Search found 242 matches
- Fri Jul 06, 2018 4:57 pm
- Forum: News
- Topic: Friday Facts #250 - Dead end conclusion
- Replies: 142
- Views: 73376
Re: Friday Facts #250 - Dead end conclusion
Cute. The first Staff reply is only to the poster who is actually praising this change and not one of the complainers.
- Fri Jun 22, 2018 6:11 pm
- Forum: Ideas and Suggestions
- Topic: Quality of Life: Toolbelt Slot Auto-Deselect
- Replies: 2
- Views: 1278
Re: Quality of Life: Toolbelt Slot Auto-Deselect
I've read this before, and i'm not sure how you people do it. But this is exactly how the game already behaves. The "can't put this item here" messages only pops up if the item you're holding is not assigned to any filter slots.
*fiddle* *fiddle*
Well, in the quickbar anyway, for filtered main ...
*fiddle* *fiddle*
Well, in the quickbar anyway, for filtered main ...
- Sat Jun 16, 2018 7:41 am
- Forum: Ideas and Suggestions
- Topic: Quality of Life: Allow for Tree/Stone Hand mining
- Replies: 1
- Views: 1255
Quality of Life: Allow for Tree/Stone Hand mining
Allow for Tree/Stone Hand mining when holding a blueprint/blueprint book in your hands. Too many times there was this one tree that I wanted to get rid off and I forgot to deselect the blueprint in my hand. Why is it actually forbidden to use the mine function when holding a blueprint?
- Sat Jun 16, 2018 7:37 am
- Forum: Ideas and Suggestions
- Topic: Quality of Life: Toolbelt Slot Auto-Deselect
- Replies: 2
- Views: 1278
Quality of Life: Toolbelt Slot Auto-Deselect
This is the problem that I could see could be easily solved:
Okay. So early to mid game, you middle-mouse click dedicate a slot in your toolbelt to specific items. Making it impossible that another item jumps in. That slot is now Reserved to that time. You lock it down with the sky-blue box.
So ...
Okay. So early to mid game, you middle-mouse click dedicate a slot in your toolbelt to specific items. Making it impossible that another item jumps in. That slot is now Reserved to that time. You lock it down with the sky-blue box.
So ...
- Fri Jun 08, 2018 6:47 pm
- Forum: News
- Topic: Friday Facts #246 - The GUI update (Part 3)
- Replies: 161
- Views: 79190
Re: Friday Facts #246 - The GUI update (Part 3)
YAY!!!Jap2.0 wrote:New resource system confirmed?
They will be adding Angel's/Bob's Infinite Ores setting option!

- Fri May 25, 2018 9:58 pm
- Forum: News
- Topic: Friday Facts #244 - Localised plurals & Modernisation progress
- Replies: 68
- Views: 39157
Re: Friday Facts #244 - Localised plurals & Modernisation progress
*reads the articles...suddenly notices something*
Progress on engine modernisation (Posila)
The rewrite of the rendering framework goes well. We are at the point where the game looks exactly the same (with minor fixes to line rendering) as our main 0.17 branch, and the only major thing that is ...
Progress on engine modernisation (Posila)
The rewrite of the rendering framework goes well. We are at the point where the game looks exactly the same (with minor fixes to line rendering) as our main 0.17 branch, and the only major thing that is ...
- Fri May 11, 2018 3:20 pm
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 1167508
Re: Factorio Roadmap for 0.17+
ugh... Fluid optimalisation last on the list for 0.17+ ? Really?
So Nuclear is useless as before? Thanks devs! *half-joking*
It's not useless on smaller late-game bases, but it's still way too easy.
I wouldn't mind it being harder to build. Like for example making the 'concrete' in the Reactors ...
So Nuclear is useless as before? Thanks devs! *half-joking*
It's not useless on smaller late-game bases, but it's still way too easy.
I wouldn't mind it being harder to build. Like for example making the 'concrete' in the Reactors ...
- Sun May 06, 2018 2:34 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3794
- Views: 1923951
Re: Development and Discussion
Angel?
I think it should be possible to re-melt plates back into ingots.
Yes, also rewind wires back into coils
with the coils, you are cutting them apart.
No. Make it possible to melt ANY metal/material/plate back into its pure (aka: Periodic Table Element) base ingots. Wires, plates, coils ...
I think it should be possible to re-melt plates back into ingots.
Yes, also rewind wires back into coils
with the coils, you are cutting them apart.
No. Make it possible to melt ANY metal/material/plate back into its pure (aka: Periodic Table Element) base ingots. Wires, plates, coils ...
- Sun May 06, 2018 12:15 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3794
- Views: 1923951
Re: Development and Discussion
Angel?
I think it should be possible to re-melt plates back into ingots.
I think it should be possible to re-melt plates back into ingots.
