Search found 158 matches
- Sat Apr 02, 2022 9:39 pm
- Forum: Not a bug
- Topic: [1.1.55] Server filters are reset on restart
- Replies: 7
- Views: 734
Re: [1.1.55] GUI; public lobby filters are not persistent through game restart now
Thanks for the report however that change was done on purpose. Griefing the playerbase was done on purpose? Why? Those settings need to be saved. This means that every time someone loads it up, they have to set the filters all over again, adding up to years of additional effort forced upon the play...
- Sat Apr 02, 2022 12:34 pm
- Forum: Duplicates
- Topic: [1.1.57] Multiplayer search filters not saving
- Replies: 1
- Views: 212
[1.1.57] Multiplayer search filters not saving
Steps to reproduce:
- Launch Factorio
Click Multiplayer, Browse public games
Set some search filters
Click Back, Back, Exit
Relaunch Factorio
Go back to the public game browser
Notice that the search filters reset to default.
- Fri Jul 02, 2021 8:00 pm
- Forum: General discussion
- Topic: We need more control over bots
- Replies: 30
- Views: 5742
Re: We need more control over bots
This is not a feature suggestion. I was putting down some roboports in an outpost. The outpost didn't have power. After having put some construction bots in one of the ports, they rushed out to get some trash from me and stuck around as there was no storage. Then they bounced from port to port as t...
- Mon Jun 21, 2021 3:12 am
- Forum: Gameplay Help
- Topic: Armour & Gun quickbar location question
- Replies: 34
- Views: 6715
Re: Armour & Gun quickbar location question
So it doesn't actually solve the issue it was supposed to. The info can still overflow the screen, even with the weapons moved to the left. Why not actually solve the issue by making the info panel on the right scrollable if it gets too big and suddenly screen size is not an issue any more and the ...
- Fri Jun 04, 2021 6:42 pm
- Forum: General discussion
- Topic: Last hope: blueprint library recovery from save file. (v1.1.9+)
- Replies: 13
- Views: 4751
Re: Last hope: blueprint library recovery from save file. (v1.1.9+)
Only reason why they were not possible to be extracted was that when a player joins with an empty blueprint library, there is a blueprint library synchronization happening which removes all the blueprints that player does not have. But why remove them? Because player does not have them in local sto...
- Fri Jun 04, 2021 3:57 pm
- Forum: Gameplay Help
- Topic: please do not use floating point value in Factorio
- Replies: 21
- Views: 3367
Re: please do not use floating point value in Factorio
Would it be possible to override that for modded games? Specifically, Pyanodons, and the seablock mod for it? Early game, I'm slowly producing liquid glass from quartz at a rate of 10 fluid units per 10 seconds or so, and with the underground pipe length I was using, I was experiencing 75% fluid lo...
- Fri Jun 04, 2021 3:36 pm
- Forum: General discussion
- Topic: Last hope: blueprint library recovery from save file. (v1.1.9+)
- Replies: 13
- Views: 4751
- Fri Jun 04, 2021 3:28 pm
- Forum: Gameplay Help
- Topic: please do not use floating point value in Factorio
- Replies: 21
- Views: 3367
Re: please do not use floating point value in Factorio
As far as I know the reason why pipes flush when below 0.05 fluid is to prevent an incredibly tiny amount just sitting there clogging up the pipe(s). Since all fluids in the game are infinite it's a non-issue; more will come in and the cycle continues. Would it be possible to override that for modd...
- Fri Jun 04, 2021 3:15 pm
- Forum: General discussion
- Topic: Upgrading the old game assets in 0.6.4
- Replies: 13
- Views: 2180
- Fri Jun 04, 2021 3:03 pm
- Forum: Ideas and Suggestions
- Topic: Save custom world presets / Custom map generator presets / Save/load map-exchange-string
- Replies: 78
- Views: 15618
- Fri Jun 04, 2021 3:01 pm
- Forum: Ideas and Suggestions
- Topic: Save custom world presets / Custom map generator presets / Save/load map-exchange-string
- Replies: 78
- Views: 15618
Re: Custom Map Generator Presets
This thread should probably be merged into this other thread, since they both suggest the same thing.
