Search found 556 matches
- Fri Sep 23, 2022 8:09 pm
- Forum: News
- Topic: Friday Facts #370 - The journey to Nintendo Switch
- Replies: 73
- Views: 36859
Re: Friday Facts #370 - The journey to Nintendo Switch
When I play Minecraft with friends we don't usually have someone host the game to lan or wpn through the client, we instead run a dedicated server on a separate computer. (We play with the Java edition.) This is so that anyone can quit the game early and the others would not be affected, since ...
- Fri Sep 23, 2022 4:00 pm
- Forum: News
- Topic: Friday Facts #370 - The journey to Nintendo Switch
- Replies: 73
- Views: 36859
Re: Friday Facts #370 - The journey to Nintendo Switch
Thanks for sharing all of that, and the timeline of events!
What about hosting some switch games, like you announced multiplayer games, to try and iron out some last-minute desyncs/crashes/whatever? Host some games on your switch so it'll create desync reports, have some other Wube players join as ...
What about hosting some switch games, like you announced multiplayer games, to try and iron out some last-minute desyncs/crashes/whatever? Host some games on your switch so it'll create desync reports, have some other Wube players join as ...
- Thu Sep 22, 2022 10:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.69] Crash when fueled spidertron changes surfaces with active logistics delivery
- Replies: 3
- Views: 1856
Re: [1.1.69] Crash when fueled spidertron changes surfaces with active logistics delivery
Thanks for the report. I saw these crash logs in the automatic crash reports and fixed it yesterday.
The fix will be out in the next 1.1 release.
I know it's probably too short of notice, but I was just texting a friend about certain things I appreciate about Factorio and its development and ...
- Sun Sep 18, 2022 8:43 pm
- Forum: Not a bug
- Topic: Offshore Pump + Landfill + Player = Death
- Replies: 6
- Views: 2270
Re: Offshore Pump + Landfill + Player = Death
Too bad, I was hoping this report would be one of those "Thanks for the report, it's fixed. It turns out that this really rare and interesting thing happens because..."
- Wed Sep 14, 2022 4:01 pm
- Forum: Ideas and Suggestions
- Topic: Make the windows start tile scale to the tile size
- Replies: 3
- Views: 1519
Re: Make the windows start tile scale to the tile size
With 1.2, please make this very simple update.
It would look so much more "with the times", and just plain look a lot better.
It would look so much more "with the times", and just plain look a lot better.
- Tue Sep 06, 2022 1:13 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.68] "No threads to run the job" when setting render threads to 1
- Replies: 1
- Views: 2547
[1.1.68] "No threads to run the job" when setting render threads to 1
I was going to experiment more with the threads performance I noticed before and found "no threads to run the job" and encountered a crash when setting it to 1 thread.
It only occurs if you load the game with 2 or more threads, then set it to 1. If you load the game with 1, set it to anything ...
It only occurs if you load the game with 2 or more threads, then set it to 1. If you load the game with 1, set it to anything ...
- Sun Jul 10, 2022 2:57 am
- Forum: Won't fix.
- Topic: [Klonan] [1.1.57] Storage chest information pushed off screen by logistics storage
- Replies: 7
- Views: 3687
Re: [1.1.57] Storage chest information pushed off screen by logistics storage
Thanks for the report however there is no fix for this. Something will eventually be pushed off screen with this tooltip.
Just to clarify--I'm not asking for logistics to not be pushed off-screen and "fixed" to show more of them. I'm asking for the useful, missing information to be fixed to ...
- Mon Jul 04, 2022 9:43 pm
- Forum: Ideas and Suggestions
- Topic: Gui Calculator and Notebook
- Replies: 8
- Views: 3150
Re: Gui Calculator and Notebook
I'd love to see both a calculator and notebook as part of 1.2, or at least part of the expansion. I don't think they're mod-worthy.
These aren't mod-worthy because it's an inherent part of the game, everyone probably just doesn't realize how often they do calculations in their head or make obscure ...
These aren't mod-worthy because it's an inherent part of the game, everyone probably just doesn't realize how often they do calculations in their head or make obscure ...
- Thu May 05, 2022 4:26 pm
- Forum: Implemented Suggestions
- Topic: Get Ghost Building From Crafting Tab Using Q
- Replies: 16
- Views: 9765
Re: Get Ghost Building From Crafting Tab Using Q
Woohoo! Thank you kovarex and anyone else who had a hand in it!
- Mon Apr 25, 2022 12:54 am
- Forum: Implemented Suggestions
- Topic: Get Ghost Building From Crafting Tab Using Q
- Replies: 16
- Views: 9765
Re: Get Ghost Building From Crafting Tab Using Q
+1
This would be great.
Also, a checkbox in the crafting menu to enable displaying all items, even those not yet unlocked by research, so that those items can be selected as well.
This would be great.
