Search found 231 matches
- Fri Nov 08, 2019 3:54 pm
- Forum: News
- Topic: Friday Facts #320 - Color correction
- Replies: 202
- Views: 74192
Re: Friday Facts #320 - Color correction
This is quite a significant change to the overall theme, and I'm not really a fan. I know I'm in the minority here. People like colorful and super saturated. It's the visual version of the smiley face equalizer curve. I'd always adored Factorio refusing to adopt it. :( It's a hard sell with the rust...
- Fri Jul 26, 2019 7:47 pm
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 279926
Re: Friday Facts #305 - The Oil Changes
The good idea is the use of only steel + crude to make flamethrower ammo. That is good, since this will greatly simplify base defense were we no longer need any oil processing to for base defense, just pumping crude directly from oil patch into a tank then into the turret. You could already do this...
- Fri Jul 26, 2019 6:14 pm
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 279926
Re: Friday Facts #305 - The Oil Changes
The GUI updates for modders are fantastic news! I'm really looking forward to seeing what they do with that! I'm mostly ambivalent re the oil changes. I'm mostly just a little sad that heavy oil has been reduced to a 1 recipe intermediate with the flamethrower ammo change. I do think the flamethrowe...
- Thu Jul 25, 2019 11:37 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.17.52] Biters have just given up on attacking
- Replies: 11
- Views: 6760
Re: [Oxyd] [0.17.52] Biters have just given up on attacking
It looks like some groups did finally decide to attack, very slowly over 30 minutes after the artillery fired. However it was such a slow trickle it was barely noticeable above normal pollution triggered attacks.
- Thu Jul 25, 2019 11:08 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.17.52] Biters have just given up on attacking
- Replies: 11
- Views: 6760
Re: [Oxyd] [0.17.52] Biters have just given up on attacking
I'm seeing this in 0.17.59 as well. The biters seem completely uninterested in counter attacks to artillery. I was hoping the pathing issues fixed in 0.17.59 might help, so I held off researching artillery range until now. The issue persists. I've had biters counter attack before on this map. They a...
- Thu Jul 25, 2019 12:14 am
- Forum: Duplicates
- Topic: Objects missing robots/Needed objects changing randomly
- Replies: 5
- Views: 1728
Re: Objects missing robots/Needed objects changing randomly
Generally this is the last 600ish ghosts processed that'll have active alerts. I also have seen up to 1201 ghosts being processed normally at the same time. This seems like a much higher number than 600. How is this possible if the game only handles the 600ish ghosts that sometimes appear to be the...
- Wed Jul 24, 2019 3:30 am
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 207335
Re: Friday Facts #304 - Small bugs; Big changes
This mod represents the collective discussion and input of many people. It makes surprisingly few direct changes, considering its effects on the learning process through obtaining oil and chemical science in this manner. Please take a look at how the in-game tech tree is affected, and what a new pl...
- Sat Jul 20, 2019 5:07 am
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 207335
Re: Friday Facts #304 - Small bugs; Big changes
To all the folks that are arguing how "just add more pumpjacks!" will make using more efficient recipes pointless, maybe it's time to consider turning biters back on? You're perspective is _way_ out of whack. :D Just "adding more pumpjacks" is a big deal in most game modes. Try a...
- Fri Jul 19, 2019 7:23 pm
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 207335
- Fri Jul 19, 2019 6:40 pm
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 207335
Re: Friday Facts #304 - Small bugs; Big changes
Some discussions on the Discord server led to an idea for dealing with the new player issues with oil that I think would work a lot better here. Original credit for the idea goes to Hexicube. The idea is based on the following assumptions: * The fundamental problem is that it is difficult for player...
- Thu Jul 18, 2019 8:21 pm
- Forum: Duplicates
- Topic: Objects missing robots/Needed objects changing randomly
- Replies: 5
- Views: 1728
Re: Objects missing robots/Needed objects changing randomly
This is normal. The counts are based on all of the processed ghosts from the oldest unexpired alert to the most recent. Generally this is the last 600ish ghosts processed that'll have active alerts. If you have more than 600 ghosts, then the ones with unexpired/active alerts will always be changing ...