- Fri Jun 04, 2021 2:58 pm
- Forum: Ideas and Suggestions
- Topic: Save custom world presets / Custom map generator presets / Save/load map-exchange-string
- Replies: 78
- Views: 15618
Re: Custom Map Generator Presets
Came here to suggest this. You noticed, that you can do that already by using the map exchange string? I doubt this will be used by many players. But I may be wrong. Until then I think this should have low priority. I would definitely use it. Map exchange strings cannot be saved within the game. Edi...
- Sun Apr 18, 2021 9:35 am
- Forum: Duplicates
- Topic: [1.1.32] Manual belt rotation allows compression of items
- Replies: 1
- Views: 589
[1.1.32] Manual belt rotation allows compression of items
If a belt is rotated to end in a curve, 5 items can exist on the outside lane. If the belt is then rotated back, the 5 items remain. Please see the images below. Before rotation: https://i.imgur.com/7zlp4QM.png After rotating each segment left then right then straight, right to left: https://i.imgur...
- Wed Jan 27, 2021 8:14 am
- Forum: Ideas and Suggestions
- Topic: Add an option to disable the black stripes in zoomed-in map view
- Replies: 19
- Views: 2098
[1.1] Please allow disabling the black lines in map view
They're awful.
Signed,
A player with eye strain and a headache.
P.S. Why was this considered a wanted feature?
I thought one of the goals of Factorio was player friendliness, and giving us eyestrain and headaches is not friendly.
Signed,
A player with eye strain and a headache.

P.S. Why was this considered a wanted feature?

- Tue Dec 29, 2020 1:22 am
- Forum: General discussion
- Topic: Mods...
- Replies: 11
- Views: 2067
Re: Mods...
I wonder if it will ever be possible to create a mod updater AI that reads the patch notes or something and makes changes to the mods accordingly.
- Wed Dec 23, 2020 7:36 pm
- Forum: Implemented Suggestions
- Topic: Epilepsy inducing screen effects
- Replies: 10
- Views: 1413
Re: Epilepsy inducing screen effects
+1. This is especially problematic on the Mountain Fortress map, as being near the void area when taking damage will flash the void red rapidly.
- Wed Dec 23, 2020 7:11 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [1.0.0] config-path.cfg typos
- Replies: 1
- Views: 445
[Rseding91] [1.0.0] config-path.cfg typos
Source file comment text below with perceived typos striked and the corrected word after in bold: #This value specifies the way the aplication application generates default values for path.read-data and path.write-data #When set to true, it will use system directories (Users/Name/AppData/Roaming/Fac...
- Tue Nov 24, 2020 10:46 pm
- Forum: General discussion
- Topic: your thoughts on menu simulation
- Replies: 64
- Views: 10522
Re: your thoughts on menu simulation
my thoughts: 1. too bombastic its a glorified wallpaper, and should be quiet and not be distracting. what's on screen should be slow. i like scene with assembly line, belts, bots, trains arriving and leaving base, but not combats (a little is ok) and spidertron moving around. showing nests and bite...
- Tue Nov 24, 2020 10:24 pm
- Forum: Releases
- Topic: Version 1.1.0
- Replies: 222
- Views: 74779
Re: Version 1.1.0
In general: Since it is impossible to make something perfect you can only try to get as close to perfect as you can (and Factorio is very close imo). But there is always room for improvement. And for things to get better you always need change. That’s the way of life. You have to change something i...
- Tue Nov 24, 2020 9:43 pm
- Forum: Releases
- Topic: Version 1.1.0
- Replies: 222
- Views: 74779
Re: Version 1.1.0
About the movment of the armor/ammo window to the left. The reasons are simple: 1) We needed more space for it now, as it can show both the player and the vehicle and there are shortcuts + alert on the right side already 2) It adds more space for the right panel tooltip info The change is slightly ...