Search found 44 matches

by Silden
Fri Mar 20, 2020 4:05 pm
Forum: News
Topic: Friday Facts #339 - Beacon HR + Redesign process
Replies: 211
Views: 21606

Re: Friday Facts #339 - Beacon HR + Redesign process

Does it have to have the spire? I would prefer mine to not have the spire element.
by Silden
Fri Dec 06, 2019 12:25 pm
Forum: News
Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
Replies: 98
Views: 15997

Re: Friday Facts #324 - Sound design, Animated trees, Optimizations

The tree animation made my eyes water. Will there be a way to switch it off in game if I find it too distracting?
by Silden
Fri May 31, 2019 12:48 pm
Forum: News
Topic: Friday Facts #297 - New resource icons
Replies: 125
Views: 19456

Re: Friday Facts #297 - New resource icons

Is it just me, or when the ore goes on a bend to the right, there's a bit of a glitch in the appearance where the bend goes into the straight?
by Silden
Fri Mar 08, 2019 1:11 pm
Forum: Not a bug
Topic: [0.17.8] Rotating unelectrified Red Inserter, Graphic unchanged
Replies: 1
Views: 160

[0.17.8] Rotating unelectrified Red Inserter, Graphic unchanged

When I place a red inserter down in an area without electricity, then press R on my keyboard to rotate the inserter, the yellow arrow correctly shows the new direction, but the inserter itself retains the original orientation instead. Also happens with other inserters (eg. Blue) (When doing this in ...
by Silden
Sat Mar 02, 2019 12:49 pm
Forum: Campaign / Scenario suggestions
Topic: Introduction Scenario
Replies: 3
Views: 391

Introduction Scenario

Some things for introduction: After taking second set of supplies from Large shipwreck, the Compilatron went north-east, and stayed there, without giving any tips on how to "salvage scrap metal". Restarting introduction, at the above step, Compilatron went to Scrap Metal to give instruction, user ta...
by Silden
Wed Feb 27, 2019 4:09 pm
Forum: Releases
Topic: Version 0.17.0
Replies: 162
Views: 184844

Re: Version 0.17.0

I'm still seeing blueprints go into my inventory, I thought that was going in 0.17?
by Silden
Wed Feb 27, 2019 2:56 am
Forum: News
Topic: Friday Facts #283 - Prepare to Launch
Replies: 341
Views: 78453

Re: Friday Facts #283 - Prepare to Launch

I just love that new feature of giving you an alert if a train is out of fuel!
by Silden
Fri Feb 15, 2019 8:32 pm
Forum: News
Topic: Friday Facts #282 - 0.17 in sight
Replies: 186
Views: 37539

Re: Friday Facts #282 - 0.17 in sight

Accuulators, how will the "zapping" work when you have two next to each other? Each with their own zap (so two almost on top of each other on the left and right side of the accumulator, and a bit more space on the top and bottom), or will they both share the same zap effect? If the latter, have you ...
by Silden
Sat Feb 02, 2019 5:11 pm
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 32597

Re: Friday Facts #280 - Visual Feedback is the king

If a station is not reachable because of no pathhow about drawing the yellow line backwards from the station until it breaks? So it would be easy to see where the failure is. Third gif down sounds like it might help with this problem, Ctrl will highlight the route from the station to your cursor po...
by Silden
Sat Feb 02, 2019 4:59 pm
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 32597

Re: Friday Facts #280 - Visual Feedback is the king

Oh my, those UI changes in FF279 and FF280 look AWESOME! 0.17 is looking to be one of the best updates for an already fantastic game.

Thank you all for your hard work on this.
by Silden
Sat Jan 12, 2019 2:00 pm
Forum: News
Topic: Friday Facts #277 - GUI progress update
Replies: 101
Views: 16335

Re: Friday Facts #277 - GUI progress update

Procedural Wave defense: have you considered having a bespoke map for the first play and completion of the scenario, and then a procedural map once the player has solved it befpre?
by Silden
Thu Nov 22, 2018 2:52 pm
Forum: Mods
Topic: [MOD 0.12.x] Autofill
Replies: 293
Views: 159337

Re: [MOD 0.12.x] Autofill

Is there a way to get the mod to not take my Small Electric Poles in the early game? Every time I put down a Stone Furnace without coal in inventory, it's eating my poles which isn't good
by Silden
Tue Nov 13, 2018 1:36 pm
Forum: Ideas and Suggestions
Topic: Abort Loading Multiplayer/Online Game
Replies: 0
Views: 256

Abort Loading Multiplayer/Online Game

Occasionally I try to load a multiplayer/online game, and it perpetually just tries to load which can get quite annoying as I have to physically close Factorio using the Task Manager as there's no other way to get out of it. Is there a way to include an Abort/Cancel button on the multiplayer/online ...
by Silden
Tue Apr 24, 2018 8:47 pm
Forum: News
Topic: Friday Facts #239 - PAX East report
Replies: 20
Views: 7611

Re: Friday Facts #239 - PAX East report

There's a factorio pin? Where can I get one (other than flying thousands of miles to PAX)?
by Silden
Sat Jan 13, 2018 10:31 am
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 149444

Re: Friday Facts #225 - Bots versus belts (part 2)

If you are looking at ways to nerf robots, have them smash to the ground if they run out of juice instead of moving at very slow speed, where you then need a rescue bot to take them to a repair workshop to restore to working use. Any robots hovering around a robot port waiting for a recharge will st...
by Silden
Fri Jul 28, 2017 3:00 pm
Forum: News
Topic: Friday Facts #201 - 0.15 Stable, but not really
Replies: 148
Views: 23448

Re: Friday Facts #201 - 0.15 Stable, but not really

Maybe the time is right to review the whole blueprints system, I don't like that it creates items to hold in inventory to make it work.
by Silden
Sun May 14, 2017 7:44 pm
Forum: Duplicates
Topic: [15.10] Red Lights when they should be green
Replies: 1
Views: 301

[15.10] Red Lights when they should be green

I'm finding that when I have pre-existing railways, and then remove tracks, lights are frequently turning red and staying red. For example, here I just removed a crossover track, and now there's a light that turns red and stays red. This then causes my trains to all get blocked up as it never change...
by Silden
Thu May 04, 2017 5:08 pm
Forum: Ideas and Suggestions
Topic: Rail Stop Name on Maps
Replies: 1
Views: 282

Rail Stop Name on Maps

When I build two or more stops and allocate them the same name, this is displayed on the map for each stop. This can cause overlapping names and stop dots when one would be sufficient.

Is it possible to have rail stops that are in close proximity to only show once on the map?
by Silden
Fri Apr 07, 2017 3:05 pm
Forum: News
Topic: Friday Facts #185 - Progress report
Replies: 93
Views: 29768

Re: Friday Facts #185 - Progress report

"There are still a hundred minor features I could talk about in these FFF posts, but this close to release, I would rather not spoil the surprise. "

I'm drooling already!
by Silden
Wed Dec 28, 2016 5:32 pm
Forum: Mods
Topic: [MOD 0.14] Sticky notes - leave notes or signs on the map
Replies: 81
Views: 18950

Re: [MOD 0.13] Sticky notes - leave notes or signs on the map

I find that I can't assign any text to it, it just prints Text then a number. I don't get the dialog boxes shown on the first page.

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