Also, a checkbox in the crafting menu to enable displaying all items, even those not yet unlocked by research, so that those items can be selected as well.
- Sun Apr 24, 2022 10:15 pm
- Forum: Ideas and Suggestions
- Topic: Improvements to the Dropper aka Pipette tool (Q)
- Replies: 15
- Views: 11627
Re: Improvements to the Dropper aka Pipette tool (Q)
Being able to push Q from the crafting window while the cursor is over an item would be an awesome QoL improvement, which I've always hoped would someday just get snuck in as a feature.
On that note, a checkbox for "show all items" in the crafting menu would be great as well, to select a future ...
On that note, a checkbox for "show all items" in the crafting menu would be great as well, to select a future ...
- Fri Apr 22, 2022 10:25 pm
- Forum: Implemented Suggestions
- Topic: Can you add a clock to the game?
- Replies: 45
- Views: 19242
Re: Can you add a clock to the game?
I just noticed this today. Awesome, thank you!posila wrote: Tue Jan 18, 2022 9:06 am ok, done ... but I don't wanna hear about this again for at least a week or two![]()
- Fri Apr 22, 2022 8:10 pm
- Forum: Gameplay Help
- Topic: [1.1.57] Personal roboport bots slow with modules
- Replies: 2
- Views: 1739
Re: [1.1.57] Personal roboport bots slow with modules
Ah, gotcha. Thanks for that!
- Fri Apr 22, 2022 7:57 pm
- Forum: Gameplay Help
- Topic: [1.1.57] Personal roboport bots slow with modules
- Replies: 2
- Views: 1739
[1.1.57] Personal roboport bots slow with modules
Is this a bug with the scenario or base game?
https://imgur.com/a/AxcRcBB
Load the save, copy the beacon with its modules nearby, then paste it right there. There's a substantial delay between the beacon and module placement.
https://imgur.com/a/AxcRcBB
Load the save, copy the beacon with its modules nearby, then paste it right there. There's a substantial delay between the beacon and module placement.
- Fri Apr 22, 2022 2:40 am
- Forum: News
- Topic: Friday Facts #265 - Nomenclature & Steam networking
- Replies: 121
- Views: 69566
Re: Friday Facts #265 - Nomenclature & Steam networking
Sorry to raise this from the dead, but I was talking to a couple of other players about the survey that took place.
FFF 265 and FFF 275 were the best info I found, but don't contain survey results. I could've sworn there was more, like that some people call science "potions", underground belts ...
FFF 265 and FFF 275 were the best info I found, but don't contain survey results. I could've sworn there was more, like that some people call science "potions", underground belts ...
- Wed Apr 20, 2022 2:55 pm
- Forum: Ideas and Suggestions
- Topic: New train cars visualization quantity with signals & train stations
- Replies: 13
- Views: 5889
Re: New train cars visualization quantity with signals & train stations
Edited for clarity (I hope), and added a better image.
Boskid, any interest in this for 1.2 while you're poking around with the train stuff?
Boskid, any interest in this for 1.2 while you're poking around with the train stuff?
- Mon Apr 11, 2022 12:49 pm
- Forum: Gameplay Help
- Topic: How to see beneath construction/logistic bot module icon?
- Replies: 5
- Views: 2491
- Mon Apr 11, 2022 10:42 am
- Forum: Gameplay Help
- Topic: How to see beneath construction/logistic bot module icon?
- Replies: 5
- Views: 2491
Re: How to see beneath construction/logistic bot module icon?
Heh, it's on a multiplayer server, so if it's neither available nor my own thing built, I don't want to cancel it and mess up whatever someone else has planned.
Thanks though. I hoped I was missing something obvious, like "there's a button you can add where the roboport and alt buttons are".
Thanks though. I hoped I was missing something obvious, like "there's a button you can add where the roboport and alt buttons are".
- Sun Apr 10, 2022 11:53 am
- Forum: Gameplay Help
- Topic: How to see beneath construction/logistic bot module icon?
- Replies: 5
- Views: 2491
How to see beneath construction/logistic bot module icon?
I feel dumb since I've been playing Factorio for many years and should be familiar enough to find where to adjust and correct this.
I can't see beneath the icon, which makes it impossible to understand what I'm looking at in alt-mode.
How to I move the icon down a bit or what is the solution ...
I can't see beneath the icon, which makes it impossible to understand what I'm looking at in alt-mode.
How to I move the icon down a bit or what is the solution ...
- Wed Apr 06, 2022 11:42 am
- Forum: Won't fix.
- Topic: [Klonan] [1.1.57] Storage chest information pushed off screen by logistics storage
- Replies: 7
- Views: 3687
Re: [1.1.57] Storage chest information pushed off screen by logistics storage
I'm vaguely remembering it happening to power poles with red/green wires, but I can't remember about the different combinators. I guess anything where tons of logistics icons can exist is worth checking out.