- Fri May 04, 2018 7:10 pm
- Forum: News
- Topic: Friday Facts #241 - New player experience
- Replies: 117
- Views: 58995
Re: Friday Facts #241 - New player experience
If you want people to not refund the game within 30 minutes because of boredom and confusion, why not start them out with a tiny well-built base? Have some missing things like a row of 3 missing belt pieces, a few missing electricity poles and a few missing inserters.
That way, they see how ...
That way, they see how ...
- Fri May 04, 2018 7:09 pm
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 1167508
Re: Factorio Roadmap for 0.17+
So Nuclear is useless as before? Thanks devs! *half-joking*Avezo wrote:ugh... Fluid optimalisation last on the list for 0.17+ ? Really?
- Fri May 04, 2018 6:42 pm
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 372246
Re: [MOD 0.16.36] Robot Army. v0.3.7
Will we soon see the new sprites?! YAY!kyranzor wrote:Mod updated to 0.3.7, to address two bugs which have been reported over the last few months.
I had to roll back some sprite changes i've been working on, they aren't ready yet. Some cool animated buildings YuokiTani

- Fri May 04, 2018 6:18 pm
- Forum: News
- Topic: Friday Facts #241 - New player experience
- Replies: 117
- Views: 58995
Re: Friday Facts #241 - New player experience
https://www.factorio.com/blog/post/fff-241
I have a solution for part of the list.
Fist . Have there be the space ship wrecks you landed in strewn close to you on the map. Based on pre-start settings you can set a variety of resources to be present in the wrecks.
These ship derelicts can be ...
I have a solution for part of the list.
Fist . Have there be the space ship wrecks you landed in strewn close to you on the map. Based on pre-start settings you can set a variety of resources to be present in the wrecks.
These ship derelicts can be ...
- Fri Apr 27, 2018 5:55 pm
- Forum: News
- Topic: Friday Facts #240 - Factorio-data & Fast pipe replace
- Replies: 35
- Views: 23045
Re: Friday Facts #240 - Factorio-data & Fast pipe replace
Just don't manage to lose important things and hardware while moving to the new office and be careful.Klonan wrote:https://www.factorio.com/blog/post/fff-240
- Sat Apr 07, 2018 10:56 am
- Forum: Ideas and Suggestions
- Topic: Locomotives capble to drive in reverse.
- Replies: 6
- Views: 2359
Re: Locomotives capble to drive in reverse.
What if you could modify WHERE exactly a train would stop at a Train Stop? One wagon after it or two wagons before it or something else?dood wrote:I don't want my 1 headed trains to enter a station backwards tho.
- Sat Apr 07, 2018 10:06 am
- Forum: Ideas and Suggestions
- Topic: Locomotives capble to drive in reverse.
- Replies: 6
- Views: 2359
Locomotives capble to drive in reverse.
Did you know that in Real Life later steam locomotives and modern engines can drive in reverse as fast as forwards (minus aerodynamic drag)?
https://en.wikipedia.org/wiki/Walschaerts_valve_gear
https://en.wikipedia.org/wiki/Reversing_gear
This would allow Two-Headed trains be as fast as One-Headed ...
https://en.wikipedia.org/wiki/Walschaerts_valve_gear
https://en.wikipedia.org/wiki/Reversing_gear
This would allow Two-Headed trains be as fast as One-Headed ...
- Mon Mar 26, 2018 2:16 pm
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 297762
Re: [MOD 0.16.x] Deadlock's Stacking Beltbox (& Compact Loaders)
The choice to go a darker gray is what really draws me to yours, since items stand out a lot more than their vanilla counterpart. Belts are now less of an eyesore and I can see items more clearly, so thank you for that.
My pleasure.
Something is very wonky. My Angel/Bob game Violet and Green ...
My pleasure.
Something is very wonky. My Angel/Bob game Violet and Green ...
- Mon Mar 26, 2018 8:28 am
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 516967
Re: Friday Facts #225 - Bots versus belts (part 2)
Also, allow Belt Loaders for the game.Darthlawsuit wrote:Belts can only input so much into a factory at once. Bots can do infinite. Make it so only X number of bots can input/output from objects. Containers can allow a lot of input/output while factories can only do so many at a time.
- Mon Mar 26, 2018 8:27 am
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 297762
Re: [MOD 0.16.x] Deadlock's Stacking Beltbox (& Compact Loaders)
Something is very wonky. My Angel/Bob game Violet and Green belts do not fit the color scheme of the corresponding Beltbox. Green to Violet. Violet to Green. What is going on?
- Sat Mar 24, 2018 8:40 pm
- Forum: News
- Topic: Friday Facts #235 - 0.16 stable
- Replies: 122
- Views: 66246
Re: Friday Facts #235 - 0.16 stable
Will you please also consider adding a bit more lane management in the game? Splitting two lanes of 1 belt onto two belts with splitter options (instead of slow inserters), and maybe a way to swap two lanes of 1 belt.
they have given us the tools. ;)
underground.exploit.png
swap.png
Nope ...
they have given us the tools. ;)
underground.exploit.png
swap.png
Nope ...