Search found 15 matches

by dahhakd
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.
by dahhakd
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 ...
by dahhakd
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 ...
by dahhakd
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!
by dahhakd
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 ...
by dahhakd
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 ...
by dahhakd
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.
by dahhakd
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.
by dahhakd
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 ...
by dahhakd
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!
by dahhakd
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 ...
by dahhakd
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!
by dahhakd
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 ...
by dahhakd
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 ...

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