Search found 165 matches
- Mon Nov 21, 2022 5:40 pm
- Forum: Ideas and Suggestions
- Topic: Hex signal view, hex and mathematical input in constants
- Replies: 27
- Views: 6823
Allow for Math to be used in Number Fields
A lot of productivity programs like Kicad, GIMP (or even games like Satisfactory) allow you to do math inside of text certain fields. example from GIMP: https://i.imgur.com/usqR8kc.mp4 And when you're used to programs that have it, you'll start to notice it being missing. so i thought i'd suggest th...
- Fri Aug 14, 2020 3:14 pm
- Forum: 1 / 0 magic
- Topic: [1.0.0] Crash on start (tries to allocate 94GB memory)
- Replies: 3
- Views: 2181
Re: [1.0.0] Crash on start (tries to allocate 94GB memory)
sad that the forum doesn't support .DAT files.
here the Dropboy Link: https://www.dropbox.com/s/qu8802m3hzbpt ... ttings.dat
also, thanks it works now!
here the Dropboy Link: https://www.dropbox.com/s/qu8802m3hzbpt ... ttings.dat
also, thanks it works now!
- Fri Aug 14, 2020 11:02 am
- Forum: 1 / 0 magic
- Topic: [1.0.0] Crash on start (tries to allocate 94GB memory)
- Replies: 3
- Views: 2181
[1.0.0] Crash on start (tries to allocate 94GB memory)
I had this problem since today, even before manually updating to 1.0. I have disabled all mods (except the base game) in the "mod-list.JSON" file, but it didn't change anything. starting the game only gets to 3% and then gives me this this window: https://i.imgur.com/1NyCFp0.png Log File: ...
- Tue Feb 26, 2019 7:53 pm
- Forum: Not a bug
- Topic: Ability to delete items in the Tutorial
- Replies: 1
- Views: 1053
Ability to delete items in the Tutorial
I'm quite proud i broke something here is how it works: C-Tron's path finding always tries to avoid objects but when the path is completely blocked it will destroy the thing in it's path to get passed it. the object regenerates afterwards though. unless you place something else in the same spot. usi...
- Fri Feb 08, 2019 5:01 pm
- Forum: News
- Topic: Friday Facts #281 - For a Few Frames More
- Replies: 85
- Views: 48520
Re: Friday Facts #281 - For a Few Frames More
ok so if this gets optimized even more i could probably play it on a Raspberry Pi and take it with me for on the go
- Fri Sep 28, 2018 4:37 pm
- Forum: News
- Topic: Friday Facts #262 - Hello my name is: Compilatron
- Replies: 126
- Views: 58868
Re: Friday Facts #262 - Hello my name is: Compilatron
the robot looks like a Minecraft sheep with the face of basically anything in Enter the Gungeon like seriously, it's just this face https://i.imgur.com/VtT2ik7.png combined with this body https://i.imgur.com/meGNbtX.png and it's amazing. also i noticed the red assembler... tier 4 assemblers? new stu...
- Fri Aug 24, 2018 9:48 am
- Forum: News
- Topic: Friday Facts #257 - NPE/Campaign update
- Replies: 110
- Views: 56213
Re: Friday Facts #257 - NPE/Campaign update
if you are going to add new water tiles, can you atleast reword the old ones and give them some animations or atleast higher res sprites too?
and i'd be awesome of the shallow water was around most bodies of water or if 2 or more are close enough together.
and i'd be awesome of the shallow water was around most bodies of water or if 2 or more are close enough together.
- Fri Jul 20, 2018 12:10 pm
- Forum: News
- Topic: Friday Facts #252 - Sound design & Map editor
- Replies: 92
- Views: 48902
Re: Friday Facts #252 - Sound design & Map editor
one thing that is a bit disapointing is the fact that the ammo inside the Artillery wagon doesn't move after each shot. you know, as a reloading animation
- Sun Jul 01, 2018 8:24 am
- Forum: Resolved Problems and Bugs
- Topic: small but very inconvenient Cursor misalignment
- Replies: 4
- Views: 2311
Re: small but very inconvenient Cursor misalignment
i see, and i hope it is minor enough to just be fixed whenever possible?
- Sat Jun 30, 2018 8:21 pm
- Forum: Resolved Problems and Bugs
- Topic: small but very inconvenient Cursor misalignment
- Replies: 4
- Views: 2311
small but very inconvenient Cursor misalignment
https://i.imgur.com/gvkzfD5.gif for some odd reason, Factorio doesn't use the "tip" or left side of the Cursor to tell where you are clicking. Instead it uses the Middle of the Cursor. How the "Hitbox" of the cursor should be: https://i.imgur.com/PU0N7d8.png How it is in Factori...
