Search found 124 matches

by KatherineOfSky
Fri Apr 28, 2017 8:49 am
Forum: Resolved Problems and Bugs
Topic: [0.15.2] Pollution on Map not toggled by Alt key
Replies: 2
Views: 1974

Re: [0.15.2] Pollution on Map not toggled by Alt key

Thanks! That seems like a very good solution!
by KatherineOfSky
Thu Apr 27, 2017 7:16 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.2] Can't move crafting window holding Logistics sectio
Replies: 2
Views: 1231

[0.15.2] Can't move crafting window holding Logistics sectio

The Crafting Window can be moved holding on to either the Left side (inventory), or right side (crafting menu), but not if you hold the center section (Logistics area).
by KatherineOfSky
Thu Apr 27, 2017 1:12 am
Forum: Resolved Problems and Bugs
Topic: [0.15.2] Pollution on Map not toggled by Alt key
Replies: 2
Views: 1974

[0.15.2] Pollution on Map not toggled by Alt key

On the map, pollution can be toggled on and off with the Alt key, but ONLY after clicking on the pollution Icon (at the top right) at least once.
by KatherineOfSky
Wed Apr 26, 2017 1:00 am
Forum: Resolved Problems and Bugs
Topic: [0.15.2] Bluprint Books in Global Inventory lose names
Replies: 8
Views: 4419

[0.15.2] Bluprint Books in Global Inventory lose names

I have created several blueprint books in the global inventory, (organization folders), and have named each of them. If I exit the save and load another one, (or the same one), the names completely disappear. Happens consistently.
by KatherineOfSky
Fri Apr 07, 2017 4:39 pm
Forum: News
Topic: Friday Facts #185 - Progress report
Replies: 93
Views: 52287

Re: Friday Facts #185 - Progress report

Nightvision is looking GREAT! (Thanks for listening to the community's feedback on that!!!)

I'm so excited to see the new changes in 0.15 -- thank you, Devs, for all the hard work you are doing!
by KatherineOfSky
Fri Mar 24, 2017 7:13 pm
Forum: News
Topic: Friday Facts #183 - Aiming for the release date
Replies: 145
Views: 74938

Re: Friday Facts #183 - Aiming for the release date

If there is some time for minor improvements right now, may I make some suggestions? There are some mods that do tiny jobs which I feel improve the quality of life a lot: Picker extended, which puts the entity you are hovering over with the mouse in your hand, if you have it in your inventory. *win...
by KatherineOfSky
Fri Jan 20, 2017 5:48 pm
Forum: News
Topic: Friday Facts #174 - Mod gui
Replies: 81
Views: 36926

Re: Friday Facts #174 - Mod gui

Interesting! It will be nice to see a more cohesive layout for the mod buttons! One thing I have been wanting for trains is the ability to name them with Route Names, (and sort by this function). In a large factory, I have dozens of trains, and I have to identify them by their stops... which is time...
by KatherineOfSky
Fri Dec 16, 2016 6:20 pm
Forum: News
Topic: Friday Facts #169 - Combat revisit 2
Replies: 157
Views: 70319

Re: Friday Facts #169 - Combat revisit 2

Wow! Wonderful changes! Thank you so much for all the tweaks, they sound amazing -- finally so many more weapons will be useful to us! woohoo! Factorio TD -- :shock: a totally awesome concept. I just have visions of Factorio taking over every genre in the game market eventually! haha! Can't wait to ...
by KatherineOfSky
Fri Dec 09, 2016 10:00 pm
Forum: News
Topic: Friday Facts #168 - Nightvision Nightmare
Replies: 188
Views: 81067

Re: Friday Facts #168 - Nightvision Nightmare

+ another 1, for the sepia/gray tone pics. Sooooo much better than that eye-piercing green.
by KatherineOfSky
Fri Dec 09, 2016 6:40 pm
Forum: News
Topic: Friday Facts #168 - Nightvision Nightmare
Replies: 188
Views: 81067