- Sun Jul 14, 2019 2:05 am
- Forum: Ideas and Suggestions
- Topic: Selective Station Enabling
- Replies: 11
- Views: 4523
Re: Selective Station Enabling
... or to add the smallest possible "parts you can put together to build a train controller" into core ... That is essentially my argument. The problem with other suggestions, and even with mine, tbh, is the approach is backwards. It's "I have a problem here is a solution" rathe...
- Wed Jul 10, 2019 4:46 pm
- Forum: Ideas and Suggestions
- Topic: Selective Station Enabling
- Replies: 11
- Views: 4523
Re: Selective Station Enabling
Instead of allowing the station to specify a specific Train ID, I think a more flexible solution would be the ability to set conditional orders on the train itself. This has been suggested in the following threads: That way is better. The problem with this is that you are limited to whatever condit...
- Thu Jul 04, 2019 4:38 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.53] Train Wagon Limits in Blueprints Lost After Reload
- Replies: 3
- Views: 3445
Re: [0.17.53] Train Wagon Limits in Blueprints Lost After Reload
Curious. I've edited the original post title and reproduction steps to remove the library parts. Thanks for looking into it!
- Thu Jul 04, 2019 3:44 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.53] Train Wagon Limits in Blueprints Lost After Reload
- Replies: 3
- Views: 3445
[kovarex] [0.17.53] Train Wagon Limits in Blueprints Lost After Reload
I can reliably reproduce this with the following steps: * Take a blueprint of a train with wagon inventory limits set (the "bar" field in the blueprint json). * Save the blueprint in your inventory. * Save the game and reload the save. * The "bar" field is missing and the deploye...
- Wed Jun 26, 2019 8:52 pm
- Forum: Won't fix.
- Topic: [0.17.18] Symlinks in script-output no longer work.
- Replies: 9
- Views: 4516
Re: [0.17.18] Symlinks in script-output no longer work.
An independently configurable script output path would solve a lot of the issues involving mods with large output like FactorioMaps without requiring sacrificing Lua sandboxing. Perhaps that's an acceptable and hopefully easy to implement compromise?
- Fri Jun 07, 2019 2:53 pm
- Forum: News
- Topic: Friday Facts #298 - Demo upgrade for Stable
- Replies: 78
- Views: 34500
Re: Friday Facts #298 - Demo upgrade for Stable
One thing I truly hate about Destroyer capsules and despite them being awesome even pre-balance is the fact that by the time you deploy your max follower count of them - you literally have about a minute before they start exploding. Also, constant deployment with big pauses between the deploy take ...
- Fri Apr 05, 2019 9:00 pm
- Forum: News
- Topic: Friday Facts #289 - Character GUI
- Replies: 137
- Views: 57730
Re: Friday Facts #289 - Character GUI
Like others have mentioned I would also love it if we could have: Presets for requests/trash slots, kind of like we have multiple quickbars; a way to define multiple sets of requests/trash and swap between them (I did wonder if that was what those mysterious +/- buttons, marked 9, were in the mocku...
- Thu Apr 04, 2019 11:31 pm
- Forum: Releases
- Topic: Version 0.17.25
- Replies: 42
- Views: 23845
Re: Version 0.17.25
Ouch! I felt that one in my gut even though I was never bit by it. I believe that's one of the nastier bugs I've seen in these notes in some time!FactorioBot wrote: ↑Thu Apr 04, 2019 7:00 pm[*]Fixed that deleting mods would follow symlinks instead of just removing the symlink. (68975)
- Fri Mar 08, 2019 5:47 pm
- Forum: Releases
- Topic: Version 0.17.9
- Replies: 56
- Views: 30805
Re: Version 0.17.9
Changes Disabling station with train waiting in it doesn't force the train to departure anymore so it works as it worked in 0.16. It looked like a useful change for 0.17, but we can control train conditions by circuit network and there are some nice and simple use cases were ruined by trains being ...