- Fri Jun 22, 2018 1:51 pm
- Forum: News
- Topic: Friday Facts #248 - Not Saturday Facts
- Replies: 71
- Views: 36900
Re: Friday Facts #248 - Not Saturday Facts
Red Modules...? hmm not sure if cleverly "hidden" teaser, or just color error.
also ranom thing that would be awesome for the HD Version, how about an animated main Menu background?
also ranom thing that would be awesome for the HD Version, how about an animated main Menu background?
- Fri May 25, 2018 9:58 pm
- Forum: News
- Topic: Friday Facts #244 - Localised plurals & Modernisation progress
- Replies: 68
- Views: 35221
Re: Friday Facts #244 - Localised plurals & Modernisation progress
The unloading station in the background using fast inserters instead of stack inserters is confusing.
- Sat May 19, 2018 7:49 am
- Forum: News
- Topic: Friday Facts #243 - New GUI tileset
- Replies: 167
- Views: 67532
Re: Friday Facts #243 - New GUI tileset
the first time you actually missed the Deadline for a FFF... atleast i think so.
those GUI changes look amazing, though i would say that the cancel option could have a different look from the normal text button,
something like this? maybe? just another shape.
those GUI changes look amazing, though i would say that the cancel option could have a different look from the normal text button,
something like this? maybe? just another shape.
- Fri May 18, 2018 10:53 pm
- Forum: News
- Topic: Friday Facts #242 - Offensive programming
- Replies: 51
- Views: 26869
Re: Friday Facts #242 - Offensive programming
welp the devs have died, building burn down or something else.
it is 00:55 on saturday and no FFF
it is 00:55 on saturday and no FFF
- Fri Apr 20, 2018 11:36 am
- Forum: Spread the Word
- Topic: Factorio-styled "homemade items"
- Replies: 2
- Views: 4172
Re: Factorio-styled "homemade items"
with that title i assumed you meant something like amiibos.
3D printed entities/items from the game (Biter, player, inserter, belt, etc just basic items and such), put on a little podest with the Factorio logo on it and selling that.
I would buy it.
3D printed entities/items from the game (Biter, player, inserter, belt, etc just basic items and such), put on a little podest with the Factorio logo on it and selling that.
I would buy it.
- Fri Mar 23, 2018 9:24 pm
- Forum: Spread the Word
- Topic: Factorio need IRL Stuff (Merchandise).
- Replies: 73
- Views: 54130
Re: Factorio need IRL Stuff (Merchandise).
soo, this is just for design ideas for merch? if that's the case than an idea for more T-shirts/Sweaters/whatever would be to have "simple" ingame designs. example of a design (except more professional and prolly without a floor texture) https://i.imgur.com/ufWHSCq.png https://i.imgur.com/...
- Sat Feb 24, 2018 10:45 am
- Forum: Ideas and Suggestions
- Topic: actual Pollution downsides
- Replies: 1
- Views: 2848
actual Pollution downsides
TL;DR Pollution should have actual effects on gameplay other that just biters coming after you. What Pollution currently has 3 effects in the game. 1. makes the map red, which can be turned on/off, and has no effect on gameplay 2. makes biters agressive, which can be turned on/off and once they are...
- Fri Feb 16, 2018 6:21 pm
- Forum: News
- Topic: Friday Facts #230 - Engine modernisation
- Replies: 81
- Views: 51494
Re: Friday Facts #230 - Engine modernisation
https://eu3.factorio.com/assets/img/blog/fff-230-logo.png tyc┴?L!o I'm wondering why everything was flipped, red and just looked like literal hell. but i think the answer would be too complex for me. good luck with redoing all graphics, while doing so you could also make lighting more dynamic and m...
- Fri Feb 09, 2018 8:38 pm
- Forum: News
- Topic: Friday Facts #229 - Taiwan report & Lamp staggering
- Replies: 45
- Views: 24856
Re: Friday Facts #229 - Taiwan report & Lamp staggering
a thing that would be awesome is being able to dim lamps, either via a circuit signal or just by waiting... so all lamps would turn on on the same time, but would be very dim at first and slowly incrrease in strenght as it gets darker.
- Sat Jan 06, 2018 2:42 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 405186
Re: Friday Facts #224 - Bots versus belts
never noticed how OP bots are. but then again, they are a choice, you don't need to use them. also thing i noticed, Trains are long-range versions of belts because they transport items on a set path, but trians also need stops where items get loaded/unloaded from. so where is the long-ranged version...