Search found 298 matches
- Fri Jul 15, 2016 7:49 am
- Forum: Frequently Suggested / Link Collections
- Topic: Add a transport belt ghost Arrow / Belt placement cursor clarity
- Replies: 15
- Views: 8006
Re: Add a transport belt ghost Arrow
Yes, and not just with ghosts, actually. The mid-speed belt (red) is already hard to see the direction, blue is... maybe I'm just old But it really *in general* would help to have a cleared, stand-out, non-moving indicator for the direction.
- Fri Jul 15, 2016 3:00 am
- Forum: Minor issues
- Topic: [0.13.4] Overlapping HUD on Some Machines
- Replies: 7
- Views: 3604
Re: [0.13.4] Overlapping HUD on Some Machines
1920x1080 is a lower resolution? What's the recommended? <checks Steam> Hmm, no recommended display size.
- Thu Jul 14, 2016 1:35 am
- Forum: Modding help
- Topic: How to add a resource in 1.13 without erasing stone?
- Replies: 2
- Views: 1071
Re: How to add a resource in 1.13 without erasing stone?
First, 0.13, not 1.13.
Second, currently, the map generation is broken. Haven't found an acknowledgement, but it is. I expect a patch... yesterday. Basically, putting the old code back (if possible) would be an improvement. So, how do you do what you want to do?` By waiting, it seems.
Second, currently, the map generation is broken. Haven't found an acknowledgement, but it is. I expect a patch... yesterday. Basically, putting the old code back (if possible) would be an improvement. So, how do you do what you want to do?` By waiting, it seems.
- Tue Jul 12, 2016 11:14 pm
- Forum: Mods
- Topic: [MOD 0.12.x, 0.13.x] Crafted Artifacts
- Replies: 56
- Views: 63077
Re: [MOD 0.12.x, 0.13.x] Crafted Artifacts
I can see why the ore is disabled by default.. at least without RSO, it spawns EVERYWHERE O_o Yup, realized this myself. Started a map with frequency on lowest, and size and richness maxed, and got this (not sure it worked :D) Not the lack of Oil. That map's from right now, after putting up a radar...
- Sun Jul 10, 2016 3:46 am
- Forum: Mod portal Discussion
- Topic: [0.13] Allow mods to be tagged with 3 tags
- Replies: 10
- Views: 4493
Re: [0.13] Allow mods to be tagged with 3 tags
Wait, what? One. Tag.
You may not like it, but limiting it to one tag is not actually understanding tagging.
You may not like it, but limiting it to one tag is not actually understanding tagging.
- Thu Jul 07, 2016 5:35 pm
- Forum: Ideas and Suggestions
- Topic: Clickable homepage link & email in active mod list
- Replies: 2
- Views: 898
Re: Clickable homepage link & email in active mod list
Yup. Especially since you can't even mark/copy those. So they're basically useless that way.
- Mon Jul 04, 2016 9:49 pm
- Forum: Mods
- Topic: [MOD 0.12.x, 0.13.x] Crafted Artifacts
- Replies: 56
- Views: 63077
Re: [MOD 0.12.x, 0.13.x] Crafted Artifacts
Darn, that's why my first play attempt with 0.13 didn't show Rare Earths. I thought something was broken.
I guess there's no less-invasive way than editing source? Factorio really needs some support added here.
I guess there's no less-invasive way than editing source? Factorio really needs some support added here.
- Mon Jul 04, 2016 9:16 pm
- Forum: Not a bug
- Topic: [0.13.00] Crash on startup- "Duplicate mod Hardcorio"
- Replies: 3
- Views: 1635
Re: [0.13.00] Crash on startup- "Duplicate mod Hardcorio"
I just ran into this... okay, expected. What I did not expect (and this is 0.13.4 on Linux) is this same crash after auto-updating, for a mod that was auto-updated. Not sure if it's supposed to remove the old mod or not, and maybe it didn't because restarting doesn't work (should it? Didn't find a b...
- Sat Jun 25, 2016 5:42 pm
- Forum: Ideas and Suggestions
- Topic: Exiting Trains is backwards...
- Replies: 11
- Views: 3204
Re: Exiting Trains is backwards...
