Search found 45 matches
- Fri Oct 13, 2023 11:38 am
- Forum: News
- Topic: Friday Facts #380 - Remote view
- Replies: 181
- Views: 28695
Re: Friday Facts #380 - Remote view
One problem I saw with this new feature is that it was hurting my eyes a little, especially the last picture (titled One more thing), will there be an accessibility option to either dampen or remove the flickering effect? Oh, and before someone decides on yet another "give it a chance" or ...
- Fri Mar 20, 2020 4:05 pm
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 88165
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.
- Fri Dec 06, 2019 12:25 pm
- Forum: News
- Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
- Replies: 98
- Views: 44347
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?
- Fri May 31, 2019 12:48 pm
- Forum: News
- Topic: Friday Facts #297 - New resource icons
- Replies: 125
- Views: 51027
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?
- Fri Mar 08, 2019 1:11 pm
- Forum: Not a bug
- Topic: [0.17.8] Rotating unelectrified Red Inserter, Graphic unchanged
- Replies: 1
- Views: 796
[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 ...
- Sat Mar 02, 2019 12:49 pm
- Forum: Campaign / Scenario suggestions
- Topic: Introduction Scenario
- Replies: 3
- Views: 1980
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 instructio...
- Wed Feb 27, 2019 4:09 pm
- Forum: Releases
- Topic: Version 0.17.0
- Replies: 162
- Views: 244579
Re: Version 0.17.0
I'm still seeing blueprints go into my inventory, I thought that was going in 0.17?
- Wed Feb 27, 2019 2:56 am
- Forum: News
- Topic: Friday Facts #283 - Prepare to Launch
- Replies: 341
- Views: 152808
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!
- Fri Feb 15, 2019 8:32 pm
- Forum: News
- Topic: Friday Facts #282 - 0.17 in sight
- Replies: 186
- Views: 83126
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,...
- Sat Feb 02, 2019 5:11 pm
- Forum: News
- Topic: Friday Facts #280 - Visual Feedback is the king
- Replies: 243
- Views: 86666
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...
- Sat Feb 02, 2019 4:59 pm
- Forum: News
- Topic: Friday Facts #280 - Visual Feedback is the king
- Replies: 243
- Views: 86666
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.
Thank you all for your hard work on this.
- Sat Jan 12, 2019 2:00 pm
- Forum: News
- Topic: Friday Facts #277 - GUI progress update
- Replies: 101
- Views: 41909
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?
- Thu Nov 22, 2018 2:52 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Autofill
- Replies: 293
- Views: 224599
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
- Tue Nov 13, 2018 1:36 pm
- Forum: Ideas and Suggestions
- Topic: Abort Loading Multiplayer/Online Game
- Replies: 0
- Views: 806
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 ...
- Tue Apr 24, 2018 8:47 pm
- Forum: News
- Topic: Friday Facts #239 - PAX East report
- Replies: 20
- Views: 14305
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)?
- Sat Jan 13, 2018 10:31 am
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 365040
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...
- Fri Jul 28, 2017 3:00 pm
- Forum: News
- Topic: Friday Facts #201 - 0.15 Stable, but not really
- Replies: 148
- Views: 51156
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.
- Sun May 14, 2017 7:44 pm
- Forum: Duplicates
- Topic: [15.10] Red Lights when they should be green
- Replies: 1
- Views: 913
[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...
- Thu May 04, 2017 5:08 pm
- Forum: Ideas and Suggestions
- Topic: Rail Stop Name on Maps
- Replies: 1
- Views: 869
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?
Is it possible to have rail stops that are in close proximity to only show once on the map?
- Fri Apr 07, 2017 3:05 pm
- Forum: News
- Topic: Friday Facts #185 - Progress report
- Replies: 93
- Views: 47711
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!
I'm drooling already!