Interesting idea, I'll try that! Thanks!
Search found 30 matches
- Sat Nov 21, 2020 7:08 pm
- Forum: Technical Help
- Topic: [1.0] Screenshot issues in Linux GNOME
- Replies: 11
- Views: 3509
- Sat Nov 21, 2020 4:04 pm
- Forum: Technical Help
- Topic: [1.0] Screenshot issues in Linux GNOME
- Replies: 11
- Views: 3509
Re: [1.0] Screenshot issues in Linux GNOME
Unfortunately I'm not using Steam, I have the "direct" install of the game. I assumed that by buying it directly on the website, Wube will get more cash, while Steam is probably already profitable enough (;
- Sat Nov 21, 2020 12:17 pm
- Forum: Technical Help
- Topic: [1.0] Screenshot issues in Linux GNOME
- Replies: 11
- Views: 3509
Re: [1.0] Screenshot issues in Linux GNOME
Thanks for the info. It's a pity this doesn't work in GNOME properly now. While I know that there's a way to make screenshots in game with a command, this way has a pretty serious limitation - it captures what is around player, not what is on the screen. If I would like to make a screenshot of the m...
- Fri Nov 20, 2020 1:48 pm
- Forum: Technical Help
- Topic: [1.0] Screenshot issues in Linux GNOME
- Replies: 11
- Views: 3509
[1.0] Screenshot issues in Linux GNOME
Hi (; With stable 1.0 Factorio and GNOME 3.36 there are some very weird and annoying bugs with doing a print-screen key screenshots: 1. If you do a screenshot of the whole screen (just print-screen) then the game window is just not visible (*). You see a checkerboard instead of it (same thing as gra...
- Tue Oct 20, 2020 8:18 am
- Forum: News
- Topic: Friday Facts #361 - Train stop limit, Tips and tricks
- Replies: 163
- Views: 90538
Re: Friday Facts #361 - Train stop limit, Tips and tricks
1.1 will be released as experimental release first, ... Any idea when could we expect that? (; I'm not asking for a precise deadline, but I would rather like to know whether this new release is expected "pretty soon" (say a few weeks) or "in distant future" (e.g. no earlier than...
- Sat Feb 22, 2020 5:05 pm
- Forum: Ideas and Suggestions
- Topic: Lubricant: The only Flaw in the Fluid System.
- Replies: 65
- Views: 17509
Re: Lubricant: The only Flaw in the Fluid System.
Why don't you produce science bottles? There always are some tech to boost. Maybe science production is not ready because... completing it needs more belts? Please don't suggest stockpiling science bottles in boxes... I don't get it - the change proposed by the OP is really simple and it has an exi...
- Fri Feb 07, 2020 10:49 pm
- Forum: Balancing
- Topic: Add Extra Despawn Timer to Higher Armour Tiers?
- Replies: 23
- Views: 8023
Re: Add Extra Despawn Timer to Higher Armour Tiers?
But who decides what amount of minutes is "ok" to lose? 15 minutes of not having fun playing a game is still 15 minutes of my life lost. Additionally being expected to waste time on inventory management - the most annoying aspect of the game - is absurd. Now we're getting somewhere (; Why...
- Fri Feb 07, 2020 8:48 pm
- Forum: Balancing
- Topic: Add Extra Despawn Timer to Higher Armour Tiers?
- Replies: 23
- Views: 8023
Re: Add Extra Despawn Timer to Higher Armour Tiers?
Like i said above, i lose time for walking back, that's enough for me. But seriously - what possibly can you have on yourself which you cannot craft back in ~15 minutes? I'm assuming "post-game" (; , where intermediates (say blue chips or engines and stuff like that) are virtually unlimit...
- Fri Feb 07, 2020 6:09 pm
- Forum: Balancing
- Topic: Add Extra Despawn Timer to Higher Armour Tiers?
- Replies: 23
- Views: 8023
Re: Add Extra Despawn Timer to Higher Armour Tiers?
Which i really liked because i never understood what supposedly is so much fun about loosing several hours of progress for a split-second mistake like so many other people seem to enjoy. Why not just enable auto-save then? Why did you actually disable it anyway? Why not save before a fight (I do it...