That's the best idea here. As to "diagonal"... irrelevant. We're talking "side of train", and even on a diagonal piece of track, the train has two sides.bobucles wrote:What if the player just exited towards the direction of the mouse cursor?
- Sat Jun 25, 2016 5:36 pm
- Forum: Mods
- Topic: [MOD 0.13] Time Tools (& Clock Combinator)
- Replies: 97
- Views: 68235
Re: [MOD 0.12.X] Time Tools (& Clock Combinator)
You'd love to see mod threads swamped with "Thank you" posts? ;-) Let's put it like this: if I didn't like your mod and be a happy user (which, at least to me, implies gratefulness), I wouldn't even have bothered commenting. As to your license: there's no legal definition/precendent for &q...
- Sat Jun 25, 2016 5:29 pm
- Forum: Spread the Word
- Topic: Factorio need IRL Stuff (Merchandise).
- Replies: 73
- Views: 48913
Re: Factorio need IRL Stuff.
If I had the means and inclination, I'd make a logistic bot and/or construction bot drone. Should be possible. Wonder why no-one has done one yet.5thHorseman wrote:Biter plushie? I want a logistic bot plushie.
- Thu Jun 23, 2016 4:22 pm
- Forum: Ideas and Suggestions
- Topic: Exiting Trains is backwards...
- Replies: 11
- Views: 3204
Re: Exiting Trains is backwards...
Yes and no. What annoys me more is that you exit on the left... sometimes. What they should do is exit a *bit* further away, *and* on the right. Because on the left means you're awefully close to the opposite track in a right-handed double-track layout (well, one that doesn't go as close as you can....
- Wed Jun 22, 2016 10:21 am
- Forum: Spread the Word
- Topic: Factorio need IRL Stuff (Merchandise).
- Replies: 73
- Views: 48913
Re: Factorio need IRL Stuff.
What "we in the business" call this "IRL stuff" is "Merchandise".
And yes, Factorio needsyou this.
And yes, Factorio needs
- Tue Jun 21, 2016 10:55 am
- Forum: Ideas and Suggestions
- Topic: Show status of requested items for player inventory
- Replies: 7
- Views: 2873
Re: Show status of requested items for player inventory
To add: when you get logistics slots, there's a lot of empty room in that middle column below those slots. Which is the *perfect* place to put this info. And yes, some are one shot. Others aren't. There should, IMHO, be a way to specify one-time orders. There isn't, is there? Oh... and I'd also woul...
- Tue Jun 21, 2016 9:25 am
- Forum: Ideas and Suggestions
- Topic: Show status of requested items for player inventory
- Replies: 7
- Views: 2873
Re: Show status of requested items for player inventory
No, it doesn't only make sense for the (non-existent, apparently) one-time delivery orders. It's precisely how I came to this thread: wondering if anyone had suggested a display like for chests, but for the player. I'm continuously wonder whether any bots are en route to me... I *can* do the "w...
- Fri Jun 17, 2016 10:55 am
- Forum: Mods
- Topic: [MOD 0.13] Time Tools (& Clock Combinator)
- Replies: 97
- Views: 68235
Re: [MOD 0.12.X] Time Tools (& Clock Combinator)
Custom license. Great work! Means I won't bother with 1.0.12+. The "default" (recommended) license is the best. Why? Because your custom license means that when you abandon this for some reason that also makes you "disappear" from Factorio, nobody can put up a new updated version...
- Fri Jun 17, 2016 10:27 am
- Forum: Mods
- Topic: [MOD 0.17.x] WaiTex 1.3.5: A HD Texture Pack
- Replies: 238
- Views: 306793
Re: [MOD 0.12.x] WaiTex 1.0.1: A HD Texture Pack
Holy Batextures, Batman! This is... OMG... _faints_
- Tue Jun 14, 2016 12:15 pm
- Forum: Ideas and Suggestions
- Topic: Map Gen Settings in Load Screen/Save Game Overview
- Replies: 1
- Views: 1265
Map Gen Settings in Load Screen/Save Game Overview
I have a bunch of started games. Yeah, sue me. I wish there was an easier way to find out the map generation settings of those games than getting the map exchange string, copying, clicking Back, clicking New, paste string to field... Having those in the save game overview (together with the mods act...