Search found 35 matches
- Fri Mar 20, 2020 3:07 pm
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 109601
Re: Friday Facts #339 - Beacon HR + Redesign process
Any chance the light in the middle of the beacon could adjust its color depending on what module is used inside it? Blue for speed, green for efficiency and puple/red for production?
- Fri Mar 13, 2020 3:33 pm
- Forum: News
- Topic: Friday Facts #338 - The (real) Character GUI
- Replies: 89
- Views: 60764
Re: Friday Facts #338 - The (real) Character GUI
Looking great!
It would be nice if there was an option to export/import logistics. Similar to how blueprints work.
It would be nice if there was an option to export/import logistics. Similar to how blueprints work.
- Wed Feb 19, 2020 6:04 pm
- Forum: Releases
- Topic: Version 0.18.7
- Replies: 39
- Views: 23254
Re: Version 0.18.7
3. There seems to be no volume normalization
Some of the new sounds are super loud and others are super quiet (eg. super loud offshore pump vs assemblers I can barely hear anymore). It may be the case that there are supposed to be louder sounds for louder entities in real life, but this is not how ...
- Sat Jan 25, 2020 8:45 am
- Forum: News
- Topic: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
- Replies: 142
- Views: 77642
Re: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
The new main menu looks and feels awesome. Way more intuitive than before. Good job!
One thing I definitely think could use efficiency improvement is logistics and construction bots priority - when you're in a near-endgame base it can take them minutes to bring you items up through a roboport ...
One thing I definitely think could use efficiency improvement is logistics and construction bots priority - when you're in a near-endgame base it can take them minutes to bring you items up through a roboport ...
- Fri Jan 17, 2020 5:33 pm
- Forum: Implemented Suggestions
- Topic: Make save game overwrites less dangerous
- Replies: 91
- Views: 39122
Name of auto save files
Summary
Playing different scenarios overwrites the auto save file.
What ?
Currently, the game automatically creates three save files called _autosave1, _autosave2 and _autosave3.
The problem is, that these get overwritten, if one plays different scenarios which can then potentially lead to ...
Playing different scenarios overwrites the auto save file.
What ?
Currently, the game automatically creates three save files called _autosave1, _autosave2 and _autosave3.
The problem is, that these get overwritten, if one plays different scenarios which can then potentially lead to ...
- Fri Jan 17, 2020 5:19 pm
- Forum: News
- Topic: Friday Facts #330 - Main menu and File Share Shenanigans
- Replies: 94
- Views: 47761
Re: Friday Facts #330 - Main menu and File Share Shenanigans
I love the changes to the main menu. This had always confused me because it was unintuitive.
- Fri Apr 05, 2019 9:14 pm
- Forum: News
- Topic: Friday Facts #289 - Character GUI
- Replies: 137
- Views: 70468
Re: Friday Facts #289 - Character GUI
Ewww durability.
Amazing changes all around, the number of personal requests is not nearly enough right now, so happy it will be infinite.
It's missing one thing though, what happened to the sort buttons idea?
https://cdn.factorio.com/assets/img/blog/fff-191-inventory.png
Source: FFF #191
The ...
- Thu Mar 21, 2019 12:29 pm
- Forum: Not a bug
- Topic: [0.17.5] Personal Bots Delayed Construction
- Replies: 23
- Views: 7864
Re: [0.17.5] Personal Bots Delayed Construction
Entity Ghosts: 145
To Repair: 292
Everything else zero.
I used a wrong save file. For up-to-date numbers see the attached file.
Yep that's normal. You can expect a maximum of 9.3 seconds between robots being sent out to repair stuff since 1 job per tick is checked.
I see. I was quite ...
- Thu Mar 21, 2019 9:13 am
- Forum: Not a bug
- Topic: [0.17.5] Personal Bots Delayed Construction
- Replies: 23
- Views: 7864
Re: [0.17.5] Personal Bots Delayed Construction
To Repair: 292
Everything else zero.
I used a wrong save file. For up-to-date numbers see the attached file.
- Thu Mar 21, 2019 12:51 am
- Forum: Not a bug
- Topic: [0.17.5] Personal Bots Delayed Construction
- Replies: 23
- Views: 7864
Re: [0.17.5] Personal Bots Delayed Construction
I have the same issue with repairs. The robots have quite some delay before they repair anything nearby. However, there are not many objects which need maintanance on the map.
I can upload a savefile it required.
I can upload a savefile it required.
- Thu Mar 21, 2019 12:48 am
- Forum: Duplicates
- Topic: Game won't start with Nvidia Experience [0.17.16]
- Replies: 1
- Views: 923
Game won't start with Nvidia Experience [0.17.16]
When optimising the game with Nvidia Experience the game won't start anymore.
Invalid value 'false' for TextureCompression (See attachment)
Removing the the TextureCompression config entry solves the issue.
Invalid value 'false' for TextureCompression (See attachment)
Removing the the TextureCompression config entry solves the issue.
- Sat Feb 16, 2019 9:49 am
- Forum: News
- Topic: Friday Facts #282 - 0.17 in sight
- Replies: 186
- Views: 99630
Re: Friday Facts #282 - 0.17 in sight
That would be ideal.thecatlover1996 wrote: Sat Feb 16, 2019 9:32 amHow about multiple sort options, so that every player can pick what's best for them?BlueTemplar wrote: Sat Feb 16, 2019 9:19 amOk, but only if blueprints are automatically prefixed by timestamps !R3vo wrote: Sat Feb 16, 2019 9:12 am I think the list on the right should be sorted alphabetically by default.![]()
- Sat Feb 16, 2019 9:12 am
- Forum: News
- Topic: Friday Facts #282 - 0.17 in sight
- Replies: 186
- Views: 99630
Re: Friday Facts #282 - 0.17 in sight

