Search found 170 matches

by MiniHerc
Fri Mar 15, 2024 3:02 pm
Forum: News
Topic: Friday Facts #402 - Lightspeed circuits
Replies: 168
Views: 21918

Re: Friday Facts #402 - Lightspeed circuits

There are a lot of ways to do it, but we wanted to keep it simple. So we decided that there is just a single radar channel for each surface (still separated between red and green). This means, you don't have to configure anything , you just connect the wire and you are ready to go. If the radar los...
by MiniHerc
Fri Mar 01, 2024 1:05 pm
Forum: News
Topic: Friday Facts #400 - Chart search and Pins
Replies: 73
Views: 11633

Re: Friday Facts #400 - Chart search and Pins

Please give a way to mute/ignore alert types we don't care about. I play with alerts muted because endless minor damage alerts seriously trigger me.
by MiniHerc
Fri Feb 02, 2024 1:34 pm
Forum: News
Topic: Friday Facts #396 - Sound improvements in 2.0
Replies: 98
Views: 12838

Re: Friday Facts #396 - Sound improvements in 2.0

The inventory pick up and drop sounds are exceedingly grating on the ears. The inserter made me want to vomit, and the others weren't much better. Please tell us they can be disabled... Or just have an option for pre-2.0 generic inventory sounds. All that is needed is the auditory feedback that an i...
by MiniHerc
Wed Feb 01, 2023 6:37 pm
Forum: News
Topic: Factorio price increase - 2023/01/26
Replies: 39
Views: 22149

Re: Factorio price increase - 2023/01/26

Someone on the Steam discussions did some digging and found these official balance sheets for Wube Software. Suddenly the reason for the price increase is all too apparent. I hope Wube Software doesn't run out of money.. :o :shock:
Image
by MiniHerc
Thu Jan 26, 2023 7:17 pm
Forum: General discussion
Topic: All it was ever needed...
Replies: 1
Views: 869

Re: All it was ever needed...

Get Noxy's Swimming and the biters can traverse water.
by MiniHerc
Thu Jan 26, 2023 7:15 pm
Forum: General discussion
Topic: vanilla death world too hard
Replies: 34
Views: 9660

Re: vanilla death world too hard

Desert maps are tough. If also the biters are very near the ore patches, it can be quite problematic. Thanks for the tips. I've also seen players place primitive buildings as walls to funnel biters into single file arrangements. I consider this a hack, but seems desert starts are meant to be an ama...
by MiniHerc
Mon Jan 23, 2023 11:32 pm
Forum: News
Topic: Factorio price increase - 2023/01/26
Replies: 39
Views: 22149

Re: Factorio price increase - 2023/01/26

TL;DR: I doubt Wube is in immediate danger of going bankrupt even after the inflation. But, They also don't have 50+ years of money in the bank. Maybe 3-7 years.. And even then, that's assuming zero growth of the company from this point on, no additional projects, no way to put a second game in the...
by MiniHerc
Mon Jan 23, 2023 3:53 pm
Forum: This Forum
Topic: Forum name change
Replies: 23
Views: 9404

Re: Forum name change

Could I please get a name change to "MiniHerc"? Thank you!
by MiniHerc
Sun Jan 22, 2023 8:05 pm
Forum: News
Topic: Factorio price increase - 2023/01/26
Replies: 39
Views: 22149

Re: Factorio price increase - 2023/01/26

What are we missing? That wube is not a non profit. :P And yet this is a direct quote from Kovarex "Thanks, this is appriciated. Big part of it is, that our (or at least mine) approach to money is, that once you have enough to live comfortably, and enough to financially support the ongoing (an...
by MiniHerc
Sun Jan 22, 2023 6:10 pm
Forum: News
Topic: Factorio price increase - 2023/01/26
Replies: 39
Views: 22149

Re: Factorio price increase - 2023/01/26

Edit: Redacted because of misinformation.
by MiniHerc
Sat Jan 21, 2023 7:49 am
Forum: News
Topic: Factorio price increase - 2023/01/26
Replies: 39
Views: 22149

Factorio price increase breaks your promise

Per this 'Price Increase' blog post After careful consideration, we have decided to set the new price of the game to 30 USD (or your regional equivalent). This change will become effective as of the 16th of April 2018. This is the final Factorio price update, unless something unforeseen happens , s...
by MiniHerc
Thu Oct 20, 2022 11:18 pm
Forum: Resolved Problems and Bugs
Topic: [Vaclav] [1.1.35] Artifacts on Belt Icons
Replies: 8
Views: 5860

Re: [Vaclav] [1.1.35] Artifacts on Belt Icons

Why did this need changing? The new icon is awful.
by MiniHerc
Sat Apr 02, 2022 9:39 pm
Forum: Not a bug
Topic: [1.1.55] Server filters are reset on restart
Replies: 7
Views: 2236

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...
by MiniHerc
Sat Apr 02, 2022 12:34 pm
Forum: Duplicates
Topic: [1.1.57] Multiplayer search filters not saving
Replies: 1
Views: 903

[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.
by MiniHerc
Fri Jul 02, 2021 8:00 pm
Forum: General discussion
Topic: We need more control over bots
Replies: 30
Views: 11787

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...
by MiniHerc
Mon Jun 21, 2021 3:12 am
Forum: Gameplay Help
Topic: Armour & Gun quickbar location question
Replies: 35
Views: 13692

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 ...
by MiniHerc
Fri Jun 04, 2021 6:42 pm
Forum: Technical Help
Topic: Last hope: blueprint library recovery from save file. (v1.1.9+)
Replies: 20
Views: 15534

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...
by MiniHerc
Fri Jun 04, 2021 3:57 pm
Forum: Gameplay Help
Topic: please do not use floating point value in Factorio
Replies: 29
Views: 8637

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...
by MiniHerc
Fri Jun 04, 2021 3:36 pm
Forum: Technical Help
Topic: Last hope: blueprint library recovery from save file. (v1.1.9+)
Replies: 20
Views: 15534

Re: Last hope: blueprint library recovery from save file. (v1.1.9+)

boskid wrote:
Fri Jan 15, 2021 11:00 am
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?
by MiniHerc
Fri Jun 04, 2021 3:28 pm
Forum: Gameplay Help
Topic: please do not use floating point value in Factorio
Replies: 29
Views: 8637

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...

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