- Fri Feb 07, 2020 5:16 pm
- Forum: General discussion
- Topic: Thundering herd for trains in vanilla
- Replies: 2
- Views: 1693
- Fri Feb 07, 2020 11:14 am
- Forum: This Forum
- Topic: SPAM accounts invading the forum
- Replies: 22
- Views: 12850
Re: SPAM accounts invading the forum
Do the spambots still fall for that counting example ? No idea, just an example [; Something Factorio-related should work, however... (early recipe ingredients? with a link to the wiki?) Anything "easy" will be OK, but it should be "common knowledge". If it is factorio-specific ...
- Fri Feb 07, 2020 10:50 am
- Forum: This Forum
- Topic: SPAM accounts invading the forum
- Replies: 22
- Views: 12850
Re: SPAM accounts invading the forum
My job as a moderator is to keep these boards clean and a pleasant place to be. This includes make it so that there is no spam visible to all the members, and I think I, with my fellow moderators, do that job decently. I have no way to automate bot detection any further, so everything is done manua...
- Fri Feb 07, 2020 10:25 am
- Forum: This Forum
- Topic: SPAM accounts invading the forum
- Replies: 22
- Views: 12850
Re: SPAM accounts invading the forum
This is nothing new, and as long as spam messages do not make it through not a problem. Unless you care whether your domain is a link-factory to Russian fake websites or things like that (; I would imagine that this is easily solvable (if the forum engine allows it), by disabling signature and priv...
- Fri Feb 07, 2020 9:54 am
- Forum: This Forum
- Topic: SPAM accounts invading the forum
- Replies: 22
- Views: 12850
SPAM accounts invading the forum
I see you have a problem with SPAM accounts mass-registering on the forum. Looking just through the list of the "users" with birthdays today, 10 out of 14 are SPAM accounts (SEO-SPAM link in website and/or in signature): https://forums.factorio.com/memberlist.php?mode=viewprofile&u=775...
- Thu Feb 06, 2020 3:58 pm
- Forum: General discussion
- Topic: Speaking of playing the game the way you want ...
- Replies: 13
- Views: 5034
Re: Speaking of playing the game the way you want ...
Allowing players to build canals is an too-easy defence against biters in default game: they cannot pass through and would allow to build undestroyable defences, if you build the canal far out so that no spitter can attack anything of value. That's a valid point, however I think that most of the re...
- Wed Feb 05, 2020 9:15 am
- Forum: General discussion
- Topic: Question: what settings are used to start game to make mega base?
- Replies: 25
- Views: 15251
Re: Question: what settings are used to start game to make mega base?
To get from the last station to the very first - I think it takes about 6 hours of real time and 2-3 refueling :) So it's very safe to say if you would venture to establish such base right now it would take you 100 hours at least to do so (including all the intermediate stages). What's the point, w...
- Wed Feb 05, 2020 7:53 am
- Forum: General discussion
- Topic: Question: what settings are used to start game to make mega base?
- Replies: 25
- Views: 15251
Re: Question: what settings are used to start game to make mega base?
A known tactic is to drive out, making the longest track you have ever made, until you find ore patches that you have never seen before. Continue the tracks until you are comfortable with the size of the ore patches. Then make your base there. The further you go out, the more dense ore you find. Ac...
- Fri Jan 31, 2020 10:13 am
- Forum: General discussion
- Topic: Request: Max number of trains for stations
- Replies: 93
- Views: 44641
Re: Request: Max number of trains for stations
Huh, I never looked at TSM. I kept going for LTN ever since I discovered, which was not exactly working the way I want. LTN works like calling a taxi. It's a neat idea but approaches the problem in such a way that it's no longer looking like the current train system. It also has the obligatory over...
- Fri Jan 31, 2020 7:07 am
- Forum: General discussion
- Topic: Request: Max number of trains for stations
- Replies: 93
- Views: 44641
Re: Request: Max number of trains for stations
COuldn't you make it so that the train that is currently loaded is counted toward the max but be the first one removed from the list when the amount of train decrease (And also probably the first to be added if he is not fully loaded to prevent the same probleme if the train stop is replenished dur...
- Wed Jan 29, 2020 5:19 pm
- Forum: Ideas and Suggestions
- Topic: Train's CTRL-click Temporary Stop behavior
- Replies: 19
- Views: 7240
Re: Train's CTRL-click Temporary Stop behavior
If I would like to go 2 meters forward I would just press "W" and then "S" (;