Search found 399 matches
- Wed Nov 18, 2020 1:27 pm
- Forum: Duplicates
- Topic: Minor clipping in station name with rich text
- Replies: 2
- Views: 1577
- Fri Nov 13, 2020 11:09 am
- Forum: News
- Topic: Friday Facts #363 - 1.1 is getting close
- Replies: 178
- Views: 123312
Re: Friday Facts #363 - 1.1 is getting close
ok jaws were dropped 

- Fri Nov 06, 2020 4:14 pm
- Forum: Not a bug
- Topic: [1.0.0] Furnace array apparently deleting items
- Replies: 4
- Views: 1774
Re: [1.0.0] Furnace array apparently deleting items
Gaps in ore belts are harder to see, but yeah, these belts aren't completely full :)
If you want to be sure :
- connect a programmable speaker to 1 belt
- set the belt to "Read" only & "Hold" value
- set an alarm on the speaker with the condition : "iron ore < 8" -(8 is the amount of items on 1 ...
If you want to be sure :
- connect a programmable speaker to 1 belt
- set the belt to "Read" only & "Hold" value
- set an alarm on the speaker with the condition : "iron ore < 8" -(8 is the amount of items on 1 ...
- Wed Nov 04, 2020 6:20 pm
- Forum: Ideas and Suggestions
- Topic: Different colors on different electric networks
- Replies: 24
- Views: 8183
Re: Different colors on different electric networks
I don't decide what's happening in Factorio development in any way. Criticizing a suggestion is not fighting the suggestion, it's helping.Antuanos wrote: Wed Nov 04, 2020 6:04 pm So we can't have QoL changes because someone might make a false bug report?
- Wed Nov 04, 2020 3:39 pm
- Forum: Ideas and Suggestions
- Topic: Different colors on different electric networks
- Replies: 24
- Views: 8183
Re: Different colors on different electric networks
It shouldn't be that hard? All isolated networks get different colors and they cycle through the colors just as rail signal colors.
If two separated networks gets connected in any way the merge to the same color, just like the rails.
This would work sometimes, but occasionally, 2 networks that ...
- Wed Nov 04, 2020 11:28 am
- Forum: Ideas and Suggestions
- Topic: Different colors on different electric networks
- Replies: 24
- Views: 8183
Re: Different colors on different electric networks
Is there any way to see if everything is connected without manually trying to follow along and across different sections of your factory?
Try to look at electric network via map.
OP was already looking at map, he's asking for different colors in the map view. Although it will probably be ...
- Fri Oct 30, 2020 10:24 am
- Forum: News
- Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
- Replies: 141
- Views: 100126
Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Excellent ! Can't wait for the release.
- Mon Oct 26, 2020 10:30 pm
- Forum: Not a bug
- Topic: [1.0] Energy Weapons damage
- Replies: 2
- Views: 1307
Re: [1.0] Energy Weapons damage
sounds like the already fixed 87762 for the tooltip part, idk about the technology dependency
- Sat Sep 12, 2020 8:29 pm
- Forum: Balancing
- Topic: Core game balancing
- Replies: 20
- Views: 11726
Re: Core game balancing
I think the furnace tiers are well balanced, as the other tiers in the game. Generally, higher tiers aren't just *plain* better, and that's good, because otherwise Factorio would be all about grinding upgrades like in a clicker game. Look at red belts : 2* faster, 8* more expensive. Assembling ...
- Tue Sep 01, 2020 11:28 pm
- Forum: Balancing
- Topic: Delete the "Follower robot count" mechanic
- Replies: 7
- Views: 4619
Re: Delete the "Follower robot count" mechanic
Or else, max follower robot count is tied to armor :
- Modular armor allows up to 20,
- Power armor MK1 allows up to 50,
- Power armor MK2 allows up to 200 or infinite
- Modular armor allows up to 20,
- Power armor MK1 allows up to 50,
- Power armor MK2 allows up to 200 or infinite
- Mon Aug 31, 2020 8:24 am
- Forum: Balancing
- Topic: Incorrect turret tech bundle
- Replies: 1
- Views: 1398
Re: Incorrect turret tech bundle
I think that's intended :
- distractor capsules also use Laser damage
- they don't require the Laser turrets technology
- they still can be improved with "Energy weapons damage" tree if player doesn't have Laser turrets technology
- distractor capsules also use Laser damage
- they don't require the Laser turrets technology
- they still can be improved with "Energy weapons damage" tree if player doesn't have Laser turrets technology
- Fri Aug 14, 2020 10:54 am
- Forum: General discussion
- Topic: Thank you (Make the dev-team happy today!)
