Search found 15 matches
- Mon Nov 11, 2024 11:30 am
- Forum: Ideas and Suggestions
- Topic: Unintended extra click when setting up recipes due to the "Quality" dropdown.
- Replies: 60
- Views: 6817
Re: One click item select after quality research
Came to make the same suggestion. It's very annoying to have to do 2 actions where you only needed 1 when coming from the original game. I second making this an interface option, like using ghosts when you don't have the item. I'm already 120 hours in on Space Age and this still annoys me.
- Mon Nov 11, 2024 11:22 am
- Forum: Duplicates
- Topic: [2.0.15] Infinite resource exploit/bug.
- Replies: 4
- Views: 1020
Re: [2.0.15] Infinite resource exploit/bug.
There are a few situations where consuming ingredients when a crafting starts is very bad though. For example, suppose I want to craft just a single item, like an epic engine, but I use the Ctrl+Click shortcut to add a lot of ingredients at once to the assembler. In this case it would start crafting ...
- Sun Jan 31, 2021 5:08 am
- Forum: General discussion
- Topic: Thank you (Make the dev-team happy today!)
- Replies: 608
- Views: 365251
Thank you for the train stop limit feature!
Hey guys, I just wanted to thank the Factorio dev team for another amazing release.
Thanks to the new train stop's train limit feature I was able to massivery simplify the trains setup on my game. I'm posting this just to illustrate how much of a game changer it has been in one real game.
My play ...
Thanks to the new train stop's train limit feature I was able to massivery simplify the trains setup on my game. I'm posting this just to illustrate how much of a game changer it has been in one real game.
My play ...
- Sun Jan 31, 2021 2:25 am
- Forum: News
- Topic: Friday Facts #364 - 1.1 stable
- Replies: 57
- Views: 41634
Re: Friday Facts #364 - 1.1 stable
Thank you guys, you're amazing. This release is truly outstanding!
- Fri Jul 31, 2020 7:34 pm
- Forum: Not a bug
- Topic: [0.18.38] "Select new contents for the blueprint" saves blueprint directly after new selection
- Replies: 3
- Views: 2314
Re: [0.18.38] "Select new contents for the blueprint" saves blueprint directly after new selection
I see. Thank you for the clarification.
- Thu Jul 30, 2020 6:51 pm
- Forum: Not a bug
- Topic: [0.18.38] "Select new contents for the blueprint" saves blueprint directly after new selection
- Replies: 3
- Views: 2314
[0.18.38] "Select new contents for the blueprint" saves blueprint directly after new selection
Steps to reproduce:
1. Open any blueprint
2. Click "Select new contents for the blueprint"
3. Select entities in the world
4. Do not click "Save blueprint", close it or clear the cursor
What happens: The blueprint is saved immediately after selecting the new entities, even when not clicking to ...
1. Open any blueprint
2. Click "Select new contents for the blueprint"
3. Select entities in the world
4. Do not click "Save blueprint", close it or clear the cursor
What happens: The blueprint is saved immediately after selecting the new entities, even when not clicking to ...
- Thu Jul 30, 2020 6:25 pm
- Forum: Not a bug
- Topic: [0.18.37] Blueprint snap boundary not visible when adjusting the grid size.
- Replies: 3
- Views: 1484
Re: [0.18.37] Blueprint snap boundary not visible when adjusting the grid size.
I have experienced the same usability problem. I have a blueprint that I have to adjust the grid size for it to tile correcly, but I don't have any visual feedback when doing that. Currently, every time I want to adjust the grid size I have to enable absolute reference point, so that I can see the ...
- Sat Jul 18, 2020 11:45 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.36] Biters not grouping before attacking
- Replies: 16
- Views: 7861
Re: [0.18.36] Bitters not grouping before attacking
It is easy enough to reproduce with a new game, but here it goes. The save is at the exact moment and place, you just have to load and quickly zoom out to see the biters.
- Sat Jul 18, 2020 3:38 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.36] Biters not grouping before attacking
- Replies: 16
- Views: 7861
Re: [0.18.36] Bitters not grouping before attacking
I have edited the main post with a more comprehensive description and steps to reproduce.
- Fri Jul 17, 2020 5:55 am
- Forum: Resolved Problems and Bugs
- Topic: [0.18.36] Biters not grouping before attacking
- Replies: 16
- Views: 7861
[0.18.36] Biters not grouping before attacking
Hello.
In 0.18.35 when you attack their nests, biters will first gather in large swarms and then launch a full scale attack. Currently in 0.18.36 biters will all just start going directly, individually, forming lines. The game is significantly easier that way, because they don't overwhelm your ...
In 0.18.35 when you attack their nests, biters will first gather in large swarms and then launch a full scale attack. Currently in 0.18.36 biters will all just start going directly, individually, forming lines. The game is significantly easier that way, because they don't overwhelm your ...
- Tue Feb 18, 2020 10:38 pm
- Forum: Not a bug
- Topic: [0.18.7] Non-optimal train pathing
- Replies: 2
- Views: 1348
Re: [0.18.7] Non-optimal train pathing
Oh, I see. Thank you for the clarification and sorry for the bother!
- Tue Feb 18, 2020 6:59 pm
- Forum: Not a bug
- Topic: [0.18.7] Non-optimal train pathing
- Replies: 2
- Views: 1348
[0.18.7] Non-optimal train pathing
Hi.
I'm experiencing an issue where the train chooses a much worse path, like 2 to 3 times longer than the shortest.
Here in the first image you can see where I am, where I want to go and the long path that is being chosen:
https://drive.google.com/file/d/1QEHh6xq8t3O4bIuhUvXvXgDon1iUrOkT/view ...
I'm experiencing an issue where the train chooses a much worse path, like 2 to 3 times longer than the shortest.
Here in the first image you can see where I am, where I want to go and the long path that is being chosen:
https://drive.google.com/file/d/1QEHh6xq8t3O4bIuhUvXvXgDon1iUrOkT/view ...
- Fri Jan 31, 2020 4:06 am
- Forum: Ideas and Suggestions
- Topic: Restore old train running sounds
- Replies: 5
- Views: 2434
Re: Restore old train running sounds
I went ahead and created a mod to just restore the old sounds: https://mods.factorio.com/mod/OldTrainSounds
Thanks guys!
Thanks guys!
- Thu Jan 30, 2020 2:13 pm
- Forum: Ideas and Suggestions
- Topic: Restore old train running sounds
- Replies: 5
- Views: 2434
Re: Restore old train running sounds
I'm no expert in train sounds, I was just speculating on the reason. It's a very subjective thing, but I found the old sound very familiar and pleasing, it reminded me when I used to ride the train here in my city.
I didn't know it could be modded, thanks Optera, in that case I guess I can just ...
I didn't know it could be modded, thanks Optera, in that case I guess I can just ...
- Thu Jan 30, 2020 7:30 am
- Forum: Ideas and Suggestions
- Topic: Restore old train running sounds
- Replies: 5
- Views: 2434
Restore old train running sounds
TL;DR
Revert the use of random sound intervals for train movement made in 0.18.
What ?
I've read the changes made to sound effects in 0.18, about the addition of some random variation in timing of some sounds so they don't get too repetitive, but I don't think they should apply to trains. From ...
Revert the use of random sound intervals for train movement made in 0.18.
What ?
I've read the changes made to sound effects in 0.18, about the addition of some random variation in timing of some sounds so they don't get too repetitive, but I don't think they should apply to trains. From ...