Re: Friday Facts #168 - Nightvision Nightmare

"Then we added white highlights to light sources and it finally started to pleasant to look at. " I'm still looking for the picture that "looks nice".... As a person who thrives on color, I have to say that ALL of them look absolutely sickening. The third makes me literally nause...
by KatherineOfSky
Sat Nov 12, 2016 1:25 am
Forum: News
Topic: Friday Facts #164 - Nuclear power
Replies: 249
Views: 117814

Re: Friday Facts #164 - Nuclear power

On the Steam forums, we at least 2-3 posts per week, (EVERY WEEK), on the topic of "Why don't my steam engines work?"... ranging from simple problems of non-demand, piping problems, too many steam engines connected to insufficient boilers, insufficient water pumps, etc. While I personally ...
by KatherineOfSky
Sun Oct 30, 2016 8:46 pm
Forum: Show your Creations
Topic: Smeltoriums and pocket factories, oh my
Replies: 5
Views: 5717

Re: Smeltoriums and pocket factories, oh my

A really interesting concept, and a fun one. I also have toyed with the idea of making a Bentham-esque Towns-style factory. I really like the implementation of having each fit within a solar block, but oh my those train tracks scare me! Looks like Russian Roulette with a train if you happen to be wa...
by KatherineOfSky
Mon Oct 10, 2016 2:11 pm
Forum: Fan Art
Topic: The Automated Factory song (thanks to Gilbert & Sullivan)
Replies: 20
Views: 17645

Re: The Automated Factory song (thanks to Gilbert & Sullivan)

Oh that's simply marvelous!

ChurchOrganist & Acarin, you make a fantastic poetical duo! The rhymes are very intricate and quite enjoyable!
by KatherineOfSky
Sun Oct 09, 2016 1:28 am
Forum: Fan Art
Topic: The Automated Factory song (thanks to Gilbert & Sullivan)
Replies: 20
Views: 17645

Re: The Automated Factory song (thanks to Gilbert & Sullivan)

Acarin, I keep meaning to write -- your verses are simply brilliant! And the way you fit in the Factorio theme is just marvelous! (I think you are a fair sight better than I at coming up with magical rhymes!

It's cool to discover so many other people who like G&S!
by KatherineOfSky
Fri Oct 07, 2016 5:51 am
Forum: Fan Art
Topic: The Automated Factory song (thanks to Gilbert & Sullivan)
Replies: 20
Views: 17645

Re: The Automated Factory song (thanks to Gilbert & Sullivan)

Oh, my name is Kovarex, a dev'er I've worked on Factorio forever, With bots that are best And ever-filled chests Coding and design so clever. If any one anything lacks He'll find it all ready in stacks You've but to build more on our endless floor, After chopping trees with a pick-axe. We've a first...
by KatherineOfSky
Tue Oct 04, 2016 2:26 pm
Forum: Fan Art
Topic: The Automated Factory song (thanks to Gilbert & Sullivan)
Replies: 20
Views: 17645

Re: The Automated Factory song (thanks to Gilbert & Sullivan)

Oh Acarin, this is ABSOLUTELY WONDERFUL! I laughed so hard singing it to myself! hahaha After you posted the verse last night, I went to bed with songs in my head! Here's what I came up with (from the opposite perspective): Enjoy! With bitery tread, Through the forest green; Pollution all 'round, So...
by KatherineOfSky
Sat Sep 10, 2016 2:01 am
Forum: News
Topic: Friday Facts #155 - Settling into fall
Replies: 63
Views: 34633

Re: Friday Facts #155 - Settling into fall

Wow, the new pipes and pump look absolutely stunning! Can't wait to see them in-game!
by KatherineOfSky
Thu Jul 14, 2016 10:14 pm
Forum: Gameplay Help
Topic: Solaris Achievement
Replies: 2
Views: 1948

Re: Solaris Achievement

I got Solaris yesterday on the latest build. Looks like it is fixed.
by KatherineOfSky
Thu Jul 07, 2016 5:05 am
Forum: Duplicates
Topic: [0.13.6] Stack Inserter Research researchable again
Replies: 3
Views: 1055

Re: [0.13.6] Stack Inserter Research researchable again

Ok. I saw both topics on the stack inserters, but they didn't seem like the same problem to me, as they are talking about bonuses and the logistics tech, and this is a tech repeating itself.

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