985
Re: [0.17.32] corrupted save
Apparently the attachment didn't work, so here is a link to the file: https://www.dropbox.com/s/z7ncjxm26oc5v ... e.zip?dl=0
Btw. it would be great if the forum would show a bigger warning when the attachment fails, and not just the tiny exclamation sign.
Btw. it would be great if the forum would show a bigger warning when the attachment fails, and not just the tiny exclamation sign.
- Fri Apr 19, 2019 1:20 pm
- Forum: Not a bug
- Topic: [0.17.32] corrupted save
- Replies: 6
- Views: 1985
[0.17.32] corrupted save
No mods, vanilla game. Everything seemed fine, saved the game, no issues. Then went on to do something in my test map (overwriting all my autosaves in the process) and when I tried to reload my main map, I get "Corrupt map: unknown tile 0"