- Replies: 612
- Views: 396393
Re: Thank you (Make the dev-team happy today!)
Dear Wube team,
thank you for making Factorio. This is my all time #1 favorite game. Thank you for the very high quality level of features, optimizations, details, stability you've brought the game to. Thank you for writing FFF. I know that it is very hard to stop working and explain to people what ...
thank you for making Factorio. This is my all time #1 favorite game. Thank you for the very high quality level of features, optimizations, details, stability you've brought the game to. Thank you for writing FFF. I know that it is very hard to stop working and explain to people what ...
- Wed Aug 12, 2020 11:06 am
- Forum: Resolved Problems and Bugs
- Topic: Typo in the "Content" section of website
- Replies: 2
- Views: 1004
Typo in the "Content" section of website
Hi, I found a typo in the Content page (https://factorio.com/game/content)
In the "Research" frame, "skillful" is mispelled as "skilfull".
In the "Research" frame, "skillful" is mispelled as "skilfull".
- Tue Aug 11, 2020 11:08 am
- Forum: Releases
- Topic: Version 0.18.47
- Replies: 19
- Views: 18022
Re: Version 0.18.47
Feels like when you make a reception, everything is ready and you have 1h to kill, and you begin to clean the doorbell 

- Sun Aug 09, 2020 10:10 am
- Forum: Videos
- Topic: Death world Let's play
- Replies: 0
- Views: 1150
Death world Let's play
Hi ! I started a YouTube series some time ago, and wanted to share it here. Here are the specs :
- unchanged Death world settings, with a big desert in the starting area
- only 1 mod : Playtime by thuejk
- No map preview sneak-peek, I want to have the exploration to deal with
- Spaghetti layout on ...
- unchanged Death world settings, with a big desert in the starting area
- only 1 mod : Playtime by thuejk
- No map preview sneak-peek, I want to have the exploration to deal with
- Spaghetti layout on ...
- Fri Aug 07, 2020 12:35 pm
- Forum: News
- Topic: Friday Facts #359 - Crash site: The beginning
- Replies: 95
- Views: 118860
Re: Friday Facts #359 - Crash site: The beginning
Wow, the new miner is more functional (no more hiding the belt), AND looks better ?!? Nice job.
- Tue Aug 04, 2020 8:17 pm
- Forum: Releases
- Topic: Version 0.18.42
- Replies: 28
- Views: 20527
Re: Version 0.18.42
I tried something here : 87559
- Tue Aug 04, 2020 8:10 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.42] ghost placement from map issue
- Replies: 4
- Views: 3297
[0.18.42] ghost placement from map issue
Hi, there's a bug discussed in the 0.18.42 release thread and I found a reliable way to reproduce it :
- start a new game
- pick a ghost (have the "pick ghost item if no items are available" option enabled)
- go to map view
- click to place ghost : nothing happens
- click and drag : ghost is placed ...
- start a new game
- pick a ghost (have the "pick ghost item if no items are available" option enabled)
- go to map view
- click to place ghost : nothing happens
- click and drag : ghost is placed ...
- Mon Aug 03, 2020 7:12 pm
- Forum: Releases
- Topic: Version 0.18.42
- Replies: 28
- Views: 20527
Re: Version 0.18.42
I'm gonna test this and make a bug report if needed
Edit : did you upgrade to latest version ? it works fine for me.
Edit : did you upgrade to latest version ? it works fine for me.
- Mon Aug 03, 2020 5:56 pm
- Forum: Releases
- Topic: Version 0.18.42
- Replies: 28
- Views: 20527
Re: Version 0.18.42
thank you for all those quick fixes