I think the list on the right should be sorted alphabetically by default.
- Fri Jan 25, 2019 11:11 pm
- Forum: News
- Topic: Friday Facts #279 - Train GUI & Modern Spitter
- Replies: 208
- Views: 93702
Re: Friday Facts #279 - Train GUI & Modern Spitter
I like the new train GUI and the spitters look splendid as well.
However, is there any change you can improve the colour settings for trains stations and trains?
What I think of is a colour pallet which a player can quickly choose a desired colour from (copper, iron, coal... etc.). Additionally ...
However, is there any change you can improve the colour settings for trains stations and trains?
What I think of is a colour pallet which a player can quickly choose a desired colour from (copper, iron, coal... etc.). Additionally ...
- Sat Oct 14, 2017 1:07 pm
- Forum: News
- Topic: Friday Facts #212 - The GUI update (Part 1)
- Replies: 151
- Views: 76286
Re: Friday Facts #212 - The GUI update (Part 1)
The UI looks great already. Can't wait for it ;)
One suggestion though. Might it be possible to add colour presets to the colour pick menu? So one can quickly change the colour of a train to a predefined colour. I always set the colour as close a possible to the colour of the product they carry and ...
One suggestion though. Might it be possible to add colour presets to the colour pick menu? So one can quickly change the colour of a train to a predefined colour. I always set the colour as close a possible to the colour of the product they carry and ...
- Sat Sep 09, 2017 9:38 am
- Forum: News
- Topic: Friday Facts #207 - Lua noise specification
- Replies: 45
- Views: 28532
Re: Friday Facts #207 - Lua noise specification
About the mod portal: I believe an ingame link to the portal is badly missing, same with a direct link to the forums.
I think it might be a good idea to seperate it a bit from the ingame menu and put it in a corner of the main menu screen.

I think it might be a good idea to seperate it a bit from the ingame menu and put it in a corner of the main menu screen.

- Sat May 20, 2017 5:51 pm
- Forum: News
- Topic: Friday Facts #191 - Gui improvements
- Replies: 380
- Views: 182598
Re: Friday Facts #191 - Gui improvements
Those are fantastic ideas. Just yesterday I thought: "Damn, why can't we auto sort our inventory, I am constantly searching this one item I just picked up".
I also love the idea with the character screen.
However, I also hope the screen for the content of the items in the logistic network will ...
I also love the idea with the character screen.
However, I also hope the screen for the content of the items in the logistic network will ...
- Tue May 09, 2017 1:49 pm
- Forum: General discussion
- Topic: Train tutorials aren't teaching signal use
- Replies: 2
- Views: 1943
Re: Train tutorials aren't teaching signal use
That was exactly my thought, too. It felt like a riddle instead of a tutorial.
The main issue I believe is, that it becomes too complex too quickly. The tutorial should teach the basics on how signals works, not how to put signals on large intersections which beginners don't build anyway.
The main issue I believe is, that it becomes too complex too quickly. The tutorial should teach the basics on how signals works, not how to put signals on large intersections which beginners don't build anyway.
- Wed Jan 25, 2017 10:07 pm
- Forum: News
- Topic: Friday Facts #174 - Mod gui
- Replies: 81
- Views: 39612
Re: Friday Facts #174 - Mod gui
Any chance we could get some default colour templates for locomotives and train stations? I am thinking about some basic colours for iron, copper, coal, oil, uranium?
- Sun Dec 18, 2016 3:24 pm
- Forum: News
- Topic: Friday Facts #169 - Combat revisit 2
- Replies: 157
- Views: 76589
Re: Friday Facts #169 - Combat revisit 2
Any chance the way resistances are displayed could be changed?
Right now it looks the following for the Modular Armour :
5/30% Acid
10/30% Explo.
0/60% Fire
6/30% Physical
Does that mean I have 5% of a maximum of 30% resistance against Acid? If yes, how do I increase it to 30%? Or is 30% the ...
Right now it looks the following for the Modular Armour :
5/30% Acid
10/30% Explo.
0/60% Fire
6/30% Physical
Does that mean I have 5% of a maximum of 30% resistance against Acid? If yes, how do I increase it to 30%? Or